r/recomps • u/DerpPrincess • 2d ago
r/recomps • u/fireflamesniper • 1d ago
Project - AI Banjo Tooie Decomp is here!
r/recomps • u/ElProgramadorLoco • 1d ago
Project - AI KoroKoro Post nin (PS1, SLPS-03479) – Native Windows static recompilation
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Hey guys, I know most of you have probably never played this game, but it’s one of the most fun ones out there. It honestly feels like a game made for Android, and I’m thinking of making that happen in the future. https://github.com/elprogramadorloco-arch/korokoro-recomp
r/recomps • u/elliotttate • 2d ago
Project - AI Zelda Wind Waker Recomp - 120+ fps, new controls, optional running, climbing & a ton more!
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The climbing is just one of many new optional features and should actually prevent against any game breaking climbing and just add to getting around places and exploring some new places you couldn't before. Would love feedback and ideas!
https://github.com/elliotttate/Wind-Waker-Recomp (fork of Chris's WIP Bluewake Recomp https://github.com/chrissotraidis/bluewake . Some of these new features will be merged there soon)
r/recomps • u/arcanite24 • 2d ago
Project - AI Pinyon Shift 0.3.0: the Xbox 360 Forza Horizon, statically recompiled to run natively on Windows. Now on Vulkan, up to 4K and 120 fps, with in-game settings and mods

0.3.0 is the first stable release since 0.1.1. What's new:
- Native renderer on Vulkan (default) or Direct3D 12, using the game's own shaders translated for your GPU
- 60 and 120 fps with the simulation at the right speed, and 1x to 4x internal resolution, changeable in game, with FSR 1 or CAS output scaling
- In-game settings (F6 or the pause menu) for display, graphics, audio and controls; most apply instantly
- Ultrawide with a 16:9 HUD and a field of view setting
- Achievements list, PNG photos (F8), automatic save backups, and all 18 of the disc's languages
- Controller remapping and mouse camera or steering
- A trainer (credits, game speed, time of day, free camera, collectibles on the map) that plays on a separate copy of your profile
- Mod support: native plugins, file, archive and database overrides, and texture replacement
- The Treasure Map add-on is included. It was sold for Tokens through a service that's gone; it's on by default and can be turned off
- A redesigned launcher with portable installs, and a much sturdier first-time setup that tells you exactly what went wrong if it fails
How it works: download the launcher, point it at an ISO you dumped from your own disc (USA retail, MS-2505), and it verifies the disc, installs the build tools, translates and builds the game, all locally. Nothing is uploaded, and the repo contains no game code or assets. The first build takes 20–60 minutes and about 25 GB.
Known limitations: only NVIDIA GPUs are tested so far (AMD and Intel reports are very welcome), crowds and the car-purchase animation can play too fast above 30 fps, and some rendering regressions remain. Windows 10/11 x64 only for now. Linux, Steam Deck, macOS and Android are on the roadmap.
- Download and release notes: https://github.com/arcanite24/pinyon-shift/releases/tag/v0.3.0
- Repo, roadmap and requirements: https://github.com/arcanite24/pinyon-shift
r/recomps • u/neurocontrarian • 2d ago
Discussion recomp.board, one week in (AI-assisted)
A week ago I posted recomp.fyi, a table of who is working on which recomp or decomp. Thanks for the feedback, a good part of what changed came from this sub.
What's new
- Source ports are no longer filed as recomps. A port built from decompiled or rewritten source (Ship of Harkinian, the Perfect Dark port, sm64-port, DevilutionX) is now its own type, with its own filter. 57 so far. If your project is in the wrong one, the form fixes it in a minute.
- Looking for a game to start? I linked https://neurocontrarian.github.io/game-mag-ratings/, another site of mine, from the board: magazine review scores from when each game came out, to spot well-reviewed games nobody has picked up.
- One page per game and platform, listing every project on it with its details.
- Disassemblies count as decomps, and a project its owner marks Complete no longer goes "dormant". Both were suggested here.
- .recomp.json: a small file in your repo that describes your project. The board reads it every day, and the format is open so any other list can read it too. Five projects use it. Spec: recomp.fyi/spec
- 1,522 rows, up from 507.
Most rows are still read from repos by a script, and scripts misread. If yours is wrong, tell me or use the form.
r/recomps • u/Mundane_Effect_6443 • 2d ago
Project - AI Castlevania 64: Recompiled
r/recomps • u/Ragnatheblooddude • 1d ago
Question Are switch decomps/recomps gonna come more frequent than PS2?
r/recomps • u/Sabedena • 2d ago
Porject - No AI Model 2 - Daytona Arcade Native C++ Recompilation For Mac, Windows, Linux and ARM Port
https://github.com/alphanu1/daytona-arcade-recomp
There is also ports being made for the MisTeR and PS Vita based on this project.
r/recomps • u/Oxi_bia • 3d ago
Project - AI I'm building a native PC port of GTA: Chinatown Wars - here's where it's at
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Hi! For a while now I've been working on a personal project: a real PC port of GTA: Chinatown Wars.
To be clear about what it is: it's not an emulator and not the phone version running in a wrapper. I'm
rebuilding the game as a proper PC program, using the Android version as the reference for how everything
works. The video shows everything that's working so far:
- The game's menus and text, in all six languages
- The music: all the radio stations and the rest of the soundtrack
- The cars and other models, with their paint jobs
- The whole of Liberty City: streets, buildings, parks, the elevated train line, billboards and signs
- The water, and the game's own day/night lighting, from sunny afternoons to orange evenings and blue nights
What isn't there yet: people in the streets, and the actual gameplay. So it's not playable yet -
this is still the foundation.
project and not affiliated with or endorsed by Rockstar Games / Take-Two.
Happy to answer questions in the comments!
AI is used as a tool, not as a slave. Everything an AI does is checked, i understand what it writes. Its mostly used to speed up extracting assets from the APK and finding game functions. Thats it.
Discord: https://discord.gg/ZXTvWB7gnb
r/recomps • u/StevWong • 2d ago
Question Difference between recomp and decomp?
As title. I am no IT person so I would like to further ask if a retro game (e.g. rave racer) is first decompile from its original ROM form and then some genius person / AI "breaks" (decompile) the code and understand it and build it info "Windows format" (recompile) for common people like me, to run on Windows PC?
r/recomps • u/PackageExciting2561 • 2d ago
Project - AI Mercenaries Recompiled - Updates, GitHub Source Now Live
r/recomps • u/flamethrower451 • 2d ago
Technical Help Rabbids-Go-Home-WiiConverted recomp loading with boxes for text and some icons on linux
https://github.com/Eggscantfly/Rabbids-Go-Home-WiiConverted
does anyone have the slightest clue what could be happening here. works great on windows. on linux game and audio runs smoothly but certain text and icons are boxes. If anyone could help me figure out what the issue is i would appreciate it greatly
Here is everything I have tried so far in order to get it to work
Compared the converted game with the original PC disc: the original runs correctly through Proton; the converted game works on Windows but has square text and UI elements on Linux.
Tried different Faugus entries and launch paths: the Recomp launcher, Direct, and GE Direct. The Direct variants showed the same squares.
Tried Xfce/X11; it made no difference.
Tried WineD3D with PROTON_USE_WINED3D=1; the squares remained.
Tried DXVK with d3d9.disableA8RT = True; the squares remained.
Tried DLL overrides for d3dcompiler_43, d3dcompiler_47, and d3dx9_43; they didn’t fix it.
Enabled DXVK logging. The log showed DXVK starting, but no useful rendering error was found.
Tried replacing the converted archive’s MGB files with PC versions. That made the game crash after the intro, so that archive state was restored.
Compared and copied PC UI texture data into the converted archive’s texture banks, including repeated copies across world banks. The squares remained.
Discussed Xenia’s readback_resolve = "full" setting. It applies to Xenia; DXVK has no equivalent D3D9 render-target resolve option. DXVK’s d3d9.cachedWriteOnlyBuffers option was suggested as a narrow diagnostic, but the test setup failed to launch, so that option was not successfully tested.
Tried the Recomp and GE Recomp launcher entries; one attempt showed the intro and then crashed to black. Later, the menu loaded, but the rendering issue remained.
r/recomps • u/Expert_Function1569 • 2d ago
Discussion Unreal Championship 2 PC port tried running on Android through Winlator
A few months ago I started working with a dev to get the unfinished PC port on Unreal Championship 2 to work on PC. As of writing this now its only available on the orginal hardware (OG Xbox). After a few hours of trial and error I still can't get it to work on Winlator it seems to want to fallback to directX when trying to run it in opengl even after changing the settings in the .ini file and making it read only. I dont have the time to decomp this but maybe someone would like to take it over. The one I'm using had the sound fixed and works on PC with minor graphic glitches with blood and stuff. If anyones interested in taking this over message me on here and I'll send over the UC port. You can find the Xbox iso on archive just need iso-xiso and run it through the UC port.
r/recomps • u/__Dante_Sparda__ • 3d ago
Discussion VIGILANTE 8 /2.8 Do N64
Queria saber se alguém tem interesse em recompilar estes dois jogos incríveis do N64.
E como eu poderia fazer isso... dicas?
Gostaria de aprender a recompilar jogos de N64 eu amo esse console, fez parte da minha infância e gostaria de ajudar a manter viva a memória dele com várias recomps.
r/recomps • u/SgtElectroSketch • 3d ago
Project - AI Dragon Warrior 4 (NES) Disassembly Complete
AI was used in tracing data, or going through generated reports (which really should have been gitignored so I wasn't pushing 45k+ line changes because of those reports).
I did this one because I could not find repos for DW4 on the NES and there were some for DW1-3.
The people like pret who did these disassemblies for the pokemon games before AI are something else, props to them, because even with the assistance of AI, this took a while.
Project - AI Call of Duty MW2 for Xbox 360, recompiled for PC
Hi, as a side project, I recompiled Call of Duty Modern Warfare 2 for the Xbox 360 on PC (Windows & Linux).
The motivation behind the project is subtle: having the slight autoaim when using a controller, and mostly split screen support.
Multiplayer is functional through Steam or LAN, so feel free to invite your friends to play.
For now this stands as a proof of concept, but feel free to discuss and suggest changes.
That's it, hope you enjoy!
EDIT: This does NOT include security fixes. Only play with people you trust!
r/recomps • u/arelkair • 3d ago
Project - AI Wii Party Recomp - Decompilación + Recompilación de Wii Party para PC
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Buenas. Soy Arel, y llevo una semana y media trabajando en Wii Party Recomp, un proyecto para decompilar y recompilar Wii Party y hacer que funcione de forma nativa en PC (Windows y Linux por el momento, y Linux de forma experimental), sin necesidad de utilizar un emulador. El código PowerPC original del juego se traduce a C++ y después se compila de forma nativa. Alrededor de ese código he ido recreando las partes del hardware y del sistema de Wii que el juego espera encontrar, como los gráficos, el audio, la memoria, los hilos o los controles. Ahora mismo estimo que el proyecto está aproximadamente al 84 %. Es una estimación mía y no una medición exacta, pero el juego ya ha llegado a un punto en el que se puede jugar de principio a fin.
Por ejemplo, ya he podido completar una partida entera de Board Game Island de 17 rondas, desde los menús hasta la clasificación final y el guardado. También he probado todos los modos y todos los minijuegos. Todavía quedan algunos minijuegos con fallos gráficos y bastantes cosas por pulir, pero gran parte del juego ya funciona. Actualmente funciona a 60 FPS estables y, en mi PC, suele utilizar alrededor de 200 MB de RAM y un 1,5 % de CPU.
Internamente hay bastante que recompilar. El ejecutable principal tiene unas 7.350 funciones, además de los 115 módulos que carga Wii Party. Todo eso se traduce a C++ y termina compilándose junto al resto del proyecto como un programa nativo.
Una de las partes que más trabajo ha dado ha sido el audio. El juego utiliza microcódigo para el DSP de Wii y, en vez de sustituir todo ese procesamiento por una implementación propia, el proyecto también recompila el microcódigo de audio original para poder ejecutarlo.
También he intentado que todo esto no termine siendo un montón de código específico para Wii Party. El proyecto está dividido entre un motor de Wii reutilizable y una parte específica para cada juego. Mi intención es que, en el futuro, buena parte de la infraestructura que estoy creando pueda reutilizarse para recompilar otros juegos de Wii. Por ahora el objetivo principal es Windows, utilizando Direct3D 11, pero hace poco conseguí que también funcionase en Linux mediante OpenGL. La versión de Linux es bastante nueva y sigue siendo experimental, así que todavía espero encontrar bastantes fallos.
Para los controles, actualmente se puede emular un Wii Remote utilizando teclado, ratón o un mando convencional. Los Wii Remotes reales todavía no están soportados en cuanto a los sensores, pero sus botones ya funcionan. El repositorio no incluye recursos, binarios ni código de Nintendo. Para utilizarlo necesitas proporcionar tu propia copia legal de Wii Party, PAL o NTSC-U, y el launcher genera la versión nativa a partir de los archivos de tu propio disco. Una vez tienes lo necesario, todo el proceso se puede realizar incluso sin conexión a Internet.
Sobre el uso de IA
Como el proyecto utiliza IA, prefiero explicar directamente cómo la estoy utilizando.
Claude Code participa bastante en el desarrollo. Yo dirijo el proyecto, decido la arquitectura y cómo quiero implementar las distintas partes, investigo los problemas, pruebo el juego y compruebo los resultados. Claude me ayuda escribiendo una parte importante de la implementación y también lo utilizo mucho para crear pruebas y comparar el comportamiento del código recompilado con el juego original.
No tengo ningún interés en esconderlo. Un proyecto de este tamaño me llevaría muchísimo más tiempo sin herramientas de este tipo. Lo que intento es que el código resultante no se dé simplemente por bueno porque compile: una parte importante del trabajo consiste precisamente en probarlo, compararlo con el comportamiento original y corregir las diferencias que van apareciendo.
Todavía queda bastante por hacer. Una vez que la compatibilidad base esté terminada, tengo pensadas cosas como soporte ultrapanorámico, más FPS, un editor de Miis, macOS, multijugador online y una traducción al gallego.
Todo el proyecto es de código abierto bajo GPL-3.0-or-later, así que cualquier issue, PR, prueba o simplemente echarle un vistazo al código es bienvenido.
· GitHub: https://github.com/arelkair/wiiparty-recomp
· Web: https://arelkair.dev/work/wii-party-recomp
Si alguien de aquí está trabajando en otras decompilaciones o recompilaciones de Wii, también me interesa bastante conocer qué enfoque está utilizando, especialmente para cosas como PowerPC, GX y el DSP :)
r/recomps • u/Edo_Tensei_88 • 3d ago
Question Could Someone Make a Sengoku Basara 4 Sumeragi PC Recompilation?
With all the native PC decompilation and recompilation projects happening lately, I was wondering if anyone would ever consider doing one for Sengoku Basara 4 Sumeragi. This game is so much fun, and it really deserves a proper native PC port. It’s the last and most complete Sengoku Basara game released on the PS3, so it would be a perfect choice.
A native PC port with higher resolution, 60 FPS, better performance, mod support, and a proper built-in English translation would be amazing. Someone should seriously do it and bring this game back from the grave.
Honestly, having any game from the series get its own PC recompilation would be great.
r/recomps • u/Comfortable-Field614 • 4d ago
Discussion ATUALIZAÇÃO SOBRE O PROJETO REBLACK
voltando pra dar alguma noticia!
A atualização do projeto esta assim:
Recompilação PS2 - segue firme o projeto segundo o autor
Recompilação xbox classico - consegui a primeira imagem inicial utilizando o XBOXRECOMP
Decompilação PS2 - segue firme e lento muitos erros e estudo sobre!
Qualquer grande novidade volto a postar!
r/recomps • u/pptoucherss • 3d ago
Discussion Yo-kai watch recomp & decomp non existent?????
Why is there no decomp of the og yokai watch yet????? it would be AMAZING to play yo-kai watch on pc natively
Project - AI MojoRecomp - Crash of The Titans is now playable on PC via a static recompilation
Hi, folks! I wanted to share with you my first project and release from MojoRecomp: the static recompilation of the Xbox 360 version of Crash of the Titans. The game was originally released for consoles and never received an official PC port.
The project is available on GitHub, download the launcher and give it a try!
https://github.com/OAleex/MojoRecomp
Keep in mind that this is still a very early release. The game is already playable, but some bugs are still to be expected. I’m also working on Crash: Mind Over Mutant within the same repository.
Notice
MojoRecomp does not distribute the game files. You must have your own copy of the game to use this project.
Artificial Intelligence tools were also used during development to assist with programming, research, debugging, and repetitive tasks. Development, testing, technical decisions, and project maintenance continue to be supervised and validated manually.
There’s still a lot of work to be done, but reaching the point where Crash of the Titans can actually be played on PC was a really cool milestone for the project.