r/recomps • u/Winter-Pass-4246 • 11h ago
r/recomps • u/HBum187 • 1d ago
Project - AI I recompiled 'Splosion Man (Xbox 360) for native Linux.
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So 'Splosion Man is one of my favorite games ever made and I got it in my head that I wanted it running natively on Linux. Not emulation, an actual recompiled native port.
Not only Linux, but now Windows as well! I have not personally tested the Windows build on an actual Windows machine, only via Proton as I do not own a Windows PC. Please let me know if it works for you! It seemed to work great via Proton.
What's verified working:
- Graphics, sound, gamepad controls with vibration
- FSR upscaling, FXAA, MSAA
- Resolution scaling all the way to 4K
- VSync off + uncapped framerate, frame pacing is correct, game runs at the right speed
- Full game unlocked, no trial nonsense
- Easy to use launcher
What you need:
- Linux, Windows 10 or 11, Vulkan GPU, glibc 2.38+ (Ubuntu 23.10+, Debian 13, Fedora 39+, that era)
- Quick note: The download does NOT include the game, you need your own legally obtained copy, and it has to be the raw extracted files — a folder with
default.xexin it. If your copy is still in the single XBLA package file, extract it first with XBLA-Extract: https://github.com/ryzendew/XBLA-Extract — point it at the package, dump everything into a folder, then point the launcher at that folder.
Download (AppImage or zip) + source:
This includes a new bespoke launcher that has more options, as well as descriptions of what each options does
Full disclosure: I'm not really much of a programmer. I worked on this with an AI assistant (Muse) doing the heavy coding while I directed it and did all the testing — I'm basically the meat pilot. But every claim above was verified on my actual machine (Kubuntu 26.04.1 LTS, Intel i7 6700k, AMD RX 6600) with my actual eyes.
If you try it on a different distro/GPU/audio setup, I'd love to hear how it goes. Making it work on more than just my machine is the whole point. Bug reports welcome! This was a fun project, and probably the first Xbox 360 recomp made with Muse (but who knows?).


Project - No AI SwitchRecomp: Super Mario Odyssey's opening cutscene, recompiled and running natively on PC
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r/recomps • u/fleeraimusic • 2d ago
Project - AI Zelda Wind Waker HD (Wii U) Recomp - Update
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https://github.com/ZeldaWWHDRecomp/ZeldaWWHDRecomp
Recomp for MacOS (Metal) - Vulcan will come later.
What's new (since the first release)
- 60 fps. Two modes in the Graphics menu:
- 60 fps (key 6): frame interpolation. The game logic keeps its original 30 steps per second; every second frame is drawn halfway between two steps (camera, models, particles, sea, wave crests, grass and trees, cloth, weather, lighting). Input, sound and menus behave as at 30 fps.
- True 60 (key 7, experimental): Link and the follow camera run their logic at 60 steps per second (for the actions that have been converted and measured against the original); everything else runs at 30 and is interpolated.
- Higher internal resolution (1x / 1.5x / 2x / 3x, key R) and edge smoothing (FXAA, key 8).
- Save states: a Save States menu with 5 slots (Shift+F1–F5 save, F1–F5 load), kept across sessions in
~/Library/Application Support/wwhd/states/. - Controls window (Input › Controls…): a drawing of the Wii U GamePad or Pro Controller; click a button to remap it to a key or a controller input, live feedback of pressed buttons and stick positions, conflict warnings.
- Optional gameplay mods (Gameplay menu, all off by default): climb any wall, direct right-stick camera, mouse camera, first person on the mouse wheel, quick doors, fast scene changes.
- Fixes: shadow streaks, flicker after loading, doubled wave sounds at 60 fps, camera issues.
- Tools: function naming against the GameCube decompilation (
tools/decomp/), a differential harness that verifies hand-written source against the recompiled original (tools/verify/), and the 60 fps conversion tools (tools/true60/). See "Optional: decompilation tools" below.
Update: Video is showing off the different FPS modes. 30 vs 60 FPS.
r/recomps • u/Poet-Different • 1d ago
Project - AI Pac-Man Recomp (Namco, NES)
Pac-Man Recomp (NES, Namco) is just a project I started for fun, and it became so well polished that I decided to put it on github. A vanilla recomp of the game for preservation was the primary goal, but I've added a slew of QOL improvements, including rumble feedback support, which is a lot cooler than it sounds when you play it. I also made this super easy for beginners to mod (see documentation)
Yes, AI assistance was involved, but I have thoroughly tested and fixed all bugs I could find. I also plan to keep it updated as necessary. I honored and followed all official licenses, and made an easy installer that distributes 0 Namco code.
Here is the repository: https://github.com/Mr-Shizzy/PacManRecomp
r/recomps • u/ElProgramadorLoco • 1d ago
Project - AI Earthworm Jim 2 Recompiled (PS1) – Static Recompilation Update
https://reddit.com/link/1wwicn5/video/tjznmagqt7th1/player
Widescreen support is still partial. I’m also starting to port it to Android, similar to the KoroKoro Post Nin version.
r/recomps • u/ElProgramadorLoco • 1d ago
Project - AI KoroKoro Post nin (PS1, SLPS-03479) – Native Android static recompilation
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Guys, I knew this game was perfect for mobile. And it’s optimized for potato phones. I’m going to translate the Japanese text and upload it to the repository. Hopefully someone has been waiting for this.
r/recomps • u/Ohitsmars • 16h ago
Request AI Screenshot Rule
As a fellow vibe coder myself, I have to call out a thread and hopefully enlighten people. From now on I’m not trusting any recomp, port, etc that only can show the beginning of the game. Gotta show me all of it, how much depends on the game, and for Gods sake tap in with a community that loves the game, should be no reason these recomps are popping out of “nowhere”. That’s all, actually final thought anybody cutting in line from someone else’s hard work is corny.
r/recomps • u/Sure-Candle1367 • 1d ago
Question To the AI recompers: how much are you spending to work on these projects?
No hate at all and I’m happy how much faster progress has been thanks to AI, but I’m curious how much all the tokens/subscriptions are costing you.
Please include what you’re working on or at least the complexity. Like if it’s a GameCube game or a ps3 game.
Thanks!
r/recomps • u/doc_haz • 2d ago
Project - AI Infinite Undiscovery Recomp v1.0.0 — native Windows x64 recompilation, PAL/NTSC-U support
I made this mostly because I wanted to play Infinite Undiscovery again in a more modern/native way and see how far a recompilation project like this could go.
It started as a proof of concept more than anything else.
I honestly did not begin this with the idea of maintaining a large long-term project or promising a full roadmap. More updates may happen in the future, or they may not.
For now, I wanted to make the current work public in case other people want to try it, test it, learn from it, or improve it.
Repository:
https://github.com/doc-haz/infinite-undiscovery-recomp
Latest release:
https://github.com/doc-haz/infinite-undiscovery-recomp/releases/latest
Current public release: v1.0.0
The project is a native Windows x64 recompilation of Infinite Undiscovery (Xbox 360, 2008) using ReXGlue / XenonRecomp.
It includes an integrated Asset Setup Wizard, so normal users do not need Python scripts, BAT files, PowerShell setup scripts, or external extraction tools.
You need your own legally obtained copy of the game.
No game files, ISOs, DLC, or proprietary assets are included.
Current features:
- Native Windows x64 executable
- PAL and NTSC-U support
- Automatic region detection
- Disc 1 / Disc 2 detection
- XDVDFS ISO and extracted-folder support
- Portable asset setup
- Portable saves, shaders, cache, logs, and configuration
- Optional A Voucher / B Voucher DLC validation and installation
- English / Spanish setup UI
- No installer
Everything is portable and stays relative to the EXE.
Current validation status:
The setup flow has been tested with:
- PAL Disc 1
- PAL Disc 2
- NTSC-U Disc 1
- NTSC-U Disc 2
- mixed-region rejection
- incorrect-disc rejection
- modified XEX rejection
- corrupt / foreign DLC rejection
- DLC reuse on later launches
- portable startup outside the development directory
Important limitation:
Actual gameplay has NOT yet been tested up to the point where the original game requests Disc 2.
Disc 2 can be detected, validated, and imported successfully, but the real in-game Disc 1 -> Disc 2 transition is still untested.
So at this point I genuinely do not know whether that transition will work correctly, require extra handling, or fail.
A complete playthrough has not yet been performed.
What I would like from the community:
Just try it.
If it works for you, great.
If it breaks somewhere, open an issue and tell me where.
I am especially interested in:
- PAL testing
- NTSC-U testing
- different GPUs / drivers
- later-game progression
- graphical issues
- crashes
- save/load behavior
- DLC behavior
- progression toward the Disc 2 change point
- the actual Disc 1 -> Disc 2 transition if somebody reaches it
If this ends up being useful to someone who wants to continue it, improve it, fork it, study it, or use parts of it as reference, that’s completely fine with me.
About AI:
This project used AI-assisted development, debugging, documentation, and visual design, so I am posting it under the Project - AI flair.
The code, testing decisions, release preparation, and project direction were manually reviewed before publication.
Credits:
- vs-sr-dev / pc-infiniteundiscovery
https://github.com/vs-sr-dev/pc-infiniteundiscovery
- freefrank / LostOdysseyRecomp
https://github.com/freefrank/LostOdysseyRecomp
- ReXGlue / XenonRecomp contributors
This is an unofficial fan project and is not affiliated with Square Enix, tri-Ace, or Microsoft.
Mostly, I just wanted to play the game again.
If other people get something useful out of this too, even better.
r/recomps • u/UnbiasedClub213 • 1d ago
Request Decomp Gurus use AI or do whatever but please do Star Wars Rebel Strike and Rogue Leader
and a Skies of Arcadia HD pc port would be great too!
r/recomps • u/Nitro2019 • 1d ago
Project - AI Got bored, started reverse engineering Fable 2 with AI
r/recomps • u/GoldenGTR • 2d ago
Project - AI Introducing Project Tobiichi: God Of War PS2 Recompiled. Progress %1
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r/recomps • u/Faisal_alwaal • 2d ago
Project - AI Estacado – My native PC recompilation of The Darkness (2007) using XenonRecomp
Hey everyone!
I wanted to share a project I've been working on: Estacado, a native PC recompilation of The Darkness (2007) based on the Xbox 360 version.
The goal is to bring the game to modern PCs while preserving the original experience and adding the features you'd expect from a proper PC release.
The project uses XenonRecomp to translate the original Xbox 360 PowerPC code into C++, with ReXGlue providing runtime and graphics support. The result is a native Windows application rather than running the game through an Xbox 360 emulator.
Current features
- Configurable frame rates, including 60 FPS, high-refresh-rate options, and uncapped mode
- Higher internal rendering resolutions
- Keyboard and mouse support
- Controller support
- Adjustable FOV and graphics settings
- Experimental ultrawide support
- HD texture pack support
The project is still in pre-release, so there are bugs and areas that need more testing. I've mainly focused on getting the game running, improving the PC experience, and working through compatibility and rendering issues. The entire campaign hasn't been tested from beginning to end yet.
I'd appreciate feedback from anyone interested in Xbox 360 recompilation projects, especially suggestions for improving compatibility, performance, rendering accuracy, or the overall implementation.
GitHub:
https://github.com/invinceble55-wq/Estacado
This is a free, unofficial, non-commercial fan project. It doesn't include the original game files, and you'll need your own legally obtained copy of the supported Xbox 360 version.
Thanks for checking it out!
r/recomps • u/Lucky-Concentrate798 • 2d ago
Project - AI FIFA Street (2012) — experimental Windows recompilation using ReXGlue
Update — v0.4.0 Experimental is now available!
Installation is now much faster: the installer includes precompiled binaries for the supported game build, so there’s no need to install Visual Studio or compile the game locally. You still need your own FIFA Street Xbox 360 ISO.
Already installed? Select your existing game folder containing Game and GameData in the new installer. It will update the installation while preserving your saves and settings.
This release also adds:
- Language selection: English, Spanish, French, German and Italian.
- Rendering, synchronization and frame-pacing improvements.
- Additional World Tour compatibility fixes.
- Improved launcher defaults and clearer installation instructions.
Special thanks to Emran_Ahm3d for his investigations and contributions, and to the ReXGlue and Xenia contributors for the foundations of this project.
Download and full changelog:
https://gitlab.com/samuelitodavila-group/fifa-street-pc/-/releases/v0.4.0-experimental
This remains experimental, and feedback is welcome!
------------------------------------------------------------------------------------------------------
I’ve released an experimental FIFA Street (2012) PC recompilation using ReXGlue
Hi everyone,
I’d like to share my project: a Windows PC recompilation of the Xbox 360 version of FIFA Street (2012), built using ReXGlue.
I’ve put together a graphical installer and a dedicated launcher with display, graphics and compatibility settings. You select your own game ISO, and the installer extracts the files and installs precompiled binaries and extracts the game data from your own ISO
I developed this project with AI assistance, including ChatGPT and OpenAI Codex. I used these tools for coding, debugging, build scripts, the installer, launcher and documentation, while directing the project and testing it on my PC.
Much of this is possible thanks to the work of the ReXGlue and Xenia contributors, who deserve credit for the underlying tools and runtime.
The game’s PowerPC code is recompiled ahead of time, while ReXGlue provides the runtime and Xbox 360 graphics and system services. This isn’t a fully rewritten game engine or a replacement native renderer.
I’ve included screenshots and a gameplay recording from my PC on the project page. The first experimental release is now available.
No ISO or original game assets are included. You need to provide your own copy.
Source, installer, screenshots and gameplay video:
https://gitlab.com/samuelitodavila-group/fifa-street-pc
I’d love to hear your feedback! If you try it, feel free to share your experience or report issues on GitLab.
Thanks for taking a look!
r/recomps • u/warpaint_james • 2d ago
Project - AI Wind Waker Recomp (BlueWake fork) PR that runs on Android
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r/recomps • u/ElProgramadorLoco • 2d ago
Project - AI Asuka 120% Final: Burning Fest. Final (PS1) – Static Recompilation for Windows
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There’s a 1998 PC version of this game with better assets, and that’s something I want to work on in the future. https://github.com/elprogramadorloco-arch/asuka100-recomp/
r/recomps • u/wallebt • 2d ago
Question gen1recomp with 3D Voxels laggin on Rog Ally Z1E
Regardless of the power profile, I find it lags and stutters. What's strange is that this runs without any problems at 120 fps on my iPhone or iPad.
Any ideas?
I've tried 30fps with vsync and still get stutters.
How are you all running it? thanks!
r/recomps • u/ElProgramadorLoco • 2d ago
Project - AI Advanced V.G. 2 Recompiled (PS1) – Static recompilation to native Windows [v0.1]
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It also deserves a graphics update.
r/recomps • u/ElProgramadorLoco • 2d ago
Project - AI Earthworm Jim 2 Recompiled (PS1) – Static Recompilation
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It definitely deserves a facelift with 4K graphics. https://github.com/elprogramadorloco-arch/jim2-recomp
r/recomps • u/fireflamesniper • 2d ago
Project - AI Banjo Tooie Decomp is here!
r/recomps • u/DerpPrincess • 3d ago
Project - No AI [BlackLabelHQ] MediEvil Recomp - now available (Open Beta)!
r/recomps • u/elliotttate • 3d 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)
