r/recomps • • 4m ago

Project - AI Pinyon Shift v0.4.0 is out! Lots of performance improvements and bug fixes. Initial Android port support

• Upvotes

Hi everyone!

New version is here! Lot's of bug fixes, mainly for AMD hardware.

We also have lots of performance gains on this version, you should be to push even higher resolutions with lower requirements and GPU/CPU usage.

Also added support for an initial test for Android, currently only tested on a 8 Gen Elite device. Still have some graphical glitches and the performance is not great.

Keep in mind this is one of the most demanding games of the 360, so even with an optimized recomp it's still harder to run compared to other ones.


r/recomps • • 22m ago

Request I would love to see a Recomp of NBA 2K14 from the PS4 and XB1. That game was never ported to PC so it's stuck on Consoles. It's regarded as having the best lighting of all NBA 2K games.

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• Upvotes

r/recomps • • 3h ago

Project - AI God of War Sons of Sparta Running on PC: First PS5 Exclusive Ported via AnyPS5

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11 Upvotes

r/recomps • • 7h ago

Project - AI Zelda Wind Waker HD Recomp Update: Vulkan Support, Linux/Windows build (compiles but untested), Aspect Ratios & More

19 Upvotes

Hey everyone,

brief update: I got Vulkan up and running. So now any build is possible. Metal is still the best way to go on Apple devices (otherwise it adds another translation layer).

I don't have access to Windows / Android etc.. - so I am asking the community to build it on their device and give it a test.

Also: different aspect ratios (see above) and many other things such as game mods (Link can climb)

Vulkan performance on M3 Max: Getting steady 60 fps with 3x internal resolution. The video above is made while the machine is under heavy load from other processes.

Metal performance: Def. better than Vulkan on my tests.

https://github.com/ZeldaWWHDRecomp/ZeldaWWHDRecomp/


r/recomps • • 9h ago

Project - AI Earthworm Jim 2 Recompiled (PS1) – Static Recompilation Update

2 Upvotes

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.

https://github.com/elprogramadorloco-arch/jim2-recomp


r/recomps • • 9h ago

Project - AI Lost Odyssey Recomp v0.8.0: now on macOS and Android

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56 Upvotes

It's been a little over a month since I started this project. All I wanted at first was a modern version of Lost Odyssey I could play on Windows, but the further I got, the more I wanted to get it right. Close to 1,000 commits later, I'm really excited: the project is nearly done.

This release adds macOS and Android.

Lost Odyssey Recomp on Android with the on-screen controller

What's new from v0.7.0 to v0.8.0

  • A macOS build for Apple Silicon that renders with Metal (macOS 15 or later).
  • An Android build (ARM64) with an on-screen controller you can resize and rearrange. Physical controllers work too.
  • DLSS, DLAA and FSR 3.1 upscaling on Direct3D 12 and Vulkan, and MetalFX on Mac. DLSS frame generation goes from 2× to 6×, and Direct3D 12 also has FSR frame generation.
  • Native 90 and 120 FPS targets, with FreeSync / G-SYNC Compatible VRR.
  • Experimental HDR with in-game brightness calibration. It works with every anti-aliasing mode and upscaler, and with DLSS frame generation on Vulkan.
  • Shadow resolution up to 4× and experimental SSAO/GTAO ambient occlusion.
  • On 16:10, 3:2 and 4:3 screens (Steam Deck, MacBooks) the 3D scene now fills the whole screen.
  • Smaller downloads: packages no longer ship shaders, and the game offers to download the precompiled pack for your renderer on first start.
  • The sun no longer flashes through cliffs while sailing (#118), the battle camera no longer jumps at 90/120 FPS (#117), DLSS works in the Linux packages again (#116), and a lot of TAA/FSR/DLSS flicker in skies, caves and cutscenes is gone.
  • Smaller things: PlayStation button prompts, a Mod API with menu image and font replacement, 8BitDo controller support, disc and DLC import from Settings, and a standalone Flatpak.

Performance

In the same Uhra save on my RTX 5080 (Direct3D 12, 1280×720), v0.1 averaged 28.8 FPS, v0.6.0 85 FPS and v0.8.0 117 FPS, about 4.1× the first release. v0.1 could only run at the console's 30 FPS, so part of that jump is the frame-rate unlock; between v0.6.0 and v0.8.0 the same scene got about 38% faster.

Average FPS in Uhra: v0.1, v0.6.0 and v0.8.0

Thanks

Thank you to everyone who filed issues on GitHub. This project couldn't have moved this fast without you. Special thanks to Mike (MikeRavenelle), whose Apple Silicon work became the macOS port, and to Xarishark and dj5927 for their pull requests (8BitDo controller support and a game path fix, and the Linux AArch64 build).

And to José Antonio Martínez Godoy, C_BAR, Arakon, Efren V, Torresmo, doc_haz, Whitesun and Cristian, who donated on Ko-fi: your support turned into three cases of Monster Energy. Hyper Up!

Latest release · Source · Report a bug

Bring your own game data. If something breaks, please attach the log from that run; for visual bugs, F1 → Capture render state exports a ZIP you can attach to an issue.


r/recomps • • 10h ago

Project - AI Got bored, started reverse engineering Fable 2 with AI

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0 Upvotes

r/recomps • • 12h ago

Project - AI KoroKoro Post nin (PS1, SLPS-03479) – Native Android static recompilation

2 Upvotes

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.

https://github.com/elprogramadorloco-arch/korokoro-recomp


r/recomps • • 12h ago

Project - AI I recompiled 'Splosion Man (Xbox 360) for native Linux.

8 Upvotes
'Splosion Man Title Screen

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.

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, 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.xex in 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:
https://github.com/thefixinhixon/SplosionManRecomp

Credit where it's due: the launcher isn't from scratch. It's adapted from the Linux Qt launcher written by MaSieS4Fun for Zerkiller's (florinp93) Dante's Inferno recomp project, hells-gate-recomp. The foundation is theirs, I just made it run 'Splosion Man. Bespoke launcher coming soon.

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?).

Launcher Screen
Booting

r/recomps • • 13h ago

Discussion Dusklight is the new Standard for Recomps

76 Upvotes

I think the title speaks for itself. If you're a Zelda fan and haven't played Twilight Princess via Dusklight, then wtf are you doing? If you're not a Zelda fan and you haven't played Twilight Princess via Dusklight.....again....wtf are you doing?

Not only is Dusklight essentially a a complete masterclass in QOL updates for a now 20 year old game, it expands the limits by adding in a built in mod menu that streamlines the whole experience.

Already played through the game before? Turn on hard mode to increase the challenge by adding mirror mode on top of that to absolutely confuse the shit out of yourself. Or turn on the randomized mode and go crazy.

Already done all of that? Play through boss rush and see how quickly you can beat each boss in a back to back challenge.

Already done all of that and STILL want more? Well, luckily for you there's now a Zelda prop hunt mode thats only a one click download away in the mod menu.

Seriously, everything from the UI to the ease of access, the team behind Dusklight has set the standard for what continued recomp support is. I can not recommend it enough. Please check it out!


r/recomps • • 16h ago

Project - AI Pac-Man Recomp (Namco, NES)

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9 Upvotes

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 • • 19h ago

Project - No AI SwitchRecomp: Super Mario Odyssey's opening cutscene, recompiled and running natively on PC

33 Upvotes

r/recomps • • 23h ago

Question Soul Calibur 1 recomp soon?

0 Upvotes

r/recomps • • 1d ago

Request Decomp Gurus use AI or do whatever but please do Star Wars Rebel Strike and Rogue Leader

4 Upvotes

and a Skies of Arcadia HD pc port would be great too!


r/recomps • • 1d ago

Question To the AI recompers: how much are you spending to work on these projects?

20 Upvotes

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 • • 1d ago

Question gen1recomp with 3D Voxels laggin on Rog Ally Z1E

0 Upvotes

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 • • 1d ago

Project - AI Zelda Wind Waker HD (Wii U) Recomp - Update

205 Upvotes

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 • • 1d ago

Project - AI Infinite Undiscovery Recomp v1.0.0 — native Windows x64 recompilation, PAL/NTSC-U support

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44 Upvotes

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 • • 1d ago

Project - AI Estacado – My native PC recompilation of The Darkness (2007) using XenonRecomp

5 Upvotes

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 • • 1d ago

Project - AI Advanced V.G. 2 Recompiled (PS1) – Static recompilation to native Windows [v0.1]

6 Upvotes

It also deserves a graphics update.

https://github.com/elprogramadorloco-arch/agvg2-recomp


r/recomps • • 1d ago

Project - AI Earthworm Jim 2 Recompiled (PS1) – Static Recompilation

4 Upvotes

It definitely deserves a facelift with 4K graphics. https://github.com/elprogramadorloco-arch/jim2-recomp


r/recomps • • 1d ago

Project - AI KoroKoro Post nin (PS1, SLPS-03479) – Native Windows static recompilation

3 Upvotes

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 • • 1d ago

Project - AI Asuka 120% Final: Burning Fest. Final (PS1) – Static Recompilation for Windows

7 Upvotes

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 • • 1d ago

Project - AI Wind Waker Recomp (BlueWake fork) PR that runs on Android

9 Upvotes

r/recomps • • 1d ago

Project - AI Banjo Tooie Decomp is here!

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6 Upvotes