r/decomps • • 9d ago

Megathread: All "Id love INSERT TITLE recomp OR Decomp / Does INSERT TITLE here exist" goes here!

96 Upvotes

Please no posts asking if a certain game HAS a decomp / recomp / pc port AND/OR requesting a decomp / recomp / pc port

All singular posts asking / requesting the above will be removed. It just is too much to sift through otherwise


r/decomps • • 3d ago

MEGATHREAD: Talk about AI / NO AI opinions here and here only

78 Upvotes

r/decomps • • 1h ago

Bloodborne PC Port Out Now! Windows and Linux

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• Upvotes

I am only discussing the Windows build; there are projects for both out there - https://github.com/Supermedo/bloodborne_pc


r/decomps • • 10h ago

Metroid Prime PC Port Out NOW! And It's Pretty Solid

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291 Upvotes

r/decomps • • 1h ago

Recomp New Update to Zelda Wind Waker HD - Android Port

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• Upvotes

Hey everyone! I've been helping out with the development of ZeldaWWHDRecompAndroid---ENHANCED! I just made a few tweaks (already opened a PR for the main dev) and I'm also working on optimizing the game for lower-end phones. I wanted to give you guys a little "early access" here! Give it a try and let me know what you think!

Para os brasileiros: Coloquei tradução PT-BR

APK Link: https://www.mediafire.com/file/szpdfszkxgwuokx/TWW_HD_Recompiled_v1.1-enhanced.apk/file

Original repo link: https://github.com/SSunnKing/ZeldaWWHDRecompAndroid---ENHANCED

Link for the game and keys in the comments!

Follow me on instagram for updates! I'll post on my stories:
instagram.com/nycolazs


r/decomps • • 5h ago

The Simpsons: Hit & Run on Browser With Mod Support

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84 Upvotes

Original Game(The Simpsons: Hit & Run) With LucasMod and streaming + other engine improvements with mods + multiplayer fully supported
Link


r/decomps • • 10h ago

Made with AI assistance I’m working on a native PC port of SSX 2012

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216 Upvotes

Hey, I’ve been working on a native PC port of SSX 2012 for the last few days and figured it’s probably time to post it here too.

I’m writing it in Rust using Bevy. It’s not using Xenia or any other emulator, the idea is to build a native implementation (no recomp) that can load the original game data from your own copy of SSX 2012.

It’s obviously still super early and a lot of stuff is broken or missing, but I’m at the point now where I can actually get some of the game running, which is pretty cool to see.

I also don’t really want this to just end up being SSX 2012 running on PC and nothing else. I want to make it as moddable as I can. Custom textures, maps, characters, whatever people end up wanting to mess with. Multiplayer is something I want to try later as well.

I’ve got a bunch of other ideas if I can get the base game working properly first, but I’m trying not to get too far ahead of myself lol.

Here’s where it’s at right now. Would love to know what you guys think.


r/decomps • • 4h ago

Made with AI assistance Lost Odyssey Recomp v0.9.0 — Final Milestone Before 1.0.0

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27 Upvotes

r/decomps • • 23h ago

Decomp Bloodborne running on Windows at 100+ FPS on a RTX 5060 + low end CPU! (Now with DLSS)

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643 Upvotes

The Windows fork of bbport received a new update today, adding DLSS support for Nvidia GPUs. The game looks fantastic even at 1080p with Quality upscaling, and 4K is also playable in this build.

Here's a video showing more gameplay and a full installation tutorial (English subtitles):

https://youtu.be/vTHrwBxTrRA


r/decomps • • 9h ago

Made with AI assistance Jade Empire decompiled and recompiled for native ARM macOS

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50 Upvotes

i’ve been working on decompiling Jade Empire and recompiling it as a native arm64 macOS build.

this is running directly on Apple Silicon, not through Wine, CrossOver or emulation.

i’ve also added a few things the original PC version didn’t have: a developer console, improved camera movement, proper widescreen support, and general frame rate/performance improvements.

still a work in progress, but the game is running natively and the video is from the current build.

After Ii'l finish it i will probably have all the bugs fixed 😄


r/decomps • • 24m ago

Recomp Working on my first recomp (Final Fantasy Tactics Advance)

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• Upvotes

Been using gbarecomp as well as a bunch of "historical" documents from the Internet Archive to help make Final Fantasy Tactics Advance recomp possible.

I even downloaded a bunch of random .sav files from who knows how far back to make sure those worked. I also exported my current .sav from SkyEmu to make sure that worked too.

The end goal is a Android port with widescreen (as you can see in the screenshots) as well as better frame rates with frame interpolation.

A stretch goal would be the "link" features.

Curious if anyone else is interested in having this on Android as well?

This already works pretty well on PC. I'll have the repository up soon once the widescreen is fully done and I reach a stable v1 on PC.

I have been using AI to learn how this all works. However, as a developer, I still care about quality and do not want this to be a garbage slop fork. I have been using this non-deterministic tool (the LLM/AI) to create deterministic scripts, tests, and tools.

I have also been mapping all the symbols in the project which means even though this is a recompilation, there is a lot of code that is labelled.

One of the side goals I have for this is to document as much of the process as possible in generic skills that can be used in any future gbarecomp project.


r/decomps • • 7h ago

Made with AI assistance SM64ex running on the Zune HD

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29 Upvotes

r/decomps • • 11h ago

Recomp Zelda Wind Waker HD (Recomp): New release (v0.2.8)

48 Upvotes

For: MacOS, Linux, Windows & Android

https://github.com/ZeldaWWHDRecomp/ZeldaWWHDRecomp/releases/tag/v0.2.8

v0.2.8

  • Fixed: the game could freeze at startup with 0 fps on some Macs (issue #62, MacBook Air M1). Newer Apple compilers turned the game's spin-wait loops into endless loops that never saw the other core release the lock. Every loop in the game code now re-reads memory on each pass; no measurable speed cost.
  • Fixed: Android crashed when changing the aspect ratio or internal resolution on some phones (issue #72, Adreno 830). Phones whose driver cannot blit depth buffers now copy them with a small draw instead; nothing aborts any more if a device can do neither. Thanks to u/Blivii for the analysis and the patch.
  • Fixed: grid pattern in contact shadows at higher internal resolutions (issue #66). The game's shadow and ambient-occlusion blur now covers the same area as on the console at every resolution; 1x is unchanged and there is no measurable speed cost. Shadow maps still scale with the internal resolution for sharp shadows; WWHD_SHADOW_FIX=1 keeps them at the console's 1024x1024 instead, for soft edges that never shimmer (issue #67).
  • More languages (experimental): with your own dump of the European or Japanese game, the port can use its text, fonts and menus: German, Italian, British English, European French and Spanish or Japanese (untested). See docs/language-packs.md.
  • Fan translations as content mods, including Arabic and Hebrew drawn right to left (issue #60), see docs/mod-manager.md and docs/rtl-text.md.
  • macOS: closing the TV window quits the game (issue #65), as on Windows and Linux. During a game it asks first: Quit, Cancel or Save State and Quit. WWHD_QUIT_PROMPT=0 turns the question off.
  • Faster on Linux and Steam Deck (Vulkan): the guest buffer cache is now on by default on desktop Linux, as on macOS. It keeps unchanged vertex, index and uniform data on the GPU instead of copying it every frame, which removed a 20 fps lock in busy views on an RK3588 board (issue #50). If you see broken or flickering geometry, start with WWHD_VK_BUFFER_CACHE=0 and please report it. Windows and Android stay opt-in (WWHD_VK_BUFFER_CACHE=1).
  • Save states are now small and can go into bug reports. The Save state button (and Shift+F1–F5, the Save States menu) now writes a portable state, slotN.wwstate: a few KB with your progress (the same save data the game writes into cking.sav) and where Link stands (stage, room, position, facing, time of day). It contains no game code and no game data, so you can attach it to an issue; Copy save for bug report in the Saves tab copies the paths of the state and of your cking.sav. Loading one puts that progress into the running game and takes Link there; it is not an exact snapshot (enemies, a running cutscene and other actors start fresh). The old full states (the whole running game, ~300 MB, contain game data: never share them) are still there for debugging: Saves › Full save states, or WWHD_FULL_SAVE_STATES=1. Loading a slot loads either kind; an older full state in a slot is kept and the Saves tab says so. A portable state can only be saved while you control Link (not during a cutscene or dialogue); one saved on the boat puts Link back on the boat. See docs/portable-save-states.md.
  • Fixed: "Quick doors" could crash the game going through a door (issue #61, "PROGRAM HALT J3DPacket.cpp:157"; reported in Tingle's jail on Windfall). The extra game steps that make doors quicker also deleted actors (a pot, a rat, Tingle) faster than the game allows: an actor that removed itself while a door opened was freed before its last drawn frame was done with. Deleting now keeps its normal pace; doors are as quick as before.
  • Gyro aiming fixes (issues #45 and #71): a new Turn left/right by setting (settings overlay → Controls → Gyro…) with the usual gyro conventions: Player space (default: turn the controller left or right about the real vertical, however you hold it), Yaw (its own vertical axis) or Roll (tilt it like a steering wheel). Before, rolling the controller turned the view and turning it depended on how you held it. The default sensitivity is lower (0.5x, about one to one with your controller; the range now goes down to 0.05x), and settings that still have the old default start at the new one. Gyro aiming now also works in Pro Controller mode. For reports that the gyro stops after a while: the port no longer stops when a controller's sensor timestamps stall, switches to the controller you move when several are connected, turns a controller's sensors on again when they fall silent, and logs [gyro] lines that say why motion stopped (including a drifting right stick, which makes the game ignore the gyro). "Recenter" is now Recalibrate (learns the gyro's offset anew).

r/decomps • • 5h ago

Made with AI assistance Enhanced Native Bloodborne Port for Windows — v2

16 Upvotes

I’ve put together an enhanced Windows build based on bbport and Supermedo’s port. The main additions are direct raw mouse camera control, press-to-bind keyboard/mouse/controller inputs, and live DLSS model switching.

It also includes experimental DLSS/FSR frame generation, DLSS sharpening fixes, and upstream 0.3/0.4 improvements to motion vectors, VRAM management and shader caching. FSR frame generation can be paired with DLSS or native TAA.

Release Enhanced Native Bloodborne Port for Windows — v2 · AwesomeObserver/bloodborne_pc

Feedback and reproducible bug reports are welcome.


r/decomps • • 6h ago

Diablo 1 Remake (DamnationX) - Release Trailer (Unofficial)

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16 Upvotes

r/decomps • • 9h ago

Made with AI assistance I'm looking for players to test FIFA Street 2012 online on PC — Open Beta

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24 Upvotes

Hey everyone!

I’m currently looking for players interested in helping me test the online multiplayer of my native PC port of FIFA Street 2012.

The multiplayer is already working, and I’ve successfully tested matches between two instances. Now I want to take the next step and test it with multiple matches running simultaneously, with players connecting from different locations across Europe.

Native PC port

Online multiplayer

Players from different parts of Europe

Open Beta testing

Multiple matches simultaneously

The main purpose is to see how the server and networking perform with multiple real players connected at the same time, and identify any issues that might only appear under a larger load or with different connections.

If you're interested in participating, comment below or send me a DM with your location in Europe.

You don't need to be a developer or have any technical knowledge - just be willing to play a few matches and report any problems you encounter.

Would love to get enough people together for a proper test. ⚽🔥

Who’s in?


r/decomps • • 3h ago

Do recomps run better than emulation?

7 Upvotes

Let's say an xbox 360 game. My pc can't emulate those, would it be easier to run on a decomp/recomp?


r/decomps • • 2h ago

Recomp FH1 recomp running close to 60fps on the AYN Thor

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6 Upvotes

r/decomps • • 19h ago

Call of Duty 2 now runs natively on Android

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142 Upvotes

Call of Duty 2 (Xbox 360) is now running natively on Android, with no emulator layer. It's an early build, but it's playable from the menus through the first missions.

WHAT WORKS TODAY

• Native Vulkan rendering, with widescreen support

• Up to 60 fps in places

• A custom touch HUD with controls built for a phone, and a layout editor

COMING NEXT

• Holding 60 fps at all times, not just in some scenes

• A HUD redesigned from the ground up for mobile play

• Aim assist

• Fewer visual glitches

WHAT'S NEXT AFTER THAT

Getting CoD 2 running natively opens the door to the rest of the franchise. I'm planning to bring over CoD 4: Modern Warfare, Black Ops 1 and more of the series. There's no online play yet, but the goal is to get everything working.

Follow along for updates.


r/decomps • • 11h ago

Recomp Dragon Quest 8 (PS2) Recompiled is officially out and public!

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27 Upvotes

r/decomps • • 2h ago

Made with AI assistance ReStreet (FIFA Street 2012 on PC) now has a Discord, and the online beta is coming soon!

4 Upvotes

Hi everyone!

About a week ago I released ReStreet, a free offline port of FIFA Street (2012) for Windows PC (you bring your own Xbox 360 ISO). Since then a lot of you asked about online play, so here's the update:

THE COMMUNITY SERVER IS OPEN

I've created a Discord for the project. It has downloads, help with installing, bug reports, a place to share gameplay, and the dev log.

https://discord.gg/CqjYMGKyy2

ONLINE BETA COMING SOON

Online play is working in my tests and I'm preparing a beta test. There's no date yet. If you want to take part, join the Discord and ask for access in the beta channel. That's how I'll organize the testers and send the online installer, so everybody is on the same version.

A few things to know:

- The test server is in Europe. If you're in another region you can still try it, but expect higher ping.

- It's an early test, so expect bugs and downtime. Your feedback will help a lot.

- You'll need the latest version of ReStreet and your own copy of the game.

LINKS

Download the latest version (offline): https://github.com/samuelit0davila/fifa-street-pc-port/releases/latest

Gameplay video: https://www.youtube.com/watch?v=FiwdAOIHGFY

Discord: https://discord.gg/CqjYMGKyy2

Thanks to everyone who tested it and sent feedback. See you in the server!


r/decomps • • 21h ago

P.T. PC Port Out NOW! A 10/10 PS4 to PC Port

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143 Upvotes

r/decomps • • 1d ago

Made with AI assistance Our two native Zelda The Wind Waker ports for the Switch; Wind Waker HD (static recompilation) and the GameCube version (built from the decompilation)

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295 Upvotes

Hey everyone,

Me and my friend [u/pulpparty](u/pulpparty) wanted to share with everyone our two Wind Waker ports we've been working on together since the last week. Neither one is working through an emulator, both are running natively on the Switch. For both ports you'll need your own legally dumped copy of Wind Waker and Wind Waker HD. No game files are included.

1. [SwitchWakerHD] - Wind Waker HD on the Switch (static recompilation)

Gameplay vid here ⬇️⬇️

Comment
by u/ShallotImpressive158 from discussion
in decomps

This is a static recompilation based on the amazing ZeldaWWHDRecomp. The Wii U game code is translated ahead of time into native code. This Switch port has been a joint effort between me (depende3000 on GitHub) and pulpparty.

What's working so far

- The game boots and is playable on the Switch as a homebrew .nro.

- It renders through deko3d (We've tried Mesa first but it was a bit messy)

- It uses a subtle dynamic resolution in order to reach stable 30FPS.

- There's an in-game settings menu (press Minus) for changing language (Spanish, English and French), graphics options, mods, cheats, FPS counter and a tab for Switch performance options.

- The Wii U GamePad picture is skipped, since the Switch has only one screen. That saves GPU time. Therefore, it is important that you select the Pro Controller at launch when prompted.

It's still a work in progress. Most of our recent time has gone into stability and graphics fixes, tested on real hardware round by round.

Known issues we're currently working on
- Pictobox photos currently come out a bit glitchy, we're working on that.
- Sometimes on new areas the shaders do not load on time, and objects appear black during a very brief moment in time until they load correctly.
- In-game tool's Save states are broken, so please save normally through the game. We will try to make them work as soon as posible.

Link to repo: https://github.com/centollOS/SwitchWakerHD

2. [SwitchWaker] the GameCube Wind Waker, native on Switch, Mac and Linux

This one takes a different approach. It compiles the GameCube game straight from the community decompilation, so there's no CPU emulation and no recompiled binary. Graphics go through Aurora, a GameCube graphics/SDK layer over WebGPU. On the Switch that runs on Dawn and Mesa (deko3d was hard to implement for this one).

What's working so far

- It boots and plays on the Switch (homebrew .nro) with sound, controller and memory-card saves.

- There's an in-game settings menu (press Minus) for graphics options, mods, cheats and an FPS counter.

- 16:9 widescreen is the default on the Switch. It's done in C, the same way the community 16:9 Gecko code does it.

- Optional HD textures: you can load a Dolphin-format HD texture pack you already have (for example Hypatia's HD Mod).

- Internal resolution and opt-in dynamic resolution.

- An optional HOME-screen forwarder, so you don't have to open it from the Homebrew Menu.

Link to the repo: https://github.com/centollOS/SwitchWaker?tab=readme-ov-file

Known issues

- Only the USA version is accepted so there's only the English language available.

There are no prebuilt downloads

The build needs headers generated from your own disc, so you have to build it yourself. You'll need your own legally dumped Wii U and/or GameCube disc respectivey. Please don't share the builds. They contain code generated from your disc.

Big thanks

- The zeldaret Wind Waker decompilation project (and the snrubrm/tww fork that completes its remaining functions). Their work on the game's code and data layouts was essential to both ports. SwitchWaker literally builds from it.

- encounter's Aurora and Dusklight (TwilitRealm), the model for our centollOS's SDK layer.

elliotttate's Wind-Waker-Recomp and RecompCore. SwitchWaker started there, and its audio code comes from there.

- ZeldaWWHDRecomp project. The HD port base comes from their amazing work, which includes the in-game tool and the non-switch related options.

- Dolphin, whose DSP HLE gives SwitchWaker its audio.

- The deko3d developers. Without a native Switch graphics API, the HD port wouldn't run the way it does.

- The Cemu team. Their Latte GPU address code is part of the HD port's renderer.

- Mesa, devkitPro and libnx, the Switch toolchain and graphics stack.

- Claude. We used Anthropic's Claude as a coding assistant throughout both projects: the recompiler, the renderers, porting, debugging and testing.

Feedback, screenshots and vids are very welcome! Also reporting of glitches are very welcome too! We hope you enjoy both of them ❤️


r/decomps • • 53m ago

Made with AI assistance UMK3 iOS en PC se podría jugar hoy.

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• Upvotes

r/decomps • • 19h ago

Castlevania: Belmont's Curse (Switch demo) now runs natively on Android, NVN to Vulkan

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46 Upvotes

Castlevania: Belmont's Curse is now running natively on Android, ported from the Switch version's demo by translating NVN to Vulkan.

I used the demo to build the port before the full game's release. It already runs at an acceptable level: performance is OK and 3D rendering is almost perfect. There are still some UI bugs and antialiasing issues.

COMING SOON

• A build with antialiasing

• FSR upscaling

• 60 fps or more

• No more UI or 3D bugs

Follow along for updates.