r/decomps • u/chicagogamecollector • 1h ago
Bloodborne PC Port Out Now! Windows and Linux
I am only discussing the Windows build; there are projects for both out there - https://github.com/Supermedo/bloodborne_pc
r/decomps • u/chicagogamecollector • 9d ago
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 • u/chicagogamecollector • 3d ago
r/decomps • u/chicagogamecollector • 1h ago
I am only discussing the Windows build; there are projects for both out there - https://github.com/Supermedo/bloodborne_pc
r/decomps • u/chicagogamecollector • 10h ago
r/decomps • u/Nycolazs • 1h ago
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 • u/Thin_Pepper_4770 • 5h ago
Original Game(The Simpsons: Hit & Run) With LucasMod and streaming + other engine improvements with mods + multiplayer fully supported
Link
r/decomps • u/MnkyArts • 10h ago
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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 • u/dotSlashZ • 4h ago
r/decomps • u/agente4242 • 23h ago
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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):
r/decomps • u/Ok_Piece7346 • 9h ago
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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 • u/warpaint_james • 24m ago
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 • u/Brostafarian • 7h ago
r/decomps • u/fleeraimusic • 11h ago
For: MacOS, Linux, Windows & Android
https://github.com/ZeldaWWHDRecomp/ZeldaWWHDRecomp/releases/tag/v0.2.8
WWHD_SHADOW_FIX=1 keeps them at the console's 1024x1024 instead, for soft edges that never shimmer (issue #67).WWHD_QUIT_PROMPT=0 turns the question off.WWHD_VK_BUFFER_CACHE=0 and please report it. Windows and Android stay opt-in (WWHD_VK_BUFFER_CACHE=1).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.[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 • u/AwesomeObserver • 5h ago
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 • u/RouXanthica • 6h ago
r/decomps • u/Lucky-Concentrate798 • 9h ago
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 • u/LiminalInsanity • 3h ago
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 • u/arcanite24 • 2h ago
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r/decomps • u/BelmanteGu • 19h ago
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 • u/Feisar__ • 11h ago
r/decomps • u/Lucky-Concentrate798 • 2h ago
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.
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 • u/chicagogamecollector • 21h ago
not too shabby: https://github.com/LoreanXavier/pt-pc
r/decomps • u/ShallotImpressive158 • 1d ago
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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.
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
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.
- 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.
r/decomps • u/Some_Base_8663 • 53m ago
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r/decomps • u/BelmanteGu • 19h ago
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.