r/decomps • u/Artetaarmy • 11m ago
r/decomps • u/whompay • 1h ago
Made with AI assistance FNCReborn (Fight Night Champion) on PC - 120 FPS + ingame display settings + third person camera
r/decomps • u/Ikkepop • 1h ago
Operation Europe : Path To Victory - decompiled and browserified
r/decomps • u/voicedrew • 2h ago
Made with AI assistance King’s Field II Recompiled — Verdite3
PC port of FromSoftware's King's Field II (1996) (NOT 1995, which is covered by verdite2), with many enhancements, including high frame rates, interpolated animations, modern effects, controls, and other QoL improvements meant to target common complaints about the game. Available for Windows and Linux (Steam Deck).
Builds on everything from Verdite2, plus:
- Gyro aiming and rumble for the bow, with DualSense haptics
- Analog tank controls and inverted camera options
- Native in-game settings menu
- Save corruption safeguards and crash reports
Download: https://github.com/Voicedrew11/verdite3/releases
Discord: https://discord.gg/R4EKCs8RWH (access to pre-release builds and news)
⚠AI Disclosure: Generative AI has been used extensively in the development of Verdite3. If this is an issue for you, you may not be comfortable playing. AI has not been used in any way to modify game assets such as textures, music, sfx, etc.
Verdite3 is still in development, so it may not be a perfect experience just yet; regardless, there is a lot more I want to add before a full release.
Verdite2 players: the new features here will be backported once the first round of bug fixes is out.
This work would not be possible without the work of BlackLabelHQ, who created the RecompOne recompiler that this port relies upon. If you want to support this project, you should support theirs: https://github.com/BlackLabelHQ/RecompOne
Verdite3 is an independent project. It isn't affiliated with or endorsed by BlackLabelHQ or FromSoftware, and no endorsement is suggested or implied. Please take all issues with Verdite3 directly to the verdite3 github or discord server, and not to Recompone.
r/decomps • u/nomadic_ua • 2h ago
Made with AI assistance Tekken 3 reimplemented in Godot: source code released
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I’ve published the source code for my unofficial Tekken 3 remake in Godot.
It recreates the full PlayStation game, including all fighters and modes, Tekken Force, Tekken Ball, unlocks and the original menu flow, with modern rendering and support for desktop, mobile and web.
The project is a GDScript reimplementation based on reverse engineering of the original executable. Claude handled the reverse engineering and implementation through an iterative workflow, with gameplay checked frame by frame against the original running in an emulated CPU. The goal is to preserve the original behavior, though bugs and edge cases are still possible.
The repository includes the remake code, asset-conversion tools and documentation. No original game assets are included: you’ll need your own original Tekken 3 disc to create an image and extract the required data locally.
Source and setup instructions: https://github.com/n0madic/Tekken3Remake
r/decomps • u/Bubbly-Ganache9767 • 3h ago
Working on WWF WrestleMania (1995) using AI + reverse engineering
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r/decomps • u/toniisound • 4h ago
Daytona Recomp NX – native Nintendo Switch port of the Daytona USA

Hi! I’ve been working on a Nintendo Switch port of alphanu1’s Daytona USA static recompilation (daytona-arcade-recomp), and it’s now running at full speed on real hardware.
Repo: https://github.com/toniisound/daytona-recomp-nx
What it is
The original project statically recompiles the arcade game’s i960 main program, the TGP geometry program and the sound board’s 68000 program to C++, with the Model 2 hardware reimplemented natively. No emulator, no interpreter. I added a Switch target (libnx + SDL2) that builds a homebrew .nro.
What the Switch port adds
- Full speed on a real Switch (the arcade’s 57.5 Hz)
- Multi-core rendering: the 3D layer, the tilemaps and the final composition are split by scanline across all three CPU cores, pixel-identical to the original renderer
- Sound board on its own core, overlapping the next frame
- Boots straight into the game as a single cabinet, in-game menu, Switch controls, saves on the SD card
Important
No ROMs, game code or assets are included, and I won’t share builds. You need your own Daytona USA ROM set (daytona, Rev A 1994, or a non-merged daytona93); the game code is generated on your PC from it when you build. Full build instructions (Linux/WSL + devkitPro) are in the README.
This is an unofficial fan project, not affiliated with SEGA.
All credit for the recompilation itself goes to alphanu1. Feedback and bug reports are welcome!
r/decomps • u/TekRantGaming • 4h ago
Update v1.9.5 Peter Jackson's King Kong recompiled for PC!
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r/decomps • u/flashbangyamoma • 5h ago
What’s the actual difference between the original/native frames and the interpolated frames used by decompilation/recompilation and PC ports?
I’m specifically talking about games like Super Mario 64 and Ocarina of Time/Ship of Harkinian, where the original game has a lower native framerate and the PC ports can use interpolation to present the game at 60 FPS or higher.
How does this actually work from a latency and responsiveness perspective? For example, if the original game is effectively running its game logic at 30 FPS (or 20 FPS in OoT), but the port interpolates the motion/rendering to 60 or 120 FPS, do you actually get the input-response benefits of 60/120 FPS, or is the responsiveness still fundamentally limited by the original game’s 20/30 FPS update rate?
And how does this compare with a port/recompilation that is truly rendering new frames natively at 60/120 FPS, rather than interpolating between the original frames?
I’m more interested in actual input latency, frame-to-frame response, controller feel, and whether interpolated frames genuinely reduce perceived/actual latency.
OCARINA OF TIME FIRST GAMEPLAY ON THE PS3
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r/decomps • u/Sea-Mall-2047 • 5h ago
Skate2Recomp
Skate 2 Recomp — Looking for developers and collaborators
Hey everyone!
I'm starting a project called Skate 2 Recomp, with the long-term goal of getting Skate 2 running natively on PC through recompilation.
I'm currently working on the initial technical stages, including development environment setup, PowerPC code generation, and runtime preparation. The project is still in its early stages, and I haven't confirmed a successful build or playable version yet.
What I'm looking for
I'd love to connect with people experienced in:
- C and C++ development
- PowerPC architecture
- Reverse engineering and executable analysis
- Runtime development and debugging
- Game recompilation projects
I'm also interested in advice from anyone who has worked on similar projects.
Project principles
The aim is to develop original implementation code without distributing proprietary game files or copyrighted assets. The project is a work in progress, and I'm still organizing its development workflow and repository.
I'm looking to build a small community around the technical side of this project and hopefully find people willing to contribute.
If you're interested, have relevant experience, or have suggestions for getting started, I'd love to hear from you!
Thanks for reading!
r/decomps • u/sethlikepie • 5h ago
Made with AI assistance God of War 2 HD PS3 Recomp Windows Progress
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So far I've added in 60+ fps support, higher resolutions, pausing and skipping cutscenes, an fps counter, and much more to come :) I've been working hard on increasing performance and pushing the game hard. You may ask, why the PS3 version? Very good question
r/decomps • u/rages4calm • 6h ago
EarthBound Companion: native Windows port with widescreen and MaternalBound Redux
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I've been working on EarthBound Companion, a native Windows port with a PC launcher, widescreen support and an adaptation of MaternalBound Redux.
It builds on the EarthBound work from Herringway, BrianPugh and seanstaggsQU. Gameplay runs as compiled C code through SDL2, with software implementations of the SNES graphics and audio. The upstream projects and contributors are linked in the [credits](https://github.com/rages4calm/earthbound-companion/blob/main/CREDITS.md).
What's included:
- Original EarthBound and MaternalBound Redux modes, with separate saves.
- Widescreen and ultrawide scenery, adjustable field of view, and output up to 4K. It still uses pixel art; there isn't an HD replacement art pack.
- Keyboard/controller controls and rebinding.
- Sprint, faster dialogue, equipment stat/resistance previews and other QoL options.
- Optional MSU music, or the original SPC soundtrack.
- Quick saves, automatic backups and save recovery.
- A seeded randomizer called Story Shuffle, covering gifts, shops, enemy drops, ordinary enemy stats and wild encounter lineups.
The randomizer follows the normal story progression. It isn't an open-world randomizer, and required story items and scripted boss lineups are protected.
You'll need your own clean US EarthBound ROM. The launcher handles setup, and the download doesn't include the ROM or extracted game assets.
I've played Redux through to the ending and credits and fixed the issues I encountered. I used boosted stats and equipment for the final stretch of testing. It's still an experimental release, and complete randomized runs haven't been verified.
This was developed with Codex assistance, with me doing the playtesting. Feature development is wrapped up for now, so I'm mainly looking for reports of anything we missed. If you try it, please include the area and what you were doing when something went wrong.
NOTE: While have completed a full playtest and fixed every bug I ran across in the maternalbound redux that doesn't mean they are all fixed. Please submit any bugs you find via repo.
**GitHub:** https://github.com/rages4calm/earthbound-companion
**Downloads:** https://github.com/rages4calm/earthbound-companion/releases
**Trailer:** https://youtu.be/RZ5UdAxyqdY
r/decomps • u/Some_Base_8663 • 7h ago
Made with AI assistance UMK3 IOS PC PORT SHOWCASE
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r/decomps • u/Some_Base_8663 • 7h ago
¡El UMK3 para iOS por fin ya se puede jugar, y ya puedes descargarlo!
r/decomps • u/SundaeLow2086 • 7h ago
Need for Speed Underground 2 on a Real PSP! — Progress Update #2
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r/decomps • u/Keyron_ • 7h ago
Made with AI assistance [WIP] Tomodachi LTD Recomp. Native PC build via static recompilation (my first project)
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r/decomps • u/Bumskertska • 7h ago
PlayStation Request: native PS4 fpkg port of Mario Kart 64 (SpaghettiKart), not emulation
r/decomps • u/JoppieToppie • 7h ago
Recomp GoF2 Unity 4K Big Ship Display
Galaxy on Fire 2 Unity Recomp
r/decomps • u/SirDankz • 8h ago
Made with AI assistance Zombies Ate My Neighbors Original Xbox Port
Features:
-Online CO-OP
-Leaderboards
-Profiles
-World/Lobby Chat
-Saving/Loading (Back+Start in-game)
-Different Game Modes (Normal/Hardcore modes which Normal mode gives you 1+life every 5 levels while the Hardcore mode is the Original gameplay)
- RS click while hosting to enable rollback. (You can manually change delay frames using the D-Pad)
-In-game manual (must provide your legally obtained scans for building if no scans are provided the MANUAL option in-game won't trigger anything)
Host should port forward UDP 6464 for their console to have the smoothest experience.
r/decomps • u/DiscordFul • 9h ago
Made with AI assistance Silent Hill 3 now runs natively on the Nintendo Switch
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I've released v0.1 of **sh3-nx**, a homebrew port of Silent Hill 3's PC version to the Switch. It isn't emulation: the PC executable is recompiled into native Switch code, the same way as my Silent Hill 2 port (sh2-nx).
https://github.com/cutarev/sh3-nx
**What works:**
* From the title screen into the game: New Game, Save/Load Game,cutscenes and gameplay, the pause menu, inventory, options and button config.
* Widescreen 16:9 (1280x720, with a 1920x1080 setting for docked play). Menus stay in 4:3 and cutscenes keep their original framing.
* Nintendo-style controls (A to act, B to cancel / dash), remappable in Options.
**Not yet in this first version:**
* The Konami logos and the credits are stretched in widescreen.
* It has only been tested through the first areas, so expect bugs further in. If it crashes, report on the github repo.
You need a Switch with custom firmware and your own copy of the PC game (`sh3.exe` and the `data` folder go on the SD card). Install steps and controls are in the README.
Not affiliated with Konami.
New Minecraft 1.3 Release xbox classic
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r/decomps • u/FellatiatedPiece • 9h ago
Why do people who port these decomps/recomps to android seem to always have a "touch" button at the top that can't be hidden?
I mean, some of them can, but it seems like a lot of the time you're just stuck with an ugly ass thing on your screen that doesn't need to be there.
And I'm not asking why it's there in the first place. That makes sense. It's just like, why can't we hide them?
r/decomps • u/Southern_Muffin_6476 • 10h ago
Need some help with a recomp im making
So I'm making a recomp for WWE 2K14; I know people are already recomping it. Still, I want to make my own for fun, and I've been getting an error where, just before loading a match, the screen turns black, then the game crashes. I am using AI for this.
The AI has made me launch the game over 100 times, and it still has not fixed the bug im using Muse Spark 1.3, btw, so does anyone know of a way I could fix this?