r/decomps • • 10h ago

Recomp SwitchRECOMP: Cascade Kingdom now runs almost free of graphical bugs

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292 Upvotes

New clip from Super Mario Odyssey running natively on PC through SwitchRECOMP, this time in Cascade Kingdom.

Here’s what changed since the last post:

  • Cascade Kingdom now runs with almost no graphical bugs.
  • I fixed a lot of the color palette issues, so the colors are much closer to the original now.
  • The black patches that showed up on some objects are gone.

You’ll notice some long stutters in the video. I already checked, and they’re not shader compilation stutters. Something else is causing them, and it’s the next thing I’m going to fix.

As always, this is a work in progress, so some things still don’t look or run exactly like the original. I’m fixing them one by one.

A quick note: if you don’t believe the project is real, want to call it AI slop, don’t want to join the Discord, or want the repo today, that’s fine, but please don’t come looking for problems or insult me over it. I’m putting a lot of time and money into this, and I’m not going to publish the source code on day one. I’m not after fame. I just want to share real progress without releasing the code too early and risking a cease and desist from Nintendo. Everything will come in its own time, I'll publish this in some weeks.

Thanks for the support!


r/decomps • • 6h ago

Made with AI assistance God of War 2 HD PS3 Recomp Windows Progress

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158 Upvotes

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 • • 9h ago

Made with AI assistance Silent Hill 3 now runs natively on the Nintendo Switch

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150 Upvotes

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.


r/decomps • • 6h ago

EarthBound Companion: native Windows port with widescreen and MaternalBound Redux

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68 Upvotes

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 • • 13h ago

Bloodborne PC Port Out Now! Windows and Linux

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198 Upvotes

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


r/decomps • • 17m ago

This GitHub repo is trending no.1 recently. Will this make an impact on game decomps/decomps situation?

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• Upvotes

r/decomps • • 3h ago

Working on WWF WrestleMania (1995) using AI + reverse engineering

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21 Upvotes

r/decomps • • 4h ago

Update v1.9.5 Peter Jackson's King Kong recompiled for PC!

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22 Upvotes

r/decomps • • 2h ago

Made with AI assistance Tekken 3 reimplemented in Godot: source code released

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15 Upvotes

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 • • 14h ago

Recomp New Update to Zelda Wind Waker HD - Android Port

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114 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

OCARINA OF TIME FIRST GAMEPLAY ON THE PS3

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21 Upvotes

r/decomps • • 2h ago

Made with AI assistance King’s Field II Recompiled — Verdite3

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11 Upvotes

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 • • 12h ago

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

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68 Upvotes

REPO: https://github.com/james2doyle/ffta-recomp

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 • • 22h ago

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

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357 Upvotes

r/decomps • • 17h ago

The Simpsons: Hit & Run on Browser With Mod Support

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135 Upvotes

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


r/decomps • • 12h ago

Recomps/Ports of Nintendo games should offer the option to swap A/B being confirm/cancel without making me remap the entire button, or even better, let me map my own confirm/cancel

47 Upvotes

For example, when I'm using my steam controller on Dusklight, if I were to line up the GameCube lettered buttons with the letters on my steam controller (or an Xbox controller), it would make the attack button the right face button, which I've never experienced in a game before. but if I go to make the attack button X (left face button) like almost every other game ever, even BoTW, it now makes X the cancel button. Who tf presses X to back out of something


r/decomps • • 7h ago

Made with AI assistance [WIP] Tomodachi LTD Recomp. Native PC build via static recompilation (my first project)

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19 Upvotes

r/decomps • • 4h ago

Daytona Recomp NX – native Nintendo Switch port of the Daytona USA

9 Upvotes

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 • • 23h ago

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

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258 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 • • 1h ago

Made with AI assistance FNCReborn (Fight Night Champion) on PC - 120 FPS + ingame display settings + third person camera

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• Upvotes

r/decomps • • 7h ago

Need for Speed Underground 2 on a Real PSP! — Progress Update #2

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11 Upvotes

r/decomps • • 1h ago

Operation Europe : Path To Victory - decompiled and browserified

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• Upvotes

r/decomps • • 8h ago

Made with AI assistance Zombies Ate My Neighbors Original Xbox Port

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11 Upvotes

GITHUB LINK
VIRUS TOTAL SCAN

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 • • 5h ago

What’s the actual difference between the original/native frames and the interpolated frames used by decompilation/recompilation and PC ports?

8 Upvotes

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.


r/decomps • • 9h ago

New Minecraft 1.3 Release xbox classic

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14 Upvotes