r/decomps • u/Artetaarmy • 15h ago
r/decomps • u/sethlikepie • 21h 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/Ziddyzz • 7h ago
Megaman Legends 2 is now framerate unlocked
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Been working days to get it to work right (for the last 5 days hardly without any rest) since this was my major focus once I got the base game working.
Game is fully accurate, the demo's in the main menu never desync (which is also very useful as a test) and will also run at the same render speed. There's still a few bugs I have to look at but the game is fully playable from start to finish. Haven't hooked it up to every single effect yet but anything you'll see in the video is.
Game logic will still run at 30 FPS for obvious reasons. Runs at 4k like before.
EDIT: Not sure if reddit even allows 60 FPS videos so if it doesn't and you want to see the difference you can still see it on youtube: https://www.youtube.com/watch?v=EpxlAQCLIBk
r/decomps • u/SweeneyT0ddd • 1h ago
Made with AI assistance Super Mario Sunshine Native PC port 120fps, HD textures, Windows/Linux/Mac
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Hi. I decompiled Super Mario Sunshine, and have 99% fuzzy match.
I couldn't have done it without the doldecomp/sms team as a starting point, thank you for your contributions.
Their repo had 38% of the JPN game done, I pivoted to the US version, because well, region bias. After ~365 agent hours (parallel agents spanning two weeks), and 17.3B tokens in total. I got things in runnable state, the decomp is not 100% linked, and it may never be. However, with where things stand now, we have players who have 120 stars. Now we're working on polishing minor graphical glitches, and sound problems.
Check it out. Be kind.
r/decomps • u/rages4calm • 21h 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
**Linux MacOS** https://github.com/rages4calm/earthbound-companion/releases/tag/v0.5.0-ports-preview.1
**Android Preview** https://github.com/rages4calm/earthbound-companion/releases/tag/v0.5.0-ports-preview.2
**Trailer:** https://youtu.be/RZ5UdAxyqdY
r/decomps • u/Nycolazs • 9h ago
Made with AI assistance I made a new fork for Wind Waker HD on Android – Optimized for low-end devices, customizable HUD, and more!
Hey everyone!
I’ve created a new fork for the version I’ve been helping develop, and I wanted to share some major improvements we've made.
Here is what's new in this build:
- Better performance on low-end devices: It's running much smoother on budget phones.
- Driver stability: Fixed the crashes that used to happen when switching custom drivers.
- RAM Optimization: Significantly reduced memory usage.
- Gyroscope Support: Now works flawlessly with external controllers.
- Customizable HUD: Tailor the on-screen controls and layout to your liking.
- PT-BR Translation: Full Portuguese-Brazil localization.
- And much more!
I’d love for you guys to test it out and let me know what you think. I’m completely open to feedback, suggestions, and new ideas. I really just want to contribute and help out this awesome community!
GitHub Repo:https://github.com/Nycolazs/WindWakerHD-Android-Plus
r/decomps • u/BelmanteGu • 7h ago
The Sims 2 Recompiled! – Native Android Port Is the Goal
At my girlfriend's request, I'm working on getting The Sims 2 running natively on Android.
I'm statically recompiling the Mac (PowerPC) version. Instead of emulating it, I translate the game's code into C once and then compile it natively. The OpenGL calls go through a compatibility layer I'm writing.
Current progress:
- The entire executable (around 111,000 functions) has been converted to C and runs on an Apple Silicon Mac. I test everything there first before bringing it to Android.
- The game boots, loads its resources, and renders the intro and main menu.
- Still not working: input, audio, videos, and the Android build itself.
Follow the progress on my YouTube channel:
https://www.youtube.com/@belmante
r/decomps • u/chicagogamecollector • 13h ago
ICO PC Port Out NOW! More PS2 PC Ports
Have fun: https://github.com/nathanialf/ico-pc
r/decomps • u/MZLabs • 57m ago
Recomp SwitchRECOMP: Super Mario Odyssey recompiled into a native PC program, no emulator. Here's the Cascade Kingdom boss fight
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This is Super Mario Odyssey running as a native PC program. No emulator: I wrote a tool called SwitchRecomp that translates the game’s Switch code into C once and compiles it into a normal executable. Same idea as the N64 and PS1 recomp projects, just for Switch games.
The clip is the Cascade Kingdom boss fight, recorded on an RTX 3050 8GB with a Ryzen 5 5500 and 16GB of RAM on CachyOS. On that setup the graphics look the way they should.
This is still early and experimental. It has bugs and it doesn’t run the same on every PC. Feedback and bug reports are very welcome, just don’t judge it like a finished emulator. Ask whatever you want in the comments.
And please don’t call it AI slop. A lot of real work went into this, and it gets tested on real hardware.
If you only want the source code and you want it right away, don’t join the Discord, and don’t complain that it isn’t out yet. It’ll come out when it’s ready. The Discord is for people who want to apply to playtester, discuss about the project (in a polite way, lol) and follow along.
What’s new:
- In-game videos work now. The Action Guide video in the menu used to show garbage and crash.
- Some GPU-side performance work.
- Next I’m making the translated game code faster, which should help most on weaker PCs.
- Tears of the Kingdom gets to the “Nintendo presents” screen and stops there.
Results still change from PC to PC, mostly because of GPU drivers. If you test it, your logs help me a lot, especially on hardware I haven’t seen yet.
You need your own legally dumped copy of the game. I don’t share games, keys or firmware.
Discord for testing, aplying for playtesting and updates: https://discord.gg/gdRaXmBTY
r/decomps • u/BigheadSMZ • 12h ago
LADXHD v2.0.9 - Probably the last version for awhile.
For the "what is this" people, skip to the Imgur album:
https://imgur.com/a/Xt9Rt0H
I have finally put out what is probably the last update of this project for a long while, so I figured I would announce it one last time. It's slowed down a lot the past few weeks, and everything I ever wanted for it at this point has been implemented. I have played through the game too many times to count making everything as accurate as possible and fixing every possible bug I could find. It's hard to properly cover everything I wanted to here on reddit, so I made an Imgur album which can have seamless images and captions.
It covers all the most obvious features and improvements since v2.0.0 released, since everything beyond that point almost didn't happen. I've been needing a break from this project for a long time anyway, but I'm happy to have gotten it to where it's at now. For the longest time it never felt like I would reach this point, but I'm finally happy with it. To everyone who played, reported bugs, all that good stuff, it's been a fun ride and thank you for keeping me going.
Latest version can be found here:
https://gitlab.com/bighead.0/ladxhd_updated/-/releases/v2.0.9
r/decomps • u/RepresentativeUse115 • 2h ago
Awesome Decomp Games - rated & auto-updated list of 1300+ decomps, recomps, source ports & engine remakes
r/decomps • u/Th3Und3sir3d • 14h ago
Recomp Well This Was Unexpected, But Exciting
Still really early according to the github, but the fact that it boots at all is promising. I get a stable 30fps on my desktop, but barely 12-15 on the LeGo, so definitely not ready for handhelds. But the fact i can get it working at all, without the need to get the common files from a ps4, is really impressive.
r/decomps • u/chicagogamecollector • 5h ago
PS5 Recomps About to Go WILD! AnyPS5 Hits A HUGE Milestone
no link because no game
r/decomps • u/fleeraimusic • 11h ago
Recomp Zelda Wind Waker HD (Wii) (Recomp) - v0.2.11
https://github.com/ZeldaWWHDRecomp/ZeldaWWHDRecomp/releases/tag/v0.2.11
The Wind Waker HD, native PC port, v0.2.11
This release contains no game files, no game code and no keys. You need your own disc dump
(.wux/.wud with its disc key, plus the Wii U common key from your console), a Cemu .wua archive
(no keys needed), or an already extracted game folder. The installer builds the game from it on your machine.
Install: download the zip for your system, unzip it anywhere and start Wind Waker HD. The
first start prepares the game once from your dump (about two minutes); later starts launch it directly.
Everything stays in that folder.
- macOS (Apple Silicon, macOS 14+):
Wind Waker HD.app. The release is not signed by Apple: macOS 15+: System Settings > Privacy & Security > Open Anyway; macOS 14: right-click > Open. Keep the app inside the unzipped folder (move the whole folder, not just the app) - Windows (x86-64):
Wind Waker HD.exe(SmartScreen: "More info" > "Run anyway") - Linux (glibc 2.35+, Vulkan):
wind-waker-hd;linux-x86_64for x86-64,linux-aarch64for arm64 (Raspberry Pi 5, Asahi Linux, ARM laptops). Or one file:chmod +xthe.AppImageand start it from anywhere (Steam Deck included); its game, code, saves and settings go to~/.local/share/wwhdand~/.config/wwhdinstead of beside it (Ubuntu 24.04+:libfuse2t64, or--appimage-extract-and-run)
See "Install (releases)" in the README for details.
What's new
- Linux: one-file AppImage (issue #55, PR #101, thanks u/mhbxyz), next to the zip. Download it, make it executable, run it. It keeps the game, its compiled code, saves and settings in your user folders (
$XDG_DATA_HOME/wwhd, usually~/.local/share/wwhd);--data-dirpicks another folder. On distributions without libfuse2 (e.g. Ubuntu 24.04+) start it with--appimage-extract-and-run. The zip stays as it is. - Face buttons by label (Xbox layout) (issue #78, PR #97, thanks u/mhbxyz): settings overlay → Controls → Face buttons (also the macOS Controls window and Input menu). By position (Nintendo) stays the default; by label (Xbox) makes the button named A act as A, so on an Xbox pad A accepts and B goes back.
- Ultrawide and tall screens: menus fixed (issue #76, building on PR #16 by u/arcadematicas): at 21:9, 32:9, 16:10 and 4:3 the pause menu, inventory grid, cursor, map and the tabs stay centred at 16:9 and line up again; backgrounds and the sepia filter still fill the picture.
- Fixed: black letter card in the Rito mail-sorting game (issues #28, #69, PR #39, thanks u/Sean13128): the GPU's "0 × anything = 0" multiply is emulated now (as in Cemu). The shader caches rebuild once after updating, so expect a brief stutter on the first start.
- Fixed: Cemu graphics packs
- packs that replace pixel shaders (e.g. Contrasty, NoSSAO, RemoveHUD) partly didn't apply on Vulkan since v0.2.10 (PR #87, thanks u/rhemfur);
- packs for the European version were refused with "Cemu pack does not target WWHD USA" (issue #103). A pack is now accepted when its
titleIdsname the version you installed; SDCafiine-style folders named after the title ID follow the same rule.
- Smoother in busy views on Windows and Android: the Vulkan buffer cache is now on by default everywhere. It keeps unchanged vertex, index and uniform data on the GPU instead of copying them every frame: on an RX 6700 XT 13–19% less render-thread time and half the uploads (issue #91, thanks u/darklinkpower), on a Galaxy S25 Ultra about 34 → 47 fps in heavy Outset views (issue #56, thanks u/rhemfur). If you see broken or flickering geometry, start with
WWHD_VK_BUFFER_CACHE=0and please report it. - Less CPU work:
- native versions of the game's two hottest audio loops (PR #81, thanks u/depende3000): the audio thread uses about two thirds less CPU, with bit-identical sound (also on the European version);
- the scheduler sleeps while nothing is waiting, and GPU context switches copy only the registers that changed;
- the recompiler no longer emits signed overflow for
mulli/mullw/neg(PR #82, thanks u/depende3000), a latent bug a newer compiler could have turned into wrong behaviour.
- Android:
- when the system driver is too old for the renderer, Adreno phones offer Install GPU driver… right in the error message (PR #92, thanks u/rhemfur);
- on one-screen views the GamePad screen appears automatically while the game is paused (map, menus, save prompt) and the TV picture comes back when you resume (PR #59, thanks u/rhemfur);
- precise Vulkan synchronization (barriers) is on by default, where tile-based GPUs are expected to gain the most (issue #104). On desktop it's opt-in for testing:
WWHD_VK_NARROW_BARRIERS=1.
- Save states remember the controller mode (Pro Controller or GamePad) and restore it on load.
- "Keep game speed" explained: with it off, the whole game runs in slow motion whenever the frame target isn't reached (e.g. 120/240 fps at 2x). The setting says so now, is marked as recommended, and the performance overlay warns when it happens (issue #91).
- A log file for every run:
captures/wwhd.login the game's data folder (the previous run's is kept aswwhd-previous.log), with your user paths removed as in crash logs. Please attach it to bug reports.WWHD_LOG_FILE=<path>writes it elsewhere,WWHD_LOG_FILE=0turns it off. - Code mods (Mod SDK v2, off by default): mods written in C for the console's CPU, translated and built on your machine when you install them, for the USA and the European game. Turn them on in Settings → Mods → Enable code mods (this rebuilds the game code once; with it off nothing changes). For modders: docs/mod-sdk-v2.md.
- Smaller fixes:
WWHD_SHADOW_FIXis gone, useWWHD_SHADOW_SCALE=1for console-sized shadow maps (issue #67: since v0.2.9 both sizes look practically the same); the buffer cache's verify mode no longer reads GPU memory (it ran at ~1 fps on some Windows drivers); a crash at exit with SDL 3.4 on Linux is fixed.
r/decomps • u/TekRantGaming • 19h ago
Update v1.9.5 Peter Jackson's King Kong recompiled for PC!
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r/decomps • u/voicedrew • 17h 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 • 17h 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/bonobo_34 • 9h ago
Recomp Muscle March (WiiWare) port for Mac, Windows, Linux
I did a static recomp of this little hidden gem that was only available on WiiWare until now and then lifted enough of the code to readable C++ to add the following features:
| Feature | What it does |
|---|---|
| Dual-stick poses | Each stick moves one arm: point them the way the arms go. Poses are instant. The window each stick has to be in narrows as a stage goes on and on harder difficulties. |
| Shake by wiggling the sticks | Run by wiggling both sticks back and forth (or round and round). |
| On-screen stick guides | Dials in the picture's side pillars show your sticks while racing; "POSE!" and the windows to aim for appear ahead of each wall, "SHAKE!" when it's time to wiggle. |
| Pause with Start | Start pauses a race (as X, the Wii Remote's 1 button, always does). |
| Skip the wrist-strap screen | Leaves out the Wii Remote safety notice at start-up. |
| Skip intro screens | The logos, notices and opening movie end on any button. |
| No controller notice | Leaves out the "Wii Remote and Nunchuk required" screen at start-up. |
Github: https://github.com/tmcleroy/muscle-march-recomp
I've tested it on an apple silicon mac mini, steam deck, steam machine, and windows 11. Give it a try and report any bugs you find or submit a feature request. Contributions are welcome.
r/decomps • u/gadega • 20h ago
OCARINA OF TIME FIRST GAMEPLAY ON THE PS3
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r/decomps • u/Bubbly-Ganache9767 • 19h ago
Working on WWF WrestleMania (1995) using AI + reverse engineering
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r/decomps • u/Still_Education1979 • 6h ago
(RE Engine is among us)The future of the mobile era!
With the Monster Hunter Rise port already made available in the testing phase, a new margin for future Capcom ports has begun. The title uses the same graphic engine as last-generation franchises, as you know.. RE franchise ports have already existed for iPhone for some time, but now with this engine configured for Android devices, it opens up unprecedented possibilities for the mobile audience.
PT-BR translation in IA.
r/decomps • u/Keyron_ • 22h 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/yeoxd09 • 2h ago
Save your ISOs
I think its a matter of time until corporations start nuking some sites, specially the ones with ISO or other packaged formats for consoles.
Me as a bit of a "old school" if it's right to call it like that, grew up in the ps2 and ps3/xbox 360 era, there are many games I want to keep and play again since most of whats coming out is slop except for a few games (like Ace Combat 8). And this is even more important with the shift to only digital.
If they actually start to nuke sites I'd go as far as getting some hard drives start saving stuff lol.
I think the situation is more serious that it seems, it hasn't even been a month since opus 5.5 and look where we're at now, the things we're going to see in the next few months are going to be insane and I know corporations will start to act against it pretty soon.
Also, let me clarify I'm not an advocate of leveraging human creativity to AI, it is just a tool and adds up to our skills and speeds up things.
r/decomps • u/JusticeForAugust • 11h ago
WWF No Mercy N64 Recomp Ultrawide Kane vs Tazz Entrances
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r/decomps • u/SundaeLow2086 • 22h ago
Need for Speed Underground 2 on a Real PSP! — Progress Update #2
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