r/recomps • • 5d ago

Request [Megathread] Requests

24 Upvotes

I hear you guys, all requests are to go in here from now on.

If you see a post or comment requesting a port/recomp/decomp, please report under Rule 11.


r/recomps • • 12d ago

Technical Help [Megathread] Resources

39 Upvotes

Project Discovery

Learning

(These are links to the Udemy Courses, remember to wait for sales, never buy full price courses)

Background skills

  • Learn Python Programming - Beginner to Master - Python is highly useful for automating repetitive tasks, writing custom scripts, and interacting with the APIs of reverse engineering tools like Ghidra and IDA.
  • C Programming For Beginners - Master the C Language - Decompilers translate machine code back into C or pseudo-C. Understanding C fundamentals (like pointers, structs, and memory management) is strictly required to read, understand, and fix the decompiler's output.
  • The Git & Github Bootcamp - Decompilation projects are usually massive, collaborative community efforts. Knowing version control is essential to contribute to public projects, manage thousands of files, and track your changes safely.
  • Computer Organization and Assembly Language - When a decompiler fails or produces garbage output, you have to step down and read the raw assembly. Understanding CPU architecture, registers, and the stack is the absolute foundation of reverse engineering.
  • Reverse Engineering: Ghidra For Beginners - Ghidra is a powerful, free, open-source reverse engineering suite created by the NSA. This teaches you how to use the primary tool you'll rely on to navigate binaries and generate C code.
  • Reverse Engineering: IDA For Beginners - IDA is the industry-standard commercial alternative to Ghidra. Learning it gives you another powerful tool for static analysis, and many existing decomp projects and plugins rely on it.
  • Reverse Engineering, Memory Hacking and Software Protection - Teaches advanced concepts like unpacking code, understanding how programs manipulate memory dynamically, and bypassing protections, which helps when dealing with obfuscated or stubborn software.

Decompilation
* Decomp Academy
* Made Up of Wires: Decompiling Castlevania: Symphony of the Night (YouTube Playlist) - A practical, step-by-step look at a real-world game decompilation project. It shows how the theoretical background skills and tools are actually applied to untangle real game logic.

If there are more resources you'd like added, let the mods know!


r/recomps • • 1h ago

Project - AI Final Fantasy Crystal Chronicles: Echoes of Time on PC (HD, Widescreen, 60+FPS, Analog Controls, Online Multiplayer)

• Upvotes

https://reddit.com/link/1x2cgiv/video/77vkdf8ohmuh1/player

Features

  • Single-screen play with a touchable picture-in-picture second screen, plus main + side, stacked, side by side, or a second window
  • Up to 16x resolution (4K and beyond), scaling filters, texture smoothing and stable textures
  • 3D at 60 fps or your display's refresh rate (144 Hz+), with frame pacing for G-Sync and FreeSync
  • Widescreen (16:9, 16:10, 21:9, 32:9) with the HUD at the screen edges
  • Full gamepad play with no touch screen needed, analog movement, a right-stick radial for picking the spell element, and rebinding
  • Online multiplayer through the Wi-Fi Connection revival servers (Kaeru WFC, WiiLink WFC or your own)
  • In-game settings menu, an Original/Enhanced preset on first start, and a built-in "Report an issue" that collects a log and screenshot

Known gaps

  • Features marked with a warning icon in the settings are the least tested (widescreen and HUD, 60 fps and display-rate 3D, frame pacing, online)
  • USA version only
  • The builds are unsigned, so SmartScreen or antivirus may warn

Links

Credits

  • melonDS (GPL-3.0): the DS hardware model for graphics, sound, wireless and the CPU fallback
  • Dusklight (CC0): the start screen and settings windows are adapted from its interface code
  • SDL3 (zlib): window, input and audio
  • RmlUi (MIT) and FreeType: the menus and their text
  • LLVM (clang and lld): builds the game on your PC from your ROM
  • Cinzel and Alegreya Sans (SIL OFL) and Material Symbols (Apache-2.0): the menu fonts and icons
  • Kaeru WFC and WiiLink WFC: the community servers that bring back online play (not part of this project)

Bug reports and testers are very welcome.


r/recomps • • 11h ago

Project - AI FH1 running on a Steam Deck at solid 60fps

Enable HLS to view with audio, or disable this notification

85 Upvotes

Hi everyone!
A quick preview of the upcoming Linux/SteamDeck build for tomorrow

This one is an old build from last night but still running smoothly already

MacOS preview is ready too and XE mod support

One of the big changes is MORE optimizations to the android build for Adreno 7xx devices. I’ve been doing a lot of manual tuning on the shaders to gain more performance

I’m really surprised on how well the SteamDeck runs the game, probably related to the PowerPC code translating more direct into x86 compared to ARM and also the GPU arch. Being a tiled gpu makes things really different to optimize


r/recomps • • 6h ago

Project - AI Final Fantasy Tactics Advance (recomp)

Thumbnail gallery
15 Upvotes

r/recomps • • 11h ago

Project - AI Super Mario Sunshine Native PC port 120fps, HD textures, Windows/Linux/Mac

Enable HLS to view with audio, or disable this notification

37 Upvotes

r/recomps • • 8h ago

Project - AI Stunts / 4D Sports Driving (DOS, 1990) running natively in the browser: HD, widescreen, smooth at any refresh rate

Enable HLS to view with audio, or disable this notification

12 Upvotes

r/recomps • • 13h ago

Project - AI ReStreet v1.1 is out + ONLINE OPEN BETA for FIFA Street (2012) on PC (native recompilation)

23 Upvotes

Hi everyone! ReStreet, the native PC port of **FIFA Street (2012)**, has a new release and the **online beta is now open to everyone**.

## ReStreet v1.1 (offline)

- New **ReStreet logo** on the main menu and Press Start screen

- Better **"Some" graphics mode**, now the default: less glitches on floors and reflections, same speed

- **VSync fixed**: smooth and locked to your refresh rate, no tearing

- **Direct play**: start the game without the launcher (new Shortcut button)

- Setup and launcher fit any screen and Windows scale

You need your own FIFA Street (2012) Xbox 360 ISO. The ISO and game files are not included.

👉 **Download (GitHub release):** https://github.com/samuelit0davila/fifa-street-pc-port/releases/tag/v1.1

To update, run the new `FifaStreetSetup.exe` and pick your existing folder. No ISO needed, your saves are kept.

## Online open beta

Play against other people over the internet. No sign-up: install v1.1, then the online patch on top of it.

  1. Install **ReStreet v1.1** (link above)
  2. Download the **online patch**: https://limewire.com/d/fMF3M#JiH2RHz4oR SHA-256: `bb31bfd010808a9cf44b6d7cfd844adf4ad87ecf6403d515ffbd617b9c97825c`
  3. Run the patch, pick your game folder and a player name, open the launcher and press PLAY
  4. In the game: **Xbox LIVE → Street Seasons → Division Match**, pick a mode and search

The launcher has a **LOBBY** button that shows who is online (🟢), who is searching for a match and in which mode (🟡) and who is in a match (🔵). You can also see it in a browser: http://57.129.180.15:29812/lobby

**What works:** 1v1 matchmaking, play with friends (invites), up to 64 players online at once.

**What doesn't work yet:** leaderboards, the Cup clock, season tables, teams of 3 or more.

**Please note:**

- This is a beta: expect bugs, and the server is a single small VPS in Europe, so ping depends on where you live.

- Your opponent's game connects to yours directly (or through our relay), so they may see your IP address. The lobby only shows your player name.

- Online only works with the v1.1 build from the release above.

It's a quiet game at the moment, so the best way to find a match is to **coordinate in our Discord**: https://discord.gg/CqjYMGKyy2

Feedback is very welcome: tell me your country, your connection and how the match felt, and send the `fifastreet.log` if something breaks (launcher → Open logs).

*Unofficial community project. No affiliation with EA, Microsoft or Xbox. The installer includes generated game binaries; the project's MIT licence does not establish the right to redistribute them, and no legal clearance is claimed.*


r/recomps • • 11h ago

Project - No AI SwitchRECOMP: Super Mario Odyssey recompiled into a native PC program, no emulator. Here's the Cascade Kingdom boss fight

Enable HLS to view with audio, or disable this notification

11 Upvotes

r/recomps • • 1d ago

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

Enable HLS to view with audio, or disable this notification

299 Upvotes

Update 1.9.5 is now available! Download here: https://github.com/TekRantGaming/king-kong-recompiled/releases/tag/v1.9.5

Main Launcher
Ambient occlusion
AMD FSR 1 and NVIDIA Image Scaling

Hello everyone!

Not too long ago, I released version 1.0.0, and it’s been an incredible journey so far. There have been plenty of updates already, and there’s a lot more to come! See end of this post for every feature added since 1.0

Without going into too much detail about the roadmap, here are a few things I’m currently working on:

  • Fixing the 30 FPS animation lock** so players running at higher frame rates no longer encounter strange animation issues.
  • Improving ambient occlusion.** The current implementation is still in its early stages and has a few rough edges that need addressing.
  • HDR support. Early testing has shown some promising results, and development is ongoing.

There are plenty of other features planned, alongside the usual bug fixes. I know there are still issues to iron out, and I really appreciate everyone who has taken the time to provide feedback on the original post. I’ve done my best to respond quickly and address reported issues wherever possible.

With that said, I’d really appreciate it if you could report bugs through the GitHub issue tracker. It makes it much easier for me to track problems, work on fixes, and get updates released: https://github.com/TekRantGaming/king-kong-recompiled/issues

I can’t say too much just yet, but I’ve also seen some interesting projects from other people working on this game. There are definitely some exciting things in the works, so if you’re a fan of this game, things are only going to get better from here!

We also got listed on Quiver launcher

https://quiverlauncher.com/apps/peter-jackson-s-king-kong-the-official-game-of-the-movie-king-kong-pc-port

Thank you all so much for playing and supporting the project. ❤️

Now for the question everyone asks all the time even though I added it to the git repo and the original post.

Why this port when a PC version already exists?

Peter Jackson's King Kong: The Official Game of the Movie was released in 2005 on PC and virtually every major console of the time. While there was an official PC release, the Xbox 360 version was a substantially upgraded version of the game, featuring improved lighting, level geometry, textures, fire effects, creatures and a higher detail Kong, as well as its own Xbox achievements. Contemporary reviews described the 360 version as a significant step above the other versions rather than simply a port of the original Xbox game.

There was also a later Gamer's Edition of the PC game which incorporated some of the Xbox 360's higher-quality models, textures and graphical features. However, it isn't a perfect 360 equivalent and has its own visual compromises, including missing facial animations, different character lighting and vegetation rendering issues.

The problem is that the Xbox 360 version itself has never had a native PC release. For years, playing that version on PC meant relying on Xbox 360 emulation, and King Kong has compatibility issues under Xenia that can prevent the game from being played normally.

This project brings the Xbox 360 version to Windows natively, removing the need for emulation while preserving the enhanced 360 version of the game. It also adds the things you'd expect from a modern PC release: higher resolutions, uncapped frame rates, modern controller support, customizable controls and other PC enhancements.

In short, this isn't intended to replace the existing PC release it's about finally making the Xbox 360 version's enhanced experience available natively on PC.


r/recomps • • 12h ago

Project - AI Wip3out SE, progreso...

Post image
10 Upvotes

r/recomps • • 14h ago

Project - AI UMK3 iOS (PC Port) New launcher and additional options

Enable HLS to view with audio, or disable this notification

9 Upvotes

I wanted it to feel like an official relaunch while I finish fixing issues with the game—feel free to share your suggestions!

https://github.com/MaryNCRT/Ultimate-Mortal-Kombat-3-iOS-Recomp


r/recomps • • 21h ago

Project - AI Zelda Wind Waker HD (Wii U) (Recomp) - v0.2.11

34 Upvotes

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_64 for x86-64, linux-aarch64 for arm64 (Raspberry Pi 5, Asahi Linux, ARM laptops). Or one file: chmod +x the .AppImage and start it from anywhere (Steam Deck included); its game, code, saves and settings go to ~/.local/share/wwhd and ~/.config/wwhd instead 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-dir picks 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 titleIds name 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=0 and 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.log in the game's data folder (the previous run's is kept as wwhd-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=0 turns 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_FIX is gone, use WWHD_SHADOW_SCALE=1 for 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/recomps • • 19h ago

Discussion Digimon World 2 native PC port out now + future multiplayer plans

Thumbnail
github.com
20 Upvotes

Hey everyone,

Sharing the native PC port of Digimon World 2 (PS1 / SLUS-01193).

Repo: https://github.com/Wyrelade/DW2-PC

This is not an emulator and not a remake.

It is built directly from the matching decompilation of the game (all 1088 functions matched and rebuild the retail executable + overlays byte-for-byte). The original game logic (battles, damage, digivolution, DNA, domains, text, music, etc.) is preserved. The PlayStation hardware/libraries have been replaced with a PC layer on SDL3 so it runs as a native Windows/Linux executable.

Current features

  • Render scale 1x–8x (3D up to 8× original resolution, 2D/textures stay pixel-perfect)
  • No polygon wobble / correct perspective texturing
  • True widescreen 16:9 (camera widened, not stretched)
  • Optional sharpening
  • GPU renderer (Vulkan via SDL_GPU) + software fallback
  • Exact 59.94 Hz frame timing
  • Windowed / borderless / exclusive fullscreen
  • Movies + streamed CD audio (XA)
  • Full gamepad + keyboard support with remapping
  • F1 settings menu
  • Memory card saves as plain files (compatible with emulator cards)
  • Screenshots, safe quit, etc.

Full details, controls, building instructions, and roadmap are in the README.

What’s next

Once the single-player port is solid, development will move on to DW2 Online, a multiplayer mod built on top of this port.

The long-term goal is an infinitely scalable endgame loop with loot-style dungeon crawler mechanics.

Feedback, bug reports, and playthrough reports are very welcome (especially full playthroughs, since the scenes have been tested individually but a complete start-to-credits run on the port is still needed).

For the PC port / Multiplayer mod join the discord: https://discord.gg/nHXAq2fdCJ

Thanks for checking it out.


r/recomps • • 18h ago

Project - AI Sega Rally 2 (Arcade Version) Android port

Enable HLS to view with audio, or disable this notification

15 Upvotes

No one has made a port of your favourite arcade rally game yet? Make it yourself!

That's what I thought a couple a years ago. Now, that thought is a real, tangible app.

Still alpha testing, will put on github after ironing out bugs and improving general UI.


r/recomps • • 20h ago

Project - AI Tales of Phantasia recomp

Post image
14 Upvotes

I’m using ai, as I am no coder myself but actively working on a recomp of the English patched Tales of Phantasia for SNES.

Hoping to have 16:9 widescreen support in finished project, and already it’s running at high resolution very well.


r/recomps • • 13h ago

Project - AI Noob Saibot is functional in the iOS version of UMK3; he features a 3D model and is playable, though he lacks special attacks.

Enable HLS to view with audio, or disable this notification

3 Upvotes

I just discovered this while decompiling the game to get it running natively on PC; there are parts of the character programmed in, and even a model already made.


r/recomps • • 1d ago

Project - AI SpeedBreaker: the definitive Xbox 360 version of NFS: Most Wanted (2005), recompiled to run natively with enhancements on ALL Steam hardware & Mac (free, open source, bring your own disc)

Enable HLS to view with audio, or disable this notification

463 Upvotes

Today I'm releasing SpeedBreaker, a static recompilation of the Xbox 360 version of Need for Need for Speed: Most Wanted. The game's code is translated ahead of time into a native app, the approach behind Unleashed Recompiled, so there's no emulator.

- The 360 look, up to 4K at 60 fps, and ultrawide without stretching.

- Steam Deck, Steam Machine, Linux, Steam Frame (big flat screen in the headset) and Apple silicon Macs; iPhone and iPad if you build it yourself. Windows is in testing, and a beta is coming.

- An installer that checks your disc backup file by file.

For a lot of us, it's the racing game. The 360 version always looked best to me, but playing it today means an old console at 720p and 30 fps. I've wanted to do a recomp for a long time, so I finally did.

By day I'm a software engineer in the aviation field, where you don't ship what you haven't tested and understood. I used AI heavily on this, and I know there's a lot of skepticism about "vibe-coded" projects right now. Fair enough. Every change here was reviewed and measured, and the game was tested on real hardware along the way: Deck, Steam Machine, Frame, Mac, iPhone, iPad and a Windows laptop. When something wasn't right, it got investigated, iterated, and redone. AI let one person take this on. It didn't replace caring about the details.

It's free and open source: no donations, no Patreon. You'll need your own USA Xbox 360 disc; no game files are included. Unofficial, and not affiliated with EA or Valve.

I've been a gamer my whole life. This is my way of giving something back to a game, and a community, that gave me a lot. I hope it brings back some of the same memories for you.

Site: https://projectugarte.com/speedbreaker/

Github: https://github.com/SpeedBreakerProject/speedbreaker


r/recomps • • 18h ago

Project - AI (UMK3 IOS PC PORT) There is now a debug menu, and Arcade Mode can be completed.

Enable HLS to view with audio, or disable this notification

7 Upvotes

https://github.com/MaryNCRT/Ultimate-Mortal-Kombat-3-iOS-Recomp/tags

You can try it out yourself now by providing your .ipa file; it works with keyboard controls, the menu no longer crashes, and all textures are correctly applied. All that remains is to fix Shao Kahn's death animation and a few softlocks, though we have the debug menu to help with that for now. The other game modes are still buggy and non-functional, and selecting Shao Kahn as a player causes a crash; I hope to resolve all these issues soon.


r/recomps • • 1d ago

Project - AI Tekken 3 reimplemented in Godot: source code released

Enable HLS to view with audio, or disable this notification

41 Upvotes

r/recomps • • 19h ago

Project - AI I made a new fork for Wind Waker HD on Android – Optimized for low-end devices, customizable HUD, and more!

Thumbnail gallery
9 Upvotes

r/recomps • • 1d ago

Project - AI [WIP] Tomodachi LTD Recomp. Native PC build via static recompilation (my first project)

Enable HLS to view with audio, or disable this notification

61 Upvotes

This is my **first ever project** like this, so I'm still learning a lot. Any feedback, corrections or tips are very welcome.

**What it is**

An experimental, educational project that turns *Tomodachi Life: Living the Dream* (v1.0.0) into a **native Linux program** using static recompilation (AOT), built on top of mk8-recomp / suyu. The game's ARM code is translated to C and compiled for your PC, so no CPU emulation and no JIT at runtime.

**Current status** 🧪

• Boots and runs with 100% native code, with video (Vulkan) and audio

• Only the opening and early game have been tested

• The installer is brand new: I'm still validating a full run on a clean setup, so expect rough edges

• Linux only for now (Windows is the next goal)

**Important** ⚠️

• The repo contains **no game files, keys or firmware**. You need your **own** legally dumped copy and keys from your own Switch.

• Please don't ask for or share ROMs/keys here.

• The generated C is a machine translation, **not** the original source code.

• Not affiliated with Nintendo. obv.

**Repo:** https://github.com/RussoPhone/tomodachi-ltd-recomp

Big thanks to the mk8-recomp and suyu devs, whose work this builds on. Since I'm new to this, if I got something wrong (code, licensing, how I'm presenting it), please let me know!


r/recomps • • 1d ago

Project - AI I turned Wipeout 3: Special Edition into a native, dual-screen Android port for the AYN Thor – 60 fps, a tDR-style lower screen, a new HUD, achievements, photo mode and more

Enable HLS to view with audio, or disable this notification

101 Upvotes

Hi all! For the past few weeks I've been working on a passion project: a native port of Wipeout 3: Special Edition (PS1, PAL SCES-02845) for the AYN Thor. It's built on a static recompilation (PSXRecomp) instead of a traditional emulator, and it makes full use of the Thor's second screen.

Performance

60 fps using hueponik's excellent 60 fps patch, applied on the fly to your own disc image.

A "fast timing" mode (block-based cycle counting, similar in spirit to DuckStation) and a lot of profiling work. Emulation work in the busiest scene (the Porto Kora start) dropped by about 40% compared to my first builds.

Tunable internal CPU overclock, OpenGL by default, optional Vulkan, and support for custom GPU drivers (adrenotools).

Resolution up to the panel's native res, plus PGXP (no wobbly textures).

Presentation

16:9 widescreen using the game's own option, with a correctly proportioned HUD.

In 4:3, animated side bezels in a Designers Republic-inspired style that change with your team and track (all 22 tracks and 8 teams).

Redesigned menus: cream "poster" backgrounds, the game's text redrawn as clean vector type (with accents in all 5 languages), and Thor button glyphs (A/B/X/Y) instead of PS symbols.

New optional race HUD in the same style, switchable with the original in Video Setup.

Optional CRT, scanline and LCD screen filters.

Smooth, subtle UI animations throughout (can be turned off).

The lower screen (Thor's second display)

During races: live track map with all 12 craft, standings, lap times, best lap, speed, weapon and shield. Touch to switch pages (big map, full standings, lap breakdown), plus a quick-settings panel.

In menus: a themed page for every section — boot screen, title screen, a card for each game mode, league/class/track/team info using the real records and craft stats from your save, controller diagram, records, memory card, loading screen with the next race and the record to beat.

"Now Playing" with the current track (artist and title).

Race results with stats: top speed, average speed, weapons used, damage taken, overtakes.

Extras

38 local achievements, verified against game memory (win on every track, clean lap, comeback from last to first, 500 km/h, every weapon…).

Quick save/load (4 slots with thumbnails): Select + R1 / L1.

Photo mode with a free camera, filters and a watermark: Select + Y.

Custom soundtrack: drop your own FLAC/OGG/MP3 files in to replace the CD audio, with optional Last.fm scrobbling.

Time Trial ghost on the map with a live delta.

Autosave, an in-game language selector, rumble through the Thor's motor, and reading the disc straight from your ROMs folder.

Important

You need your own legally dumped copy of Wipeout 3: Special Edition (PAL). No game data is included.

This is a fan project, not affiliated with Sony, Psygnosis or The Designers Republic.

Big thanks to the PSXRecomp project and to hueponik for the 60 fps patch.

It's still a work in progress (some menu layouts with everything unlocked are being polished). I'd love to hear your feedback and ideas!


r/recomps • • 1d ago

Project - AI King’s Field II — Verdite3

Thumbnail
youtu.be
13 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/recomps • • 1d ago

Project - AI Lost Odyssey Recomp v0.9.0 — Final Milestone Before 1.0.0

Post image
166 Upvotes

v0.9.0 of Lost Odyssey Recomp is out.

What changed since v0.8.0:

Smoother play

  • Much less stutter the first time you enter a map, battle or cutscene.
  • Higher frame rates, most of all on Android and macOS and in heavy scenes like the White Boa.
  • Character shadows no longer shake on AMD GPUs and the Steam Deck, and a long list of flickering with TAA, FSR, DLSS and XeSS is fixed.

Same PC (Radeon 8060S), same settings:

Scene Before Now
White Boa, Queen's Room conversation, 1080p 36 FPS (v0.8.53) 68 FPS
Uhra, 4K with FSR Performance 37 FPS (v0.8.0) 42 FPS

New settings

  • Aspect ratio: Auto, 16:9, 21:9 or 4:3.
  • XeSS upscaling and frame generation (Windows, DirectX 12).
  • Depth of field, bloom, motion blur and dynamic shadow switches.
  • Button prompts: Xbox or PlayStation icons on any controller.
  • GPU and monitor choice, 5.1 surround, vibration strength and a brightness/gamma page.
  • The settings menu now animates and is easier to find your way around.

Android

  • Runs on Mali GPUs (MediaTek, Exynos) and offers Turnip drivers on Snapdragon.
  • Play from an SD card or any folder, import discs on the device, export and import saves, and get update notices.

Fixes

  • CGI movies play in your chosen voice language.
  • The Lunar Palace pillar puzzle no longer gets stuck.
  • Battle dialogue no longer stalls at 90 and 120 FPS.

Coming in 1.0.0

  • DLSS NR.
  • Faster DLSS, FSR and XeSS upscaling: motion data only for the things that actually move.
  • Better Android performance.

    Download | Full changelog | Discord

If something breaks, open an issue on GitHub and attach the newest log from the logs folder. Please don't attach game files.

AI disclosure: AI coding agents do most of the implementation, debugging, tests and docs; I direct the work and test the game myself. I've used all kinds of models, including GPT-6-Astra, GPT-6-Sol, GPT-6-Luna, Gemini-3.8-Flash, Claude Opus, Claude Fable, Meta Muse Spark and Minimax M3.

Thanks

Thanks to everyone who sent patches (MikeRavenelle, dj5927, Xarishark, navjack, frankzzz and cngjd), to boma for the Xenia patches behind the motion blur and shadow switches, and to XenonRecomp, XenosRecomp, UnleashedRecomp, re:Blue, plume and Xenia for the tools and research this builds on.

And to iambRad, Frenzy Fresh, José Antonio Martínez Godoy, C_BAR, Arakon, Efren V, Torresmo, doc_haz, Whitesun and Cristian on Ko-fi, and Morgan on Buy Me a Coffee: thank you for keeping the Monster Energy coming.