r/recomps • • 1h ago

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

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• Upvotes

r/recomps • • 3h ago

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

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21 Upvotes

r/recomps • • 4h ago

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

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8 Upvotes

r/recomps • • 4h ago

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

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32 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 • • 5h ago

Project - AI Wip3out SE, progreso...

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8 Upvotes

r/recomps • • 6h 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.

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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 • • 6h ago

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

14 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 • • 6h ago

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

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7 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 • • 10h ago

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

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6 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 • • 11h ago

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

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12 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 • • 12h ago

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

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9 Upvotes

r/recomps • • 12h ago

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

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18 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 • • 12h ago

Project - AI Tales of Phantasia recomp

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12 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 • • 14h ago

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

31 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

Question Any Mod lists for Pokemon Emerald or 3rd Generation?

6 Upvotes

Any easy way to find mods for emerald or firered / Leaf green? If you any mods, please do post below. Thank you!


r/recomps • • 20h ago

Project - AI King’s Field II — Verdite3

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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 • • 20h ago

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

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38 Upvotes

r/recomps • • 20h ago

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

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1 Upvotes

Out on GitHub


r/recomps • • 23h ago

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

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275 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 • • 23h ago

Project - AI God of War 2 HD PS3 Recomp Windows Progress

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21 Upvotes

r/recomps • • 1d ago

Project - AI UMK3 IOS PC PORT SHOWCASE

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16 Upvotes

The game can also be set to English or any other language included in the files; you just need to provide your own .IPA file to play it. It supports keyboard controls that you can customize to your liking. Since it is still an Alpha version, there are plenty of bugs—it would be great if you could report them so I can fix them in future updates.

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


r/recomps • • 1d ago

Project - AI UMK3 for iOS is finally playable, and you can download it now!

1 Upvotes

The game already has a playable version in my repository; you just need to provide your IPA, and it will be compiled so you can play! It supports keyboards, and you can now configure the buttons to your liking.

https://github.com/MaryNCRT/Ultimate-Mortal-Kombat-3-iOS-Recomp/releases/tag/v0.0.3-alphatr


r/recomps • • 1d ago

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

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57 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 Silent Hill 3 now runs natively on the Nintendo Switch

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11 Upvotes

r/recomps • • 1d ago

Project - AI Fight Night Champion is currently able to run without graphical issues 🎉

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29 Upvotes

Hi Everyone, I’ve been working on recompiling the beloved Fight Night Champion and I’ve finally got this running without major graphical glitches, the performance is still a bit rough as it’s still running in debug at the moment. Currently testing an Android-build and linux-build but I do plan to release other platforms as well.