r/decomps

Skate 3 Recomp v2 is out: the game now runs on its own fully native renderer. More than double the FPS at a quarter the GPU power
▲ 565 r/decomps+4 crossposts

Skate 3 Recomp v2 is out: the game now runs on its own fully native renderer. More than double the FPS at a quarter the GPU power

Some of you might remember my earlier post about Skate 3 Recomp, my native PC recompilation of Skate 3 for Windows, Linux, and macOS. Since then the project has had one big focus, and it's finally done: v2.0.0 replaces the entire emulated Xbox 360 GPU with a native renderer built directly on Direct3D 12 and Vulkan.

Showcase video: https://youtu.be/ETXCOsip1Uo

What that means in practice:

  • More than 2x the frame rate at roughly a quarter of the GPU power draw compared to the old emulated renderer (excluding optional graphics enhancements).
  • Steam Deck should see a large uplift in performance, as well as other weaker machines.
  • On Apple Silicon the difference is drastic: roughly 25 FPS to 250 FPS at 4K on an M4 Pro.
  • The renderer runs exact ports of the game's own material shaders (world, characters, water, glass), so it still looks like Skate 3, just faster and sharper.

New optional graphics enhancements:

  • Up to 8x MSAA
  • Real-time sun shadows from buildings/trees/props with contact-hardening PCSS soft shadows
  • Ambient occlusion, HDR pipeline with real bloom, volumetric light shafts
  • Draw distance up to 5x with extended world streaming
  • Experimental true 21:9 ultrawide: the world actually renders wider, HUD stays put

Quality of life since the last release:

  • Fully redesigned in-game settings menu; most options apply live
  • One Windows build ships both DX12 and Vulkan, switchable in settings; live renderer toggle on F5 with automatic fallback if anything fails
  • Auto framerate cap that kills display judder without hand tuning
  • Native DualSense/Switch/generic controller support via the SDL backend
  • Portable saves and DLC folders that live next to the exe
  • Linux build now runs on older distros (Ubuntu 22.04+, Steam Deck), and the macOS build is a proper app that launches from Finder and supports Game Mode

The native renderer is new and I haven't tested every corner of the game. There are known issues with skater customization rendering, some park-editor visual parity, and occasional streaming pop-in.

The emulated renderer is still there as a fallback toggle if anything looks wrong. macOS and ultrawide remain experimental.

Be sure to give it a star on GitHub if it worked well for you!

https://github.com/mchughalex/skate3recomp/releases

u/competitivepebble — 23 hours ago
▲ 5 r/decomps+1 crossposts

Decompilations sub abandoned

The weirdo mod who was harassing people has banned me, deleted comments, and then either deleted their own account or removed themselves as a mod. Just wanted to give a heads up. IDK if anyone wants to take it over or lock it down so that we have one centralized subreddit for decomps.

r/decompilations

reddit.com
u/lurking_leftie — 24 hours ago
▲ 195 r/decomps+1 crossposts

Super Mario 64 DS decompilation just hit 95%!!!

Six weeks ago this repo didn't exist. As of today the Super Mario 64 DS decomp is at 95.0% of functions matched (10,778 of 11,348) and 82.4% of the code by size.

This has been craaazy and the team we've assembled in the discord is incredible. This last 10% has been brutal but come reset in a few days, I think we can basically wrap this up.

The tools we've created to create a steady and autonomous decomp have come a long way and now, as long as you have access to some sort of AI, you can run our main app tangOS to start or assist any decomp.

The remaining 570 functions are the hard residue, concentrated in a handful of overlays (ov006, ov002, arm9). Basically everything I worried would be an issue has fallen within 1 to 2 days of work. The recomp is also coming along nicely...

If you want to contribute, there's still time. You just need your OWN LEGALLY acquired ROM.

BIG BIG things coming very soon!

Repo: github.com/tangosdev/sm64ds-decomp

Discord: https://discord.gg/rWrH2vVrt

u/BeansNToasted — 1 day ago

Decomp mods and where to find them

One of the biggest benefits of decomp projects is their much much easier modability.
"The GitHub Launcher" project made an effort to offer a centralized hub to view and install the ever increasing number of decomp projects.
But what about mods?
Is there any consensus on where to host those? I know of "Thunderstore", but are there others?

reddit.com
u/EinherjarX — 17 hours ago
▲ 13 r/decomps

Please only ask if “x game is getting a port” in this thread

Because the world of games has hundreds of thousands of games. This way there aren’t threads for every game people are inquiring about :)

reddit.com
▲ 58 r/decomps

Xenogears Recompilation project

https://github.com/OpokXeno/xenogears-recomp

Important disclaimer for anyone interested: This project is being developed with AI assistance and welcomes AI-assisted contributions.

Hello there! I’d like to present this recompilation I’m working on for the game Xenogears, using the psxrecomp framework for PS1 games!

It’s in a very early stage of development and has some minor graphical glitches, but based on what I’ve tested so far, it’s playable.

The recomp offers some improvements, though they’re still being worked on, and more are planned for the future. For example, in the images you can see the game with 4x supersampling and native 16:9 widescreen (without the culling error that occurs in all the emulators I’ve tried)

u/Opok3 — 2 days ago
▲ 34 r/decomps

Is there any decomp project in the works for Shadow of the Colossus and ICO?

Basically what the title says. Seeing Sony seems to not have plans for these games (and The Last Guardian) on PC, it would be cool if any of the pros that are doing these amazing projects could work on these games. I know for example that The Last Guardian is a PS4 game, so it must be very difficult, but well, there's my wishlist.

And thank you to all the awesome people doing these works. :) 🙌🙌🙌🙌

u/Miles_Wolf — 1 day ago
▲ 136 r/decomps

GitHub - 999sian/tmc: Project Picori — a native PC port of The Legend of Zelda: The Minish Cap (Linux/Windows/macOS), built on the zeldaret/tmc decompilation.

github.com
u/AccomplishedPanda211 — 4 days ago
▲ 199 r/decomps+1 crossposts

Started decomp of original Sega Rally 95 Arcade

I've been working on a decomp of the original Sega Rally 95 arcade game because it was one of my favorite games back in the day, and because I wanted a decomp project to play with.

I know there is a MAME emulation (srallycb) but that doesn't have full sound or force feedback.

I also know there have been several versions released for PC, XBox, etc but that's not what this is about :)

I started going down the full decomp route with gcc 2.95.3 knowing that probably wouldn't work as it fairly well know that Sega used the Intel toochain (which is no longer avaialble). The output kinda-sorta matched, but even with peep-hole modifiction scripts to patch the object code back, it was too hard.

Ghidra doesn't understand i960 mnemomics, nor do the other tools like HexRays.

So, I created an uplift framework using Cursor that allow me to create sematic "C" code from the dissassembler to see how far I could get.

So far, I have "C" code that uses the native ROM assets to render most of the attract sequence rendering polygons direct to OpenGL. That's a big change from MAME that uses a custom renderer, and should give better and faster results.

Note this is not am emulator - this is all native C code using SDL and OpenGL.

I've include a framehot of my decomp program work-in-progress and the (roughly) same frame from MAME.

If this is of interest to anyone, I can think about cleaning up the repo and making is public.

If not, then ... as you were :)

u/XanDoXan — 4 days ago
▲ 313 r/decomps+4 crossposts

Smash64DS (WIP port)

Been working on porting (AI assisted) ssb64 to the Nintendo DS for the past month. I knew nothing about coding for the DS before this, but i do have some C# and Powershell/python knowledge.

Here is what I have to far:
Mario and Fox on the Dreamland stage running about half speed (half speed is a stretch since the original game ran at 60fps and we're getting like 15 fps here in gameplay, i had to change the game logic (2 updates per frame) so it didn't run at 1/4 speed lol).

Still have a long way to go, but i'm pausing progress for now since GPT5.6 sol is struggling (ended my $200 sub).

If you want to check it out on github: https://github.com/rockenrooster/Smash64DS_Port

u/Rockenrooster — 5 days ago

decomps only conversation?

shouldn't this forum be limited to decomps and ports?

I keep seeing a lot of recomps announcements here.

reddit.com
u/maxscipio70 — 4 days ago
▲ 9 r/decomps+1 crossposts

Is anyone working on a Shadow the Hedgehog Recomp?

The question is in the title. With the tools available to make recomps of Nintendo GameCube games, and given Shadow never got a PC release, is anyone working on this at all?

reddit.com
u/fireflamesniper — 4 days ago