r/decomps

▲ 207 r/decomps

God of War III Remastered running natively on Windows, playable start to finish

Hey all. I've been working on a Windows port of God of War III Remastered and it's now playable from start to finish, at high framerates (~144 FPS average at 1080p on my setup).

GitHub: https://github.com/FelipePrado0/gow3_pc

How it works, to be upfront: the PS4 is x86-64, so the game's original executable runs directly on the CPU, and a runtime written for this game replaces the PS4 system libraries. The GPU side is shadPS4's video core (heavily modified), translating the PS4 GPU commands to Vulkan. So the CPU side is native, the graphics are translated.

This was developed with Claude Opus 5.5 as a coding assistant. Tested every build by playing, and the full source is on GitHub.

What works

  • Saves, audio, cutscenes, controller + keyboard
  • 240 FPS engine patch
  • Shader cache loads in the background, no compile stutter
  • Launcher with patches, mods, remapping and save backups
  • In-game menu: cheats, orb/damage multipliers, enemy health bar, FSR 1, perf overlay

Tested on

  • Ryzen 5 5600X, RX 6700 XT, 32 GB DDR4 (my setup)
  • Ryzen 5 3600, RTX 2060

Known issue: some textures break at render resolutions other than 1080p. Working on it.

If you try it on other hardware, a report with your GPU and user\last_run.log on GitHub helps a lot.

Credits

This project stands on the work of:

Also uses LibAtrac9, FFmpeg, SDL3, Dear ImGui, sirit, xbyak, Vulkan Memory Allocator, FSR-Vulkan and more. Full list in the README.

Links

GitHub (GPL, source + release): https://github.com/FelipePrado0/gow3_pc

Feel free to fork it and open PRs. Contributions are very welcome.

u/Professional-Main227 — 3 days ago
▲ 101 r/decomps+1 crossposts

Opus 5.5 is INSANE at decompilation / ports

Just decompiled and natively ported StarFox, StarFox 2 and Sonic CD to Windows, Mac and Linux, using Opus 5.5 without REA or similar skills.

Claude analyzed the games' roms, built high level hardware runtimes, and added quality of life improvements (resolution, framerate, audio, full controller support, etc.), Even going as far as editing the game's extracted source code to implement features (SuperFX overclocking, True16:9 in Sonic CD)

Projects are here, if you wanna try it out ;)

https://github.com/carlosrmz009/littleplanet

https://github.com/carlosrmz009/arwing

https://github.com/carlosrmz009/arwing2

Prompt was simply: Create a full decompilation of *GAME*, so it can run natively in my PC. Game ROM is at */path/*

Custom launcher with options

This is getting insane bro 😭🙏

u/CarlosGOAT09 — 3 days ago
▲ 145 r/decomps

MZLabs has been banned and any drama-inducing discussion related to the SwitchRecomp project will result in Bans

Title. No need to go over it, but if you've seen the posts previously, you know why this is appearing. Please keep this subreddit a drama-free zone, and keep any discussions like such out of here.

- Graine25 and the other mods in this sub

reddit.com
u/Graine25 — 4 days ago
▲ 279 r/decomps

Soon , there will be no need for emulators like pcsx2, xenia, rpcs3 at this rate. Only of the few good things that has accelerated thanks to AI

u/Artetaarmy — 4 days ago
▲ 121 r/decomps+1 crossposts

Introducing a PC recompilation of Splinter Cell: Double Agent, version 2 (Xbox)

Splinter Cell: Double Agent now has an unofficial native PC port of the original Xbox version, with extended graphics options, keyboard and mouse support, online co-op and Versus with voice chat, and more.

Download: https://github.com/TGP482/SCDA-XBERecomp/releases/latest/download/SCDA-XBERecomp.zip

Project page: https://github.com/TGP482/SCDA-XBERecomp

You must provide your own legally obtained game files. No game assets are included.

Instructions:

  1. Place your game files (ISO or extracted data files) in the assets folder
  2. Run SCDA.exe
  3. Adjust Recomp Settings from the in-game options menu, or open the Settings overlay with F10 (default)

Made with the new Xbox XBE Recomp tool, created for this game originally: https://github.com/TGP482/XboxXBE-Recomp

youtu.be
u/nincompoop221 — 4 days ago
▲ 156 r/decomps

My experience with a manual decompilation: this shit is harder than I expected

So... after all the controversy around AI-assisted or vibe-coded decompilations, I decided to do a little experiment: learn how to decompile a game on my own, with AI not doing the actual decompiling process but just teaching me how to do it by myself.

A little context, I'm a software developer, but my knowledge doesn't come anywhere close to that of the programming and reverse engineering geniuses who populated these communities until a couple of years ago, before the AI boom.

I picked a Nintendo DS game and asked an AI to teach me the basic concepts I was going to need for the task. Even though it was at a relatively superficial level, I learned about the Nintendo DS architecture, the different file types it uses, and their basic structure. Hell, I didn't even know the most basic stuff, that console had two processors, an ARM9 and an ARM7.

Anyway, once we performed the initial extraction and disassembled the binaries to obtain assembly code, the real task began: converting that assembly into C code that, once recompiled, would reproduce the original binary.

Well, I spent the next six hours reading assembly code (for the first time in my career I put to use that dormant skill I learned in computer architecture classes at college lol). After deducing the first functions, which barely had between 3 and 8 lines, Claude told me that those were precisely the ones that could be inferred more or less automatically. What we had done was little more than a playful exercise. I don't even want to mention what it took to find the specific compiler used in that game and the specific configuration (after a while, I gave in and let Claude lend me a hand with that), but oh well.

The actual hard work would come when we had to face functions with 700 instructions or more. Completely ridiculous.

The worst part of all? This only corresponded to the disassembly and decompilation process. If my goal was to use that source code for something useful, like a mod or a port, there was still reverse engineering work left: control flow analysis, symbol naming, data structure reconstruction, documentation of the game's behavior, etc.

Really, this exercise of a little under ten hours puts into perspective how incredible the people who did decompilations were when none of the current conveniences existed. But it also makes me think about how absurd it would be to force people to go through the entire process by hand, without the assistance of AI tools. And even more absurd would be to pretend to do it without mastering concepts as basic as the ones I myself didn't know before starting this experiment.

Needless to say, I won’t continue with the decomp attempt. Doing it properly would take more time than I’m willing to invest, and I don’t want an AI doing everything while I have no idea what it’s doing.

reddit.com
u/HummingbirdWatch149 — 4 days ago
▲ 72 r/decomps

Recomp BLACK XBOX CLASSICO

https://github.com/portingpete/Black-2006-Recomp

Hello, I’m currently working on the ReBlack project. The game is now playable from beginning to end in this GitHub project—or at least, it seems to be. The PlayStation 2 decompilation project is still underway. I’m working on it alone, so progress is slow, but I’m moving forward. I’ve decompiled all the files; now I just need to recreate the functions, understand how they work, and continue with the project. It’s a long process.

I could use help with a few things. First, we need people to test the recompiler. I’m working with someone who ported The Darkness from Xbox 360 to PC. I hired him, we got the project started, and now we need a lot of testing. You can report errors right from the app. It’s practically playable—I’m already on the sixth level. If you’re willing to download it and report any issues through GitHub, that would help us identify and fix them.

We could also use help porting the HD Remagine textures made by a Brazilian creator. I’ll include the link to the Xbox version. I’ve been trying to do this myself, but I have too many other things on my plate. If someone could take that on, it would be a big help. And if anyone can, please also upload it to the same ModDB page as the HD Remagine mod, so it’s much easier for everyone to access.
link: https://www.moddb.com/mods/black-hd-reimagined

I’m also working on translations for the game. They’re mostly complete, though that comes with a few caveats. I’ll need someone to review them. The translations were done with AI because there are 1,300 and 1,225 audio files to translate. The main translations—the cutscenes—are already working. The menus are available in English, Portuguese, Spanish, Italian, and a few other languages.

If you’ve already translated the game into another language, please share it in the comments. And if you can help with the project in any way, we’d really appreciate it. I’m very grateful to everyone.

u/Comfortable-Field614 — 3 days ago
▲ 68 r/decomps

I recompiled Final Fantasy Tactics Advance into a native Windows port with widescreen support up to 32:9 and a few other improvements

I’ve been working on this for a few weeks and managed to recompile Final Fantasy Tactics Advance into a native Windows version using gba-recomp. I got it working with widescreen up to 32:9 and made it easy to install. Here are some screenshots of how it looks: original 3:2, 16:9 and 32:9 (the last one is still experimental). This is just my first version, and I’m planning to add things like mod support and a zoom in/out almost working, to see more of the battlefield like in modern strategy games, but it was causing a few issues so I decided to leave it out of this release.

Here's my Git in case you want to take an eye:

https://github.com/Jorge262007/FFTARecomp

u/Acceptable_Humor2245 — 4 days ago
▲ 92 r/decomps

DinoTale, Yoshi's Story Recomp PC beta out now, you voted I delivered

In my thread here, https://www.reddit.com/r/decomps/comments/1x1yfg3/vote_for_the_next_n64_game_to_be_recomped/ I asked the sub to vote on their most wanted N64 recomp, the winner was Yoshi's Story.

I set the AI lose on it and within hours I had a working build; 24 hours later I have tested and implemented: widescreen mode, and other video modes, 4:3, stretch, and hybrid (dimmed sides).

Higher framerate and other video options are included but given the nature of a 2D game they only do so much. There may be bugs with widescreen mode still, but I've ironed a lot out.

You need your own USA rom file.

GitHub instructions here: https://github.com/wootbeer/dinotale

Download here: https://github.com/wootbeer/dinotale/releases

u/DarkDigital — 4 days ago
▲ 51 r/decomps+1 crossposts

SkyBreak — early Skyward Sword PC recomp, looking for contributors

Hey everyone! I’m working on SkyBreak, an early Skyward Sword PC recompilation project targeting the original Wii release, USA 1.0 (SOUE01).

It’s built on nWiiRecomp, using generated C++ from PowerPC code alongside a custom Wii runtime for graphics, audio, input and saves. Development has been AI-assisted, and I’d love to get more experienced developers involved.

Currently, it boots, loads saves and reaches playable gameplay. There’s also a custom launcher, joystick-based virtual motion controls, local achievements and a bug-report capture tool.

Rendering accuracy and motion controls still need work, especially aiming and gyro puzzles. Full-game completion hasn’t been verified yet, so this is a work in progress.

I’m looking for contributors and testers, particularly people familiar with C++, PowerPC, Wii GX/TEV rendering or SDL2 input.

Would anyone here be interested in helping test, review the implementation or tackle specific bugs?

Join here to see progress! https://discord.gg/XQvXcRt2g

Eldin Volcano, Running at 30 fps.

reddit.com
u/Fearless_Language413 — 4 days ago
▲ 1.4k r/decomps+1 crossposts

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

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

u/MZLabs — 5 days ago
▲ 55 r/decomps+1 crossposts

LInk's Awakening HD Switch Recomp

Hello,

I’ve made, admittedly with almost exclusive use of AI, a static recompilation port of the Nintendo Switch version of Link’s Awakening.

I know AI usage is controversial. I do some of my own Swift macOS development, but something like this is way beyond my skill set and wouldn’t have been possible without AI. I’m guiding it as responsibly as I can. It is what it is. If you disagree with the use of AI, I understand your position and likely agree with many of the points you could bring up, but this is a fan project of a game I love. I made it to have the ultimate way of enjoying the game myself, and sharing it is just a courtesy. AI or not, I’m committed to making this awesome for the love of the game, and contributions are welcome.

Another big disclaimer: this release includes NO Nintendo game files, assets, keys or fonts. No XCI/NSP, no prod.keys, no textures, models, music or text. You must provide your own dump of the game (v1.0.0) and your own keys to play. That even includes fonts, since the game uses a few proprietary ones: you can dump them from your own Switch for an authentic experience, or use the reasonable substitutes I’ve picked that look okay in game. You can also choose your own, though I probably won’t add support for fonts that don’t work; the option is there if you want to play around with it.

Enough about that, let’s talk about the game!

First and foremost, this is a 0.1 release, basically an early alpha/beta. Bugs are likely, especially with the randomizer, and some graphical glitches are still present. I know about some of them already (there’s a Known issues list on GitHub though it's already behind what I know about); I’m not pretending this is perfect yet. But the game should be...... knocks on wood ... 100% beatable in Vanilla and run well while doing so.

For the randomizer logic, I’ve done a lot of testing, including scripts that check seeds are beatable, but there’s no guarantee. Due to the nature of randomizers, it needs a broader set of players to truly find every oddity. Simpler settings should be mostly bug-free, but the crazier settings, like decoupled entrance rando, bushsanity, digsanity, and dungeon room shuffling, could still produce softlocks. Room shuffle especially: go in expecting to find bugs and help make it great by reporting them, not expecting to beat it.

GitHub: https://github.com/peiikai/LASRecomp

Project Discord: https://discord.gg/DhrgdYqdcY

Install:

macOS: open the .dmg and drag LAS Recomp into Applications. The app isn’t notarized yet, so you'll have to allow Gatekeeper to run it anyways for now. I do have an Apple Developer ID and will notarize the 1.0 release, but for now, with rapid changes, it’s not.

Windows: unzip and put the “LAS Recomp” folder wherever you like. No installer; your saves and game files live in that folder.

On first launch you’ll get a start screen where you select your game dump and keys to extract them. Once extracted, the game is ready to launch. The in-game LAS Recomp menu (settings, randomizer, cosmetics and more) opens with F1 / Esc, or your controller’s Home / PlayStation / Xbox button.

Platform support:

macOS: macOS 15 or newer, Apple Silicon only, Metal graphics backend with MetalFX upscaling options.

Windows: Windows 10 or newer, x86-64, a CPU with AVX2 and a GPU with Vulkan 1.3.

More platforms will likely come with time, but this is the starting point.

Features:

  • Native Windows and macOS execution of Link’s Awakening.
  • Optional unlocked aspect ratio. Ultrawide and super ultrawide work (tested up to 32:9), though some graphical glitches are still being worked on.
  • Custom in-game menus for recomp-specific settings.
  • Full controller support with button remapping, and Xbox / PlayStation button prompts.
  • Built-in randomizer (see GitHub for the full list of randomizer features, it’s a lot).
  • Internal resolution adjuster: upscale or downscale the graphics as you like. macOS builds support MetalFX upscaling and use it by default.
  • Built-in save editor.
  • Built-in cheats.
  • Built-in difficulty adjustments.
  • Cosmetics editor and randomizer.
  • Honestly more I just haven't remembered to mention.

There’s a lot I’m still working on, but I’m choosing to release now to grow the sample size and find bugs. I’m committed to making this the best it can be, and additional contributors are welcome.

I hope you enjoy it, and feel free to hop in the Discord!

Have fun!

reddit.com
u/Peiikai — 5 days ago
▲ 16 r/decomps+1 crossposts

Why does ReXGlue get so much hate in the recompilation community?

I feel like there's a lot of misunderstanding around ReXGlue, and sometimes people seem to associate it directly with bad ports or poor performance.

ReXGlue is a tool/framework used in the recompilation process. The final quality still depends heavily on how the developer implements, optimizes, and maintains the project.

If a project has poor performance, missing shaders, bugs, or other issues, I don't think it's fair to automatically blame ReXGlue without looking at the actual implementation.

I'm using ReXGlue in my own recompilation, and I've been able to optimize and improve the project considerably as development continues. That experience is part of why I'm curious about the community's opinion.

reddit.com
u/Faisal_alwaal — 10 days ago
▲ 286 r/decomps

BOTW Wii U - Recompiled for Windows

Over the past little while I've been working on a lifter that will lift Wii U games to be built on x86. There are still a few bugs I'm ironing out, but so far it seems to be completely playable!

This is actually a general Wii U lifter, and so far I have:

- Mario 3D World

- Mario Kart 8

- New Super Mario Bros + Luigi U

- Splatoon

- BOTW

Not released currently, but when I feel it is in a stable state I'll make the GitHub repo public!

u/Mindstormman — 11 days ago
▲ 30 r/decomps+1 crossposts

Bigodão - Wario Land: Super Mario Land 3 - pc port

In times when we got a ps5 recomp, here I came with a GB classic recomp 🤣.
This is my personal study project: Bigodão

GABRIELNNK/Bigodao: personal study project for recompile Wario Land: Super Mario Land 3 - gb

A Wario Land: Super Mario Land 3 PC port - widescreen in gameplay
for windows and linux

Running on steamdeck.

And I'm stuck with palette colors rendering ahead of the screen; if anyone knows, please help me ehehhehehehe

u/g-nk — 10 days ago