r/recomps

▲ 260 r/recomps+2 crossposts

Another great one ... Midnight Club 3: DUB Edition PC Port (Xbox Classic)

[deleted]

u/OptimizedGamer — 4 days ago
▲ 121 r/recomps+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 — 3 days ago
▲ 68 r/recomps

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

Hey! 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

https://github.com/Jorge262007/FFTARecomp

u/Acceptable_Humor2245 — 3 days ago

[Release] MOTHER 3 Native Port (Recompilation) v1.0.3 is finished!

Hey everyone, v1.0.3 of the native MOTHER 3 PC Recompilation (statically recompiled C++, zero emulation overhead) is officially complete and live!

https://preview.redd.it/a6pib7tjcyuh1.png?width=3840&format=png&auto=webp&s=c7c2cc17ef357dea5c3607bc36e66137ed3a2582

What’s New in v1.0.3:

🐧 100% Native Linux & Steam Deck: Fixed ROM incompatibility bugs; runs as a native ELF binary without Proton (includes .desktop launcher & icon).

🎵 16-Bit High-Quality Audio Engine: Built-in native support for the HQ Sound Mixing Mod—eliminates GBA audio hiss and Iwram stutter.

🎮 In-Game Layout Switcher (F9 / Guide / Back+Start): Quick-swap between 4 controller layouts (Xbox, Nintendo, Trigger Dash, Classic 1:1) on the fly with an on-screen toast notification.

🖼️ Clean Fullscreen Toggle (F10): Toggle dynamically between the 1080p decorative bezel and clean borderless fullscreen.

(No ROMs or BIOS dumps are included — bring your own clean Japanese ROM + mother3.ups or English v1.3 .gba dump).

Download & Source:

GitHub Release (Windows, Linux, Android): https://github.com/josiahg2502-glitch/Mother3Recomp/releases/tag/v1.0.3

Repository: https://github.com/josiahg2502-glitch/Mother3Recomp

reddit.com
u/Mid-weekJarl — 3 days ago
▲ 51 r/recomps+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 — 3 days ago
▲ 11 r/recomps

Zelda Wind Waker HD (Wii U) Recomp - Update v0.2.13

https://github.com/ZeldaWWHDRecomp/ZeldaWWHDRecomp/releases/tag/v0.2.13

The Wind Waker HD, native PC port, v0.2.13

Support for: Mac/Windows/Linux/Android

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: Wind Waker HD.exe (SmartScreen: "More info" > "Run anyway"); windows-x86_64 for x86-64, windows-arm64 for Windows on ARM (Snapdragon X)
  • 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)
  • Android (arm64, Android 13+, Vulkan 1.3): install the android-arm64.apk (android-x86_64 is for emulators and Chromebooks), choose your game in the app, and it builds the game on the phone (once, a few minutes). Signing certificate SHA-256: 7F:F6:D3:5E:4E:45:11:5E:E4:93:65:EF:5B:40:C0:EB:83:EA:F7:6C:C1:1C:E9:67:F2:64:5C:50:4F:58:B2:13

See "Install (releases)" in the README for details.

What's new

  • Linux AppImage: a portable mode (issue #55, idea by u/missionfloyd). Create a folder named like the AppImage plus .data next to it (e.g. WindWakerHD-…-linux-x86_64.AppImage.data), and the AppImage keeps the game, its code, saves, settings and caches there instead of in ~/.local/share, ~/.config and ~/.cache. Without that folder nothing changes.
  • Profiling on Windows on ARM64: a sampling profiler for the frame threads (PR #147, thanks u/rhemfur). Off unless WWHD_SAMPLE_THREADS=<file prefix> is set; tools/bench/thread_profile.py turns the samples into a report by module and function, including time inside the Vulkan driver, without administrator rights. See docs/performance.md.
  • Android: a friendlier setup screen, and the app icon starts the game (PRs #128 and #129, thanks u/rhemfur). Setup now guides you step by step in English, Portuguese or Spanish ("Choose your game", "Preparing the game for your phone… 20 of 80 · about 3 min left", "Your game is ready"). Once a game is set up, the app icon starts it directly ("Game setup" stays available by long-pressing the icon), and the phone offers a home-screen game icon with the game's own picture, made from your game files.
  • Fixed: crash with Quick doors when leaving a room with spores (issue #145), for example at the first door in the Forbidden Woods. Quick doors ran the spores' fade-out faster than the game draws, so their effect was removed while still queued for drawing. Doors now wait for the weather effect to finish fading (rain, stars, spores, fog and waves) and stay fast otherwise.
  • Windows, Intel UHD graphics: a workaround for a crash in Intel's Vulkan driver a few seconds after start (issue #144). On Intel GPUs every render-target view now states its purpose explicitly; WWHD_VK_ATTACHMENT_VIEW_USAGE=0 turns it off, and WWHD_VK_TRACE_PASSES=1 logs each render pass once for crash reports.
  • Fixed: shadows switching between sharp and blurry at high internal resolutions (issue #135). Above 1x, the sun-shadow pass rebuilt surface normals from rays one console pixel apart but depths one screen pixel apart, so depending on the camera angle shadows smeared and Link could get a dark outline. The pass now uses matching spacing, so shadows at 2x, 3x or 4K look like at 1x, only sharper.
  • Fixed: Android GPU crashes ("device lost") on some Adreno phones (issue #104). The precise GPU barriers that v0.2.12 turned on for Android caused occasional crashes with Mesa Turnip on an Adreno 650 and gave no measurable speed-up, so they are off by default again on every platform (WWHD_VK_NARROW_BARRIERS=1 still turns them on). Thanks to u/rhemfur for the measurements.
  • Fixed: setup stopped with "the recompiler wrote no code" (issue #136) when the install folder's path contains square brackets, for example ...\LoZ - The Wind Waker [WiiU]\data. Setup and the recompiler treated the brackets as a search pattern and then found none of their own files.
  • Android setup: "Continue anyway" when it waits for the phone to cool down (issue #142). The pause now shows the battery temperature and Android's thermal status, waits only at 45 °C battery temperature (42 °C if Android also reports the phone as warm) or when Android reports it as hot, and a Continue anyway button (also on the low-battery pause) lets you go on for this run. Only Android's critical heat level still stops setup.
  • Mods: experimental mods and save backups. Mods marked Experimental (untested, may break the game or a save made while they are active; Call of the Sky is one) are hidden unless you turn on Show experimental mods in the Mods tab. Turning one on asks first and backs up your saves before it is enabled. Mods → Save backups lists the backups (the newest 10 automatic ones are kept; Back up now backups are never removed), can restore one at the next start, before the game loads any save (your current saves are backed up first, so a restore can be undone), or delete one.
  • Setup: "Preparing shaders" is much faster and shows real progress. The release now includes the native decoder for the game's compressed archives (before, setup unpacked them in slow Python) and scans them on several cores: about 10 seconds instead of about 4 minutes on an Apple Silicon Mac, with an identical result. The bar now fills as it works ("400 of 818 game archives", then the shaders and pipelines compiled), and Vulkan compiles pipelines on several threads. On Android the app now ships the same native decoder, so preparation on the phone is much faster as well. shaders and pipelines compiled), and Vulkan compiles pipelines on several threads. On a Mac, setup now prepares both Metal and Vulkan, so either renderer starts without first-time shader stutter.
  • Controls: in-game button prompts follow your controller (PR #110, thanks u/mhbxyz). With Face buttons set to by label (or Automatic on an Xbox-style pad), dialog icons and HUD buttons use green A, red B, blue X and yellow Y, the HUD button cluster uses the Xbox positions, and shoulder prompts read R1/R2 and L1/L2 in the game's own lettering. By position keeps the original look.
  • Controls: a "Stick range" setting per stick (issue #40). For a worn stick that can't reach full deflection: raise its range (100–150 %, default 100 %) in Settings → Controls or the macOS Controls window until the input reaches full tilt, for example the Wind Waker baton's directions. It's applied after the dead zone and keeps the stick's direction.
  • Mods: a "Restart required" popup. Changes that only take effect after a restart (turning packages, graphics packs or code mods on or off, their settings, profiles, a finished one-click setup, a code-mod rebuild) now show a popup with Restart now and Later, and the Mods tab keeps a "Restart to apply" line until you restart.
  • Fixed: one-click mod setup stopped with "Package changed; refresh it and confirm its code again" after a preparation step, e.g. for the GameCube sea minimap. The mod's Python tool left cache files in the package, which made the package look changed. Setup tools now run without writing them. If you already hit this, refresh the mod in the catalogue (or delete its tools/__pycache__ folder) and press Try again.
  • Vulkan: choose your graphics card in Settings → Graphics (issue #135), e.g. on laptops with an Intel and an NVIDIA GPU. The choice is remembered and applies after a restart; if the chosen card is no longer available, the game picks a usable one and says so. WWHD_VK_DEVICE (an index or part of the name) overrides it for one start.
  • Fixed: the 60, 120 and 240 fps settings dropped to about 30–50 fps on PCs that can't quite draw 60 frames a second (issue #125). A frame that misses its display refresh is now shown as soon as it's ready instead of waiting a whole extra refresh, so you get close to what Uncapped shows (e.g. 56 instead of 30 fps). Frames that are on time are paced exactly as before.
  • Fixed: the Picto Box picture stayed blurry (issue #134). The left stick zooms the Picto Box, and the game blurs the picture while zooming, so even a slightly drifting stick kept it blurry. Controller sticks now have a 15 % dead zone by default (Settings → Controls; a saved 0 from older versions becomes 15 %, an explicitly chosen 0 stays). On Metal, the photo's subject outline could also miss pixels the first time; that's fixed too.
  • Less stutter on first play: setup now prepares the shaders. After building the game, setup runs Preparing shaders: from your own game files and a small, code-free list of the game's GPU states that comes with the release, it compiles the shaders and pipelines before you play (about 15–20 s on a recent Mac). In our tests the cold first-play hitches over 50 ms went from 5–10 to 0. You can skip it in setup, and Settings → Graphics → Rebuild shader cache prepares a fresh one. Areas that aren't covered can still stutter once. On Vulkan, shaders and pipelines are also compiled in the background while you play, and the pipelines you used are rebuilt at the title screen on the next start. Your existing caches are kept when you update.
  • macOS setup: works with mismatched Command Line Tools (e.g. after a macOS beta update installed a newer SDK than the tools' linker understands: "unknown architecture arm64e.x1", "tapi error: malformed file"). Setup now links with an older installed SDK automatically, or explains how to update the Command Line Tools.
  • Audio: a master volume slider (PR #137, thanks u/mhbxyz, issue #124). Settings → Audio has a Master volume slider with Mute and Default buttons. It applies immediately and is remembered for the next start.
  • Fixed: Link flickered during some conversations at 60, 120 and 240 fps (issue #126). When the camera looks over Link's shoulder, the game hides him for that shot, but the in-between frames drew him again. He now stays hidden on every frame, also in true 60. 30 fps is unchanged.
  • Faster game code: about a quarter less CPU time in the game's own code (PR #83, thanks u/depende3000). The recompiler now keeps the game's registers in local variables, stores only the condition bits that are read later, and uses cheaper float compares. Measured per game step: −28 % on an Apple Silicon Mac, −14.5 % on a Galaxy S25 Ultra. Setup takes about 20 seconds longer to generate the game code. With code mods switched on, the game code stays as before for now.
  • Fixed: Cemu graphics packs that write their title IDs without leading zeros were refused (issue #123), e.g. the "Playstation UI" pack (titleIds = 5000010143600). The IDs are now compared as numbers, the way Cemu reads them.
  • Run/swim speed: a reworked boost (PR #133, thanks u/mhbxyz). Separate multipliers for running (1.5x by default) and swimming (1.25x), hold or toggle, and a stamina bar: a boost lasts 5 s by default and refills over a 3 s cooldown (set stamina to 0 for the old unlimited boost). A ring under the climb wheel shows it. The boost ramps in, and Link's legs keep up with the ground instead of skating (true 60 included). Options in Mods > Run/swim speed: use the dash clip instead of walking, or a sprint pose with a forward lean and wider arm swing. Boosted runs kick up dust, and a boosted surface swim becomes a crawl with splashes and foam, all with the game's own effects. Saved settings carry over.
  • Fixed: setup's last screen briefly asked about the shortcut again after Play (PR #130, thanks u/rhemfur). Once Play or Quit is pressed, the screen shows "Starting the game..." instead of the options; what you had chosen is still done.
  • Windows on ARM: a native windows-arm64 release (PR #131, thanks u/rhemfur), for Snapdragon X laptops and other ARM PCs. 60 fps keeps the game at full speed there by default ("Keep game speed", as on Android). The x86-64 release still runs on these PCs too, emulated
u/fleeraimusic — 3 days ago
▲ 30 r/recomps

Geometry Wars: Retro Evolved 2 recompiled for PC - native Windows + Linux/Steam Deck, 4x resolution and 240 FPS

I'm releasing Geometry Wars: Retro Evolved 2 recompiled for PC!

Title screen

Download here:

https://github.com/saulob/geometry-wars-retro-evolved-2-recompiled

It's built from the original Xbox 360 game code using ReXGlue: the XBLA game is statically recompiled into a native PC program, so there's no emulator involved.

Highlights

✅ Native Windows x64 port of the Xbox 360 XBLA version

✅ Experimental native Linux x86_64 / Steam Deck AppImage using Vulkan — not Proton or Wine

✅ Built-in TRG launcher and package installer: select your own XBLA package and it checks the Title ID and exact game version before installing

✅ Render resolution from the original 720p up to 4x (5120x2880), with FXAA / FXAA Extreme, 2x MSAA and texture filtering up to 16x

✅ 30 / 60 / 90 / 120 / 144 / 165 / 240 FPS or Unlimited. Higher frame rates do not speed up the game

✅ Windowed or Borderless Fullscreen, monitor selection, window size, VSync, Letterbox / Stretch and F11 fullscreen toggle

✅ FPS in the window title and an optional in-game FPS/frame-time counter, toggled with F2

✅ Local profile and progression, local scores and offline leaderboards

✅ All 12 Xbox 360 achievements (200G), saved locally, with an in-game achievements overlay and an Achievements page in the launcher

✅ Xbox controller and keyboard support

Gameplay

No game files are included. You need your own Geometry Wars: Retro Evolved 2 Xbox Live Arcade package.

The supported version is Title ID 584108FF, game version 0.0.1.2. The launcher checks the package and default.xex and tells you if your version doesn't match.

Online Xbox Live services are not supported. Profile/progression, achievements, scores and leaderboards are handled locally on your PC.

The Linux / Steam Deck build is experimental. It has been built and packaged successfully, but I haven't tested it on real Linux hardware or a Steam Deck yet, so Linux reports are especially welcome.

This is the first public release of this port, v0.1.0, so if you find any problems please open a GitHub issue and attach the newest geometry_wars_retro_evolved_2_*.log from the logs folder.

Enjoy! And please let me know how it runs for you 🙂

reddit.com
u/saulob — 3 days ago

Compiled list of recomps/decomps/Emulator projects

Thanks: _fablog_ just use
https://recomp.fyi/

Not sure if this is allowed but I just wanted to share a list I compiled of all GitHub/gitlab projects that I can find.

Update: if you would like to see this updated daily with an actual spreadsheet let me know.

*Note*
Links may break over time as projects can be removed by creator or the publishing sites themselves. If anyone knows of any updated links for redirected projects just let me know.

*Disclaimer*
Just like any application on your computer use at your own risk. This is only meant to help catalog projects in one place as it can take some time with quiver to add repos to their database. If you feel safer still use quiver but this is mostly for documentation sake as it’s getting more difficult to keep up with everyone’s projects as more come out.

drive.google.com
u/Minute_Committee_131 — 3 days ago
▲ 111 r/recomps

SacredFire - An CTR:Nitro Fueled experimental native Linux port

Saw the recent Bloodborne port and I had a thought: What if we gave CTR:NF the same treatment since they never gave us an official port? So, with 6-8 hours of prompting, I got a port up and running (even if it is heavily concentrated slop, it got the job done). Uses the same compatibility layers as bbport. Full dumps of the PS4 version of the base game and update v1.21 are required. Performance seems fine but has only really been tested on a Steam Deck.

Currently x86_64 Linux only and offline only. Multiplayer and Windows soon™?

aarch64 (including android) are out of scope because the game is already native x86_64 and does not require translation of actual game code.

macOS is out of scope because it is my understanding that moltenVK doesn't support the required shaders.

Source

Latest Release

youtube.com
u/T3CHNOLOG1C — 4 days ago
▲ 13 r/recomps

World of Warcraft on Nintendo Switch

EDIT: follow me on Twitter for updates, I’ll post on there when it’s public!

Hi guys, just an update to my WoW Switch project, it's playable! When | last posted, I couldn't the project couldn't go past the menu, but one all-nighter later (and lots of money spent on tokens...) it's a playable experience.

> FPS ranges from 7-20 FPS
> It can be played offline or connect to an AzerothCore server
> Integrated ConsolePort for a controller-native feeling (though this was a tremendous effort so l hope it was worthwhile)

This project wouldn't have been possible if not for WoWee whose project is the entire foundation for this project. Additionally, credit to WoWPS who really laid out the foundation for the controller support.

u/joshthegeeek — 3 days ago
▲ 27 r/recomps

MOTHER 3 Native Recomp v1.0.2 Released – Clean Fullscreen Toggle, Classic Profile Fix, plus Linux & Android Ports!

Hey everyone! A new update (v1.0.2) for the MOTHER 3 Native PC Recompilation (English v1.3) is now live on GitHub with individual downloads for Windows, Linux, and Android:

Release Link: https://github.com/josiahg2502-glitch/Mother3Recomp/releases/tag/v1.0.2

What’s New in v1.0.2:

  • Clean Fullscreen (No Borders): Press F10 at any time during gameplay to toggle between the decorative 1080p Sunset Bezel and clean borderless fullscreen. You can also set bezel = 0 in config.ini to launch without borders by default.
  • Display Profile Fix: Fixed the driver-level black screen issue when running on the "Classic" color profile.
  • 16-Bit High-Quality Sound Mixing: Native support and bundled 1-click patchers for Summer Dragonfly & ipatix's HQ audio mixer mod.
  • Multi-Platform Packages (Separate Downloads):
    • Windows (x64): .zip package with launcher, bezel interposer, and patchers.
    • Linux / Steam Deck: .tar.gz package optimized for SteamOS Game Mode.
    • Android: .apk build with touch controls and Bluetooth gamepad support.

(Reminder: This is a static recompiler with zero emulator CPU overhead. No copyrighted ROMs or BIOS dumps are distributed—you must supply your own English v1.3 ROM and GBA BIOS).

https://preview.redd.it/fw2u4oasfvuh1.png?width=3840&format=png&auto=webp&s=2bd1a261e89af46375c30b4627cf0fc47770801d

reddit.com
u/Mid-weekJarl — 3 days ago
▲ 211 r/recomps+1 crossposts

Zone of the Enders - PS2 Static Recompilation Announcement

Greetings. I suppose it's finally time to announce this as it is nearing start-to-end fully playable state.

I have been working on a static recompilation of KONAMI's Zone of the Enders for PC using PS2Recomp, running natively on PC with OpenGL GS renderer.

*What works*

• Boot, logos, intro FMV with sound, title screen and menus

• In-engine cutscenes with voice and camera data

• The prologue plays through to the Viola/Neith fight: first battle, Training, the colony section, colony/world map, Tempest battle.

• Battles run at 60 fps with fully working audio (render work runs on its own threads)

• Battle effects: blade trails, hit sparks/fire, explosions, embers, dash field and blur

• Save states working, but still in progress

*Issues (Including, But Not Limited To...)*

• Floor collision: Jehuty can't land or skate on floors yet - lack of collision is major in this game due to effects that require it such as the Bounder subweapon.

• A thin dashed line above some menu/text boxes

• Low quality/resolution subtitles, text, UI elements

• Very short stutters

• Determining alternative play inputs for pressure sensitive controls

I am fairly dedicated to ensuring this project becomes the definitive manner to experience Zone of the Enders, with 1080p to 4k resolution, fully upscaled UI and 2d textures, etc. I will not be posting a github or any files until this project is in a better state, but progress will be periodically updated on the PS2Recomp Discord.

^(Lastly, this project is AI-assisted.)

More to come soon.

u/DrinkCubaLibre — 9 days ago
▲ 415 r/recomps+1 crossposts

I recreated Tekken 3 in Godot: all fighters, all modes, and the original UI

I've put together a full fan remake of Tekken 3 in Godot. All fighters are available, all of the original game modes are working, and the interface recreates the original with a few modern improvements.

The project uses the original game's assets to preserve its look and feel. That also makes distribution complicated, so this post is a showcase rather than a download announcement.

I want to be upfront about how it was made: Claude Opus 5.5 performed the reverse engineering of the original game and implemented the recovered behavior in Godot. The process took roughly three and a half days: about a day for reverse engineering, a day and a half for implementation, and another day for testing and fixing bugs.

This is an unofficial fan project, with no affiliation with or endorsement from Bandai Namco. The original assets belong to their respective rights holders.

P.S. Embu web demo https://tekken-3-enbu.netlify.app/ - realtime rendering, not video!

u/nomadic_ua — 11 days ago
▲ 17 r/recomps

[Megathread] Requests

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.

reddit.com
u/SgtElectroSketch — 10 days ago