Another great one ... Midnight Club 3: DUB Edition PC Port (Xbox Classic)
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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:
Made with the new Xbox XBE Recomp tool, created for this game originally: https://github.com/TGP482/XboxXBE-Recomp
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
Hey everyone, v1.0.3 of the native MOTHER 3 PC Recompilation (statically recompiled C++, zero emulation overhead) is officially complete and live!
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
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
Been working on this one for a while now. I hope everyone can enjoy it.
Github: https://github.com/josiahg2502-glitch/Mother3Recomp/releases/tag/v1.0.0
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.
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)Wind Waker HD.exe (SmartScreen: "More info" > "Run anyway"); windows-x86_64 for x86-64, windows-arm64 for Windows on ARM (Snapdragon X)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.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:B2:13See "Install (releases)" in the README for details.
.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.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.WWHD_VK_ATTACHMENT_VIEW_USAGE=0 turns it off, and WWHD_VK_TRACE_PASSES=1 logs each render pass once for crash reports.WWHD_VK_NARROW_BARRIERS=1 still turns them on). Thanks to u/rhemfur for the measurements....\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.tools/__pycache__ folder) and press Try again.WWHD_VK_DEVICE (an index or part of the name) overrides it for one start.titleIds = 5000010143600). The IDs are now compared as numbers, the way Cemu reads them.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, emulatedI'm releasing Geometry Wars: Retro Evolved 2 recompiled for PC!
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
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 🙂
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.
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.
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.
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
bezel = 0 in config.ini to launch without borders by default..zip package with launcher, bezel interposer, and patchers..tar.gz package optimized for SteamOS Game Mode..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).
I posted this the other day - I have now open sourced the project, and there's a landing page if you want to download a pre-built version:
https://github.com/nlwstein/skullburglar
Please feel free to report or request anything through Github Issues.
I ported Scooby Doo: Mystery Mayhem over to rust.
Game is playable and still being worked on.
This is the github links :
Here is the recomp https://github.com/comoria08/defjam\\\_recomp
and this one is the fork of sp00nznet with the changes https://github.com/comoria08/xboxrecomp
In the release section you can dl a zip with a bat that create the recomp from the iso
and here a demo fight : https://www.youtube.com/watch?v=PFw4NPpQstg
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.
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!
Still WIP, but there's been some huge performance increases and other updates too since last week. There's now the option if you have an HD Wii U disk to use all of the HD textures from it, the ambient occlusion, lighting, shadows, etc. https://github.com/elliotttate/Wind-Waker-Recomp
Higher quality video: https://youtu.be/yL_HKL2HLhE
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.