r/recomps • • 20d ago Bravo

Discussion Recomp Store has now expanded to PC. Native Launcher is coming soon!

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2.6k Upvotes

https://recompstore.com/pc

EDIT: I've seen some feedback concerns over the name and i completely agree. It will be removed and readjusted, for those saying there's already multiple frontends and launchers, yes and i think Quiver is an excellent site and program. That said i do believe we've barley scratched the surface of the recomp/decomp scene and i have my own ideas for what can be improved and done with an all-in-one plug and play BYOD launcher hub for both hardcore and upcoming players.


r/recomps • • Oct 13 '26 Bravo

Project - AI Hercules Recompiled: Disney's Hercules (PSX, 1997) as a native PC port for Windows and Linux. 1080p, true 16:9, HD graphics made from your own disc

1.4k Upvotes

UPDATE 0.5.5

Hercules Recompiled v0.5.5: the PAL releases now run at 60FPS.

New update for the native PC port of Disney’s Hercules (PS1), for Windows and Linux.

What’s new: the game now runs at NTSC speed by default, like the US release. Under the hood:

  • A lot of you asked about 60FPS, so we compared the PAL code with the US release (SLUS-01029). It turns out the US version also runs at 30 game steps per second, not 60 fps.

  • 0.5.5 runs the PAL picture on 60 Hz timing: 30 steps and 30 pictures per second instead of 25.

  • Music and movies keep their normal speed. The music sequencer counts video frames, so it had to be adjusted, otherwise every song would have played 20 % fast.

  • Smoother on 60 Hz screens: every picture now stays exactly two refreshes, so the slight stutter of 25 fps on a 60 Hz monitor is gone.

  • Tested on all five PAL discs (EN, FR, DE, IT, ES): the intro and all 11 levels.

  • Prefer the original speed? Launcher → Options → General → Game speed → PAL.

Updating: the launcher updates itself; just start it. New downloads are on the releases page: https://github.com/obaidr1/hercules-recompiled/releases/latest

You still need your own PAL disc of the game. Feedback and bug reports are welcome on GitHub issues.

---------------------------------------------------------------

I've been working on a native PC port of the 1997 PlayStation action game Disney's Hercules. It's a static recompilation built on psxrecomp, plus a decompilation of the game that maps out its file formats and code. The game logic runs unchanged. Only the platform layer is new.

🎬 Trailer: (video attached) 💾 Source and releases: https://github.com/obaidr1/hercules-recompiled

What you need to download: one file, nothing else

Pick the file for your system and download only that one:

That's it. You do not need:

  • the "Source code" zips on the release page (those are for building it yourself)

  • SHA256SUMS.txt (only if you want to check the download)

  • anything from the hd-packs release. The launcher downloads the right HD pack for you after your first game.

  • Python, models or any other tools

What you need besides that: your own disc

A dump of one of the five European (PAL) releases, as .cue + .bin:

LanguageSerialRedump name
EnglishSCES-00891Disney's Action Game featuring Hercules (Europe)
FrenchSCES-00892Disney's Hercules (France)
GermanSCES-00893Disneys Hercules Action-Spiel (Germany)
ItalianSCES-00894Disney's Hercules (Italy)
SpanishSCES-00895Disney Juego de Accion Disney Presenta Hercules (Spain)

The US (NTSC) and Japanese versions do not work. The game itself, its movies, music and sound always come from your disc.

How to play

  1. Download the zip for your system (see above).

  2. Unzip it into a folder of its own. The zip has no top-level folder.

  3. Start Hercules_Recompiled.exe on Windows or ./Hercules_Recompiled on Linux.

  4. On first start, pick the .cue of your disc. The launcher remembers it and switches to that disc's language. (Got discs in several languages? Change the language in the launcher's options and it asks for that disc.)

  5. Pick a level and play.

  6. After your first game, the HD graphics download in the background (about 1.6 GB, once). Progress shows on the main menu. When it's done, HD switches on by itself. Until then you play in the original graphics.

Windows shows a SmartScreen warning because the exe isn't signed (code signing costs money). Click More info → Run anyway.

Already have an older version? From 0.5.0 on, the launcher offers updates by itself, with a changelog. Your settings, saves and HD graphics stay. Coming from 0.4.0 or older: unzip the new download over your existing folder once.

What's in it

  • Native Windows and Linux builds, 1080p (up to 4K internal resolution)

  • All five European versions: English, French, German, Italian, Spanish. The launcher's language picks the version.

  • True 16:9: the scenery fills the new edges and the HUD sits in the real corners. Nothing is stretched.

  • HD graphics: AI-upscaled characters (snapped back onto the original palette so they keep the pixel-art look), HD level textures and HUD. Semi-transparent effects like light rays and glows keep the original graphics.

  • CRT simulation with scanlines, shadow mask and bloom, all adjustable

  • Save states with thumbnails, plus rewind

  • In-game menu (Esc, or Select + Start on a gamepad): HD on/off, CRT, 16:9 or 4:3, volume, key rebinding

  • Launcher styled after the game's own 1997 title menus. Keyboard, mouse and gamepad all work.

  • Direct start: pick a level and the game boots straight into that level's story movie and intro screen, with no logos and no memory card check.

  • Updates in the launcher with a changelog

Changelog: 0.5.0 → 0.5.3

New

  • HD graphics are downloaded after your first game: about 1.6 GB instead of a 4-hour build on your PC. A second language needs only 4–38 MB more.

  • All five PAL versions work. The launcher language picks the version and asks for that language's disc.

  • Keyboard keys can be changed in the in-game menu (Esc), page Keys.

  • Texture inspector for bug reports: with F4 on, F5 freezes the picture. Point at an object, step through stacked objects with the mouse wheel or Tab, click to mark it. Marks are saved to texture_marks.txt.

Fixed

  • On a fresh install the HD graphics never started.

  • Fast loading kept the scenery in SD. It's switched off for now.

  • Semi-transparent effects now always use the original graphics. In the Pegasus level the light rays were solid dark bands or missing.

  • Without a German disc, the launcher and menu text was too large: the HD download line ran off the screen and messages overlapped.

  • The title menu now sits in the middle for every language.

  • Skip movies did nothing.

  • The launcher fell back to English after the first game.

  • HD scenery switched back on in the menu stayed SD until the next level.

  • Accents in two-line level names touched the line above.

  • On Linux, the HD download or build kept running after the launcher closed.

Changed

  • Frame blending is hidden for now, until the CRT filter and overlays work with it.

Known issues

  • Only tested on Windows under Wine so far. Reports from real Windows PCs are very welcome.

  • Level 4 can't be started directly from the launcher.

  • The game runs at its original 25 frames per second. There is no 60 fps mode.

About the HD graphics and game data

The downloads contain the game's program code, translated to native x86-64, but no movies, music, sound or level data: those are read from your disc. The HD graphics are upscaled from the game's own graphics and are offered as a separate download (hd-packs), which the launcher fetches by itself.

Building it yourself

The full source is in the repo, including a Linux build and a MinGW cross-build for Windows. Build steps are in the README.

Credits and legal

Fan project, not affiliated with or endorsed by Disney or Sony. You must own the game. Built on psxrecomp (PolyForm Noncommercial). The upscaling models (IllustrationJaNai by the-database, HDcube by Venomalia) belong to their authors.

Feedback and bug reports are welcome. If something looks wrong in HD, the F4/F5 inspector tells you exactly which texture it is.


r/recomps • • Oct 08 '26

Project - AI SpeedBreaker: the definitive Xbox 360 version of NFS: Most Wanted (2005), recompiled to run natively with enhancements on ALL Steam hardware & Mac (free, open source, bring your own disc)

1.2k Upvotes

SpeedBreaker v0.1.1 is out!

What's new:

- Steam Deck (and 16:10 Macs) now fill the whole screen with a slightly taller view: no more black bars. Prefer the bars? Settings > Display > Aspect Ratio > 16:9.

- Sunlight is back! A bug made the game draw almost every road in shadow. Roads in Rosewood and around the city now get their sunlight and tree shadows back, matching the original Xbox 360. Huge thanks to the player who spotted it.

- The police vid-cam cutscene no longer shows gaps at the top and bottom on taller screens.

- Mac: now runs on macOS 15 Sequoia and later (Apple silicon).

- Linux: fixed crashes at launch on NVIDIA cards without Resizable BAR, and on Intel graphics.

- New "Choose a folder…" in the installer, to put the game wherever you like.

- New "Check for Updates" in Settings > Advanced. It only goes online when you press it.

Updating keeps your saves, settings and installed game, and you won't need your disc image again:

- Mac: drag the new SpeedBreaker into Applications and choose Replace (then Open Anyway once more).

- Steam Deck / SteamOS / Linux: unpack the new download over your old SpeedBreaker folder.

Download: https://github.com/SpeedBreakerProject/speedbreaker/releases/latest

Site: https://projectugarte.com/speedbreaker/

Today I'm releasing SpeedBreaker, a static recompilation of the Xbox 360 version of Need for Need for Speed: Most Wanted. The game's code is translated ahead of time into a native app, the approach behind Unleashed Recompiled, so there's no emulator.

- The 360 look, up to 4K at 60 fps, and ultrawide without stretching.

- Steam Deck, Steam Machine, Linux, Steam Frame (big flat screen in the headset) and Apple silicon Macs; iPhone and iPad if you build it yourself. Windows is in testing, and a beta is coming.

- An installer that checks your disc backup file by file.

For a lot of us, it's the racing game. The 360 version always looked best to me, but playing it today means an old console at 720p and 30 fps. I've wanted to do a recomp for a long time, so I finally did.

By day I'm a software engineer in the aviation field, where you don't ship what you haven't tested and understood. I used AI heavily on this, and I know there's a lot of skepticism about "vibe-coded" projects right now. Fair enough. Every change here was reviewed and measured, and the game was tested on real hardware along the way: Deck, Steam Machine, Frame, Mac, iPhone, iPad and a Windows laptop. When something wasn't right, it got investigated, iterated, and redone. AI let one person take this on. It didn't replace caring about the details.

It's free and open source: no donations, no Patreon. You'll need your own USA Xbox 360 disc; no game files are included. Unofficial, and not affiliated with EA or Valve.

I've been a gamer my whole life. This is my way of giving something back to a game, and a community, that gave me a lot. I hope it brings back some of the same memories for you.

Site: https://projectugarte.com/speedbreaker/

Github: https://github.com/SpeedBreakerProject/speedbreaker


r/recomps • • 21d ago

Project - AI Smash 4, now on PC with online through Pretendo!

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908 Upvotes

Smash 4 PC is a native Windows port of Super Smash Bros. for Wii U.

What you get:

The whole game from the v304 update (every fighter and stage), with your own DLC

Up to 4K and 5K, drawn at that resolution, fullscreen or windowed

60, 120 or uncapped frame rates (above 60 the frames are interpolated; the game itself runs at 60)

8 players locally: your first pad and the keyboard are the GamePad, every other pad is a Pro Controller

Online on Pretendo Network: sign in from the launcher with your Wii U’s console files and your Pretendo ID, then play Smash’s own online modes

Mods: install a mod’s .zip, .7z or .rar from the launcher (or drop it on the window) and switch mods on and off there

An in-game menu (Esc or your pad’s Home button) for the frame counter, fullscreen and frame rate

You need your own dump of the game (USA), ideally with the update, dumped from your Wii U with Dumpling; no game data is included. It needs Windows 10 or 11 and a GPU with Vulkan 1.3. The first time you play, shaders compile as they appear, so expect a few short hitches; after that they load from the cache.

This is the first release, so please report anything that breaks as a GitHub issue.

Download: https://github.com/josiahg2502-glitch/Smash4PC

It’s built on Petexy’s Tekken Tag 2 recompilation and uses Cemu’s Nintendo Network code. Thanks to the Pretendo Network team for keeping Wii U online alive.


r/recomps • • Sep 30 '26

Project - AI Zelda Wind Waker Recomp - 120+ fps, new controls, optional running, climbing & a ton more!

778 Upvotes

The climbing is just one of many new optional features and should actually prevent against any game breaking climbing and just add to getting around places and exploring some new places you couldn't before. Would love feedback and ideas!

https://github.com/elliotttate/Wind-Waker-Recomp (fork of Chris's WIP Bluewake Recomp https://github.com/chrissotraidis/bluewake . Some of these new features will be merged there soon)


r/recomps • • Jul 27 '26

*Updated version of previous post* There is now a 3D mod for the Pokemon Red/Blue Recomp native Android port!

675 Upvotes

*read original post for details


r/recomps • • 7d ago Bravo Mindblown

Project - AI Gran Turismo 6 PC

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674 Upvotes

Is it a recomp? A Decomp? A bird? No its something in between, emulation magic.

Gran Turismo 6, one of the hardest PlayStation 3 games to emulate, set up for PC in one download: a GT6-tuned emulator, the official updates, modern graphics options, gamepads and racing wheels, mods, LAN racing and more, behind a single PLAY button.

GT6 PC is not a source port and not a hand-made decompilation. It combines three layers:

  1. Ahead-of-time recompilation. RPCS3 translates the game's PowerPC (PPU) and SPU machine code into native x86-64 code with LLVM and caches it on disk. That is the ~8 minute compile on the first start. Afterwards the game's logic runs as native code on your CPU.

  2. Emulation of the rest of the PS3: the RSX GPU (on Vulkan), memory, the operating system services (save data, audio, input, network), at the original 60 Hz timing.

  3. Game-specific binary patches applied to the recompiled code at load time: graphics upgrades, bug fixes, the LAN mode fixes, the developer menu. They work at the instruction level, like a recompilation project's per-game fixes.

Unique PC features

One download, nothing to configureThe GT6-patched emulator is built in. The launcher installs the PS3 firmware, finds your disc image and installs the official update chain (1.02 → 1.22, ~10.5 GB) in the right order, with resumable, checksum-verified downloads.
GT6-patched emulatorFixes the ~1 s race freezes, stale-band rendering, the intro-skip crash and save-state issues, and stops memory-lock retry spam (see emulator/). Built for Linux and Windows from the same upstream commit + patches.
Version-aware tuning1.06+ gets color buffers; 1.05 gets the faster CPU-blit path, as the RPCS3 wiki recommends, never both. Occlusion and threading settings are set to what GT6 needs.
Modern graphics100–300 % internal resolution (sharp at 1440p/4K), ultrawide 21:9 / 32:9 and 16:10, Sharper MLAA or no post-AA, AMD FSR 1 + CAS, 16× anisotropic filtering, sharper shadows, extended FOV, optional in-game motion blur, depth of field toggle, lamp-glare control.
Resolution-scale fixes always onBloom, auto exposure and smoke render correctly at every resolution, including when it changes while you play.
60 FPS everywhereMenus and screens that ran at 30 FPS on PS3 (gallery, new-car screen) run at 60.
Handheld mode1280×800 screens (Steam Deck and similar) get a 720p/16:10/FSR preset automatically.
GamepadsAny SDL controller (Xbox, PlayStation, 8BitDo, Switch Pro ...) is set up automatically.
Racing wheelsAny wheel (Logitech, Thrustmaster, Fanatec, Moza ...) through a turn-and-press wizard. The game sees a Logitech G27, which GT6 supports natively, with force feedback.
ModsOne-click GT6 Career Mod + Spec II, with a full backup: uninstalling restores the game byte for byte.
LAN racingGT6's hidden lanmode, with the fixes needed to race over LAN without PSN, for the EU and US discs. The EU port was verified by comparing the decrypted game code.
OnlineThe community GT6 server (EU disc) through RPCN, with login handled in the launcher.
CheatsGT6's own developer menu: set your credits with the Cashier, add cars. Single player only.
Right defaults per regionThe emulated console's region and language follow your disc.
PolishedOne dark theme for the launcher, emulator dialogs and the in-game home menu. Hidden mouse cursor. Shader/compile notices instead of "is it frozen?".

Steam Deck untested, but the profile is there for other handheld devices running Steam OS - as a reminder: PC requirements: 8+ CPU threads (GT6 is very CPU-heavy), 16 GB RAM, a Vulkan GPU, ~35 GB of disk space.

If you run into problems create a ticket under Issues on GitHub, easiest way to keep track, include your log via the launcher tab.

https://github.com/Mabec-games/Gran-Turismo-6-PC


r/recomps • • 17d ago

Project - AI Brawl Recompiled v0.5.0: 240 FPS, online play with your own save, and mod fixes

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671 Upvotes

Body: Brawl Recompiled is a native Windows and Linux port of Super Smash Bros. Brawl (no emulator). v0.5.0 is out:

240 FPS mode for 240 Hz screens. If your GPU can't keep up, it steps down to 180 or 120 by itself instead of slowing the game

Fixed online play with your own save: unlocked characters and stages now carry over, and a session can no longer wipe the host's save (thanks to the Redditor who reported it)

Fixed "dash sends you flying" in REX, P+Ex, Brawl Minus and other fighter mods

REX's character select runs at a full 60 fps (it was about 31)

Fixed Peach's turnip and the Stadium sandbag drawing wrong

Fewer renderer crashes on older and integrated graphics, and clearer error messages when one does happen

You still need your own copy of the game (USA release); no game data is included.

Download: https://github.com/josiahg2502-glitch/BrawlRecompiled/releases/latest


r/recomps • • Oct 16 '26 Bravo

Project - AI Demon's Souls (2009) Recomp (work in progress)

637 Upvotes

It's still very much a work in progress. The game is playable from the boot through the first level, with sound, movies and an optional unlocked frame rate (up to 120+ fps), but there are bugs and rough edges. I haven't tested beyond Boletarian Palace 1.

Still needs a lot of optimization, bug fixes and it has some rendering issues.

It isn't ready for players yet. There's no release or installer. Building it means decrypting and recompiling your own copy of the game and compiling everything from source, and most of the tooling is developer scripts. An easier setup is planned once the port is further along.

Repos:


r/recomps • • Oct 09 '26 Bravo

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

599 Upvotes

Update 1.9.5 is now available! Download here: https://github.com/TekRantGaming/king-kong-recompiled/releases/tag/v1.9.5

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 • • 26d ago

Project - AI Bayonetta 2 ReComp (Wii U)

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516 Upvotes

I've been working on a static recompilation of Bayonetta 2 (Wii U) into a native PC port with the help of Claude.

It's still in early development, but it's been great so far. I've played through the prologue and chapter 1, running at 60 FPS and up to 4K, running on RTX 3070 Ti.

Of course it contains no game files, you will need to supply your own copy of the game.

No public release yet.


r/recomps • • 16d ago

Meme Just don't bother sharing

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509 Upvotes

r/recomps • • 22d ago

Project - AI inFAMOUS Second Son native PC port: before vs after 🔥

491 Upvotes

**0.3.3 is out.** If you're on 0.3.2, please update: after playing a while, 0.3.2 could mix up its shader cache and the game would stop opening. 0.3.3 fixes it and starts the cache fresh.

What else is in it:

- Shaders are prepared on the first launch from your own dump (a few minutes, once; the package only carries a list of shaders, no game code).

- Anything new compiles in the background instead of freezing the game.

- Crash fixes from axylpup's 1.1.1 (some AMD cards, 6–12 GB VRAM).

On my 3700X + 9060 XT the city went from multi-second freezes to a few tiny blips.

Recommended: shader compilation *In the background*, FSR 4 on RX 7000/9000, internal resolution 100%, and performance mode *Balanced/Maximum* on 8-core or older CPUs.

https://github.com/Liondarkz/issn_pc/releases/latest

Feedback welcome, especially from NVIDIA users (send `user/last_run.log` if something breaks).


r/recomps • • 29d ago

Discussion Beware of Such Issues/Posts

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476 Upvotes

Saw this issue in uncharted repo beware this will not fix your game, it's just a way to execute malware into your system, the person has also made fake accounts under the issues to make it seem like it works don't fall for it


r/recomps • • Oct 02 '26

Project - AI Zelda Wind Waker HD (Wii U) Recomp - Update

475 Upvotes

https://github.com/ZeldaWWHDRecomp/ZeldaWWHDRecomp

Recomp for MacOS (Metal) - Vulcan will come later.

What's new (since the first release)

  • 60 fps. Two modes in the Graphics menu:

    • 60 fps (key 6): frame interpolation. The game logic keeps its original 30 steps per second; every second frame is drawn halfway between two steps (camera, models, particles, sea, wave crests, grass and trees, cloth, weather, lighting). Input, sound and menus behave as at 30 fps.

    • True 60 (key 7, experimental): Link and the follow camera run their logic at 60 steps per second (for the actions that have been converted and measured against the original); everything else runs at 30 and is interpolated.

  • Higher internal resolution (1x / 1.5x / 2x / 3x, key R) and edge smoothing (FXAA, key 8).

  • Save states: a Save States menu with 5 slots (Shift+F1–F5 save, F1–F5 load), kept across sessions in ~/Library/Application Support/wwhd/states/.

  • Controls window (Input › Controls…): a drawing of the Wii U GamePad or Pro Controller; click a button to remap it to a key or a controller input, live feedback of pressed buttons and stick positions, conflict warnings.

  • Optional gameplay mods (Gameplay menu, all off by default): climb any wall, direct right-stick camera, mouse camera, first person on the mouse wheel, quick doors, fast scene changes.

  • Fixes: shadow streaks, flicker after loading, doubled wave sounds at 60 fps, camera issues.

  • Tools: function naming against the GameCube decompilation (tools/decomp/), a differential harness that verifies hand-written source against the recompiled original (tools/verify/), and the 60 fps conversion tools (tools/true60/). See "Optional: decompilation tools" below.

Update: Video is showing off the different FPS modes. 30 vs 60 FPS.


r/recomps • • 23d ago

Project - AI I made a native PC port of Super Smash Bros. Brawl: 4K, widescreen, and it runs Wii mods like REX (150+ fighters)

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446 Upvotes

Brawl Recompiled is a static recompilation of Super Smash Bros. Brawl: the game's code is translated to C++ and runs as a normal PC program, with no emulator. It's built on WiiCompiled, the same approach as my Super Paper Mario port.

You need your own copy of the game. The launcher sets it up from your disc image (USA release), and no game data is included.

Features:

- Up to 4K, 16:9 widescreen and ultrawide

- Any gamepad works as a GameCube controller, and keyboard and mouse work too, all remappable

- Windows and Linux

- Wii SD card mods work, and I've played full matches in REX, Project+Ex, Project+, Brawl Minus and Legacy XP

It's a work in progress: versus, menus, saves and those mods work, the Subspace Emissary is only tested at its start, and there's no online play.

Download: https://github.com/josiahg2502-glitch/BrawlRecompiled/releases/latest

Thanks to the WiiCompiled, Brawl decompilation and Dolphin projects, and the teams behind each mod. Bug reports are welcome on GitHub.


r/recomps • • 14d ago

Project - AI Demon's Souls (2009) Recomp

435 Upvotes

This was done entirely with Claude. I only helped with testing

Here's a recomp of Demon's Souls for the PS3 I've been working on. Currently the entire game seems playable, but I'm playing through it now to hammer out any broken/unoptimized points

Github repo here

I realized today that someone else was working on this too, so enjoy another lol


r/recomps • • Oct 03 '26

Project - AI All Of The Zelda Wind Waker HD Features Are Now Backported To the Gamecube Recompile

434 Upvotes

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


r/recomps • • 3d ago

Discussion The entire Resistance Trilogy is on recomplauncher.com

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432 Upvotes

https://recomplauncher.com/new

I just saw them and am reporting it, I do not know if the games work perfectly or have issues. Try them out.


r/recomps • • 29d ago

Project - AI Burnout 3 Takedown - XBOX Recomp

400 Upvotes

This is my gameplay of probably the best recomp of Burnout 3 I've tested - TAKEDAWN, based on the Xbox version of the game.

I’m not the developer, but kudos to them—this plays great!

Github link: https://github.com/xenophobentx/takedawn

Gameplay recorded by me on my CachyOS PC

My specs:
Ryzen 5600

RX 6600XT

16GB RAM DDR4


r/recomps • • 20d ago

Project - AI Resistance: Fall of Man (PS3) Static Recompilation - Coming Soon!

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398 Upvotes

Hey everyone,

As I have been working on optimizing my Crackdown 1 and Crackdown 2 static recompilations, I wanted to start throwing some of my compute and my problem solving at Resistance: Fall of Man. Because of some recent breakthroughs in PS3 static recompilation (special thanks to the recent Infamous and Infamous 2 recomps for providing some guidance on the SDK) I have made decent progress over the last couple days.

The game currently boots on Windows and is "playable" but heavy optimization work and graphical fixes are still required.

I just wanted to post this here on the off chance that people were working on something similar. Will keep you guys in the loop as things develop!


r/recomps • • 29d ago Heartwarming

Project - AI Finest Hour Remastered – Call of Duty: Finest Hour, natively ported to PC and Remastered by me

398 Upvotes

This is a recomp project I've sunk a ridiculous amount of hours into, so here it is.

Trailer (1440p60): https://youtu.be/Np6kyr7RRvw

Download: https://github.com/crazyriddler/FinestHourRemastered/releases/tag/v1.0

Latest update: https://github.com/crazyriddler/FinestHourRemastered/releases/tag/update

Source code: https://github.com/crazyriddler/FinestHourRemastered

The game's x86 code is statically recompiled to C++ and runs natively on Windows, no emulator. Direct3D 8, DirectSound and the Xbox kernel are reimplemented on top of Direct3D 12 (or Vulkan), XAudio2 and Win32.

The idea was to give the game "modern" graphics without wrecking its look, kind of like those cross-gen PS2/360-era games that got fancy shader stuff like POM or real-time shadows. I also really wanted it to feel like an actual native PC port in every way: proper mouse controls instead of some janky stick-to-mouse hack, all the graphics options right there in the game, and a simple installer.

It's based on the PAL version, so that's the one you need, either as an ISO or as a folder. It's multi-language: the disc's English, French, Italian and Spanish (text and speech), plus Portuguese, Russian and Polish text added by the port. You can switch the language from the game's options.

Before / after (same camera, same moment):

What the renderer adds

  • Lighting: per-pixel lighting (the game's own lighting, evaluated again at every pixel), real-time sun/moon shadows (Off to High, up to four cascades, soft contact-hardening), dynamic lights from every muzzle flash, tracer, fire and explosion, muzzle flash shadows, AO, contact shadows, one bounce of indirect light, HDR with bloom and gentle eye adaptation.

  • Atmosphere: sun and moon where the level's light comes from, drifting clouds and their shadows, sun shafts, lens flare, volumetric fog lit by the sun and the dynamic lights, dust and embers, heat haze, wind, colour grading per campaign.

  • Models: every model in the game remastered: weapons in hand and on the ground, soldiers, tanks and vehicles, pickups. Same textures, animations and proportions, without the blockiness (PC Settings > Graphics > Models).

  • Materials: all ~4,800 textures upscaled 4x with generated normal, roughness and height maps, materials by class (stone, brick, wood, metal, fabric...), parallax occlusion mapping, detail textures, screen-space reflections, character and weapon detail.

  • Water, snow and effects: rippling, reflecting water that reacts to rounds, shells and bodies; boot prints in the snow; soft particles, animated fire, shockwaves; FXAA that keeps the HUD and text sharp.

PC side

  • Any resolution, fullscreen/borderless/windowed, render scale 25-200%, 60 FPS as on the console, V-Sync.

  • Native HDR on Direct3D 12 (peak and game brightness adjustable), and a Vulkan renderer you can switch to in the options.

  • Widescreen Hor+ for any aspect ratio, HUD kept in proportion, with its size adjustable and each HUD element optional.

  • Keyboard and mouse with raw input and full rebinding, mouse in the menus. Xbox, PlayStation and Switch controllers with hot plugging, rumble and matching button prompts.

  • Stereo or 5.1 surround sound, mixed as the console did for Dolby Digital.

  • Every shader prepared at the first start, so no compilation stutter while playing.

  • Every effect can be toggled in PC Settings (F10 or from the main menu), with presets from Very High down to Original.

  • Cheats in the options (Free Camera, God Mode, Infinite Ammo, No Reload), all off by default.

  • Linux and Steam Deck through Proton: the installer, the updater and the game all run there.

Requirements

  • Windows 10/11 64-bit (or Linux/Steam Deck with Proton).

  • A CPU with SSE4.2 (Intel Core i3/i5/i7 from 2008 on, AMD FX/Ryzen from 2011 on). Core 2, Phenom II and Athlon II can't run it.

  • A Direct3D 12 GPU (or Vulkan 1.3) with 4 GB of VRAM or more, about 10 GB of disk.

  • Your own copy of the game: Call of Duty: Finest Hour for the original Xbox, PAL (Europe) release, title ID 4156002A, version 3. The installer checks it, since the port is built from that release's code. No game files are included.

Installation: download every file from the 1.0 release page into the same folder (the setup exe, the .index and the .data.001 to .003 parts), run FinestHourRemasteredSetup.exe, pick your game folder or ISO/XISO, and install. I'd recommend a folder your account can write to, like C:\Games\Finest Hour Remastered, rather than Program Files. The installer always carries the latest update, so a new install is already up to date.

Updates: the game checks for updates by itself when it starts, and when there's a new one the main menu shows what it brings and offers to install it for you. You can also grab FinestHourRemasteredUpdate.exe from the latest update page, run it and point it at your install. It's cumulative (any older version goes straight to the latest) and keeps your settings and saves. If it says it can't write CODFH.exe, the game is in a protected folder like Program Files: right-click it and choose Run as administrator.

The build is reproducible: following the README's instructions gives you a byte-identical exe to the release.

Feedback, screenshots and bug reports are very welcome.

Call of Duty is a trademark of Activision Publishing, Inc. This project is not affiliated with or endorsed by Activision. You need your own copy of the game.


r/recomps • • Jul 29 '26

Pokemon Blue | 4K HDR | 60FPS | Voxel Mod Battle Hotfix 1.1.1 | PC Port 0.1.34

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392 Upvotes

Pokémon Blue | Gen1Recomp v0.1.34 Bugfix + Dramatic Shape Voxel Mod v1.1.1 Battle Hotfix
(Latest)
With the Voxel 3D Mod v1.1.1, the original 2D battles are now upgraded to 2.5D, fights now take place right on the 3D map instead of a flat background


r/recomps • • Jul 30 '26

This Day/Night cycle update for the Gen 1 3D Recomp mod looks great!

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384 Upvotes

r/recomps • • Sep 05 '26

Recomp - AI Snap64 Recomp 1.0.0: a native Windows port of Pokémon Snap by static recompilation, with the Blockbuster Snap Station sticker printer emulated

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380 Upvotes

**Update, October 3rd:** The port is now at 1.1.1. This post describes 1.0.0, so here is what changed:

- Builds for Windows, macOS and Linux, and it plays on the Steam Deck.

- Mods, installed from inside the game: https://github.com/JackandBeans/Snap64RecompMods/releases

- Full mouse and keyboard play, gyro aim, and every button can be rebound inside the game.

- Widescreen has been played through on every course, and there is fast forward and slow motion.

Testers wanted: the Mac build has not run on a real Mac yet, and gyro aim is confirmed on the Steam Deck only. The full list of what still needs a first tester, and what to try, is here: https://github.com/JackandBeans/Snap64Recomp/discussions/1

Latest download: https://github.com/JackandBeans/Snap64Recomp/releases/latest

Thank you for all the support!

-----------------------------------

Snap64 Recomp is a native Windows port of Pokémon Snap (N64, US). N64Recomp translates the game's own code into C, N64ModernRuntime stands in for the console's operating system, RT64 renders. The game's own code runs; the port changes how it is hosted.

Repository: https://github.com/JackandBeans/Snap64Recomp

Download: https://github.com/JackandBeans/Snap64Recomp/releases/latest

You need your own cartridge dump. No game data is included, and please don't ask for it here.

The rule the port follows: console behaviour by default, every enhancement off until you turn it on. What you can turn on:

- Frame interpolation to your display's refresh rate, covering the world, the camera, the game's sprites and menus, and the fades.

- Widescreen with a true wider field of view (hasn’t been tested game wide, issues likely), anti-aliasing, super sampling, render scale, texture filter and dither choices, overscan crop.

- Graphics and Sound pages on the game's own Options screen, drawn in the game's own font.

- Photo Detail: Oak's photos, the album and the report at the renderer's full resolution.

- Photo export to PNG, and the Jynx recolour from the re-releases.

- The Snap Station. The 1999 Blockbuster kiosk printer is emulated on controller port 4 and reached from a fifth entry on the title menu. Print gives you the sixteen-sticker sheet as the game laid it out, and the printer's own display with its three passes, rebuilt from jamchamb's recovered protocol, the decompilation, and footage of a working kiosk.

Requirements: Windows 10 or 11, 64-bit, a GPU driver with Direct3D 12. Nothing to install. The executable is unsigned, so SmartScreen will ask once.

Honesty about how it was made: I am one person, not a team. I directed the work and tested every build; every line of the port's own code and documentation was written by Anthropic's Claude models under that direction. The README says exactly which models, and every commit carries a trailer naming the one that wrote it, so you can judge the work yourself. The code is GPLv3 and the history is public.

It has been built and played on one machine. The first reports from other GPUs, drivers and Windows 10 are what the next release will be made of. If something goes wrong, open an issue and attach snap64.log from the folder with the executable: https://github.com/JackandBeans/Snap64Recomp/issues

The README also has a history of the game and its 64DD origin, checked against sources, if you like that sort of thing.

What I want to look at next, in this order:

  1. Correct keyboard and mouse implementation.

  2. Bug reports from machines other than mine. That is what 1.0.1 will be.

  3. Steam Deck. Every piece of the port has a Linux path (the runtime, SDL2, RT64 through Vulkan), but nothing has been built or tried yet. If you have a Deck, the quickest experiment is the Windows build under Proton: try it and tell me what happens, good or bad.

  4. VR is an idea I am investigating, not a plan. Stereo rendering and head tracking would have to be built into the renderer, so I will not promise it until something runs.