r/recomps • • 1h ago

Project - AI Ratchet and Clank: Into the Nexus PC recomp v0.3

10 Upvotes

https://github.com/vagenam/nexus-recomp

up to 4k res and uncapped fps.

still a bit of issues but it's pretty stable from my testing so far.

i have a xeon e5 2680v4 so performance for me is less then id like it to be but newer cpus should do better


r/recomps • • 1h ago

Project - AI AstroHybrid - Unofficial PC Port

17 Upvotes

PC Specs: AMD Ryzen 9800X3D, Nvidia RTX 5080, 32GB DDR5 Mt/s

Link to Recomp: https://github.com/imnotsharingmyname/pcportastrobot


r/recomps • • 1h ago

Discussion AstroHybrid - Astrobot - Unofficial PC Port Gameplay

2 Upvotes

Huge Step Forward for PS5 games on PC. This is with Shaders Cached (I ran through the level once before and then recorded). Has some issues but overall a good starting point. Good stuff to the Dev of this project.

PC SPECS: AMD Ryzen 9800X3D, Nvidia RTX 5080, 32GB DDR5 6000 Mt/s

Link to Project: https://github.com/imnotsharingmyname/pcportastrobot


r/recomps • • 2h ago

Project - AI Someone made ports of Hot Shots Tennis / Everybody's Tennis

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5 Upvotes

I remember playing this so much during the time when I had like 3-4 PS2 CDs in the initial days (the others were Syphon Filter: Dark Mirror, Ben 10 Protector of Earth... I don't remember the other ones).

And after a lot of years I bought back a PS2 and it was so hard to get a hold of this game from where I am at a reasonable price. And what's worse was that it was terrible and somehow really intense to emulate.

I was surprised to come across this randomly as I was going through all those recomps recently.

https://github.com/FIZL0/opentennis

Okay so what I like in here basically is.. really great performance (I mostly run this on my tablet and it runs at 144fps the whole time), it's got mods support within the app and supports most modern controllers that I've tried out. I reached out to the dev and they also seemed super into it and also shared pics of them playing the game as a child. Which was really sweet.

I'm just super excited and I hope people who played this game find this post. I didnt think this would be the game of all games that someone would've ported so early into this whole thing.


r/recomps • • 2h ago

Project - AI Shinobi PC PORT [4K60] 2026

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3 Upvotes

r/recomps • • 2h ago

Question Looking to get into this recomp stuff.

6 Upvotes

Hi all, I am pretty new to this recomp stuff and I don't know where to even begin. I guess I first heard of this stuff when Kingdom Hearts 358/2 days became a playable game on the PC. Then, I saw all the crazy mods people were able to pull off on games like Elden Ring.

My question is are the PS2 Atlus games namely Digital Devil Saga 1 and 2 and the second Raidou game playable yet? Also, What about Soul Hackers and SMT 4 and Apcaloypse on the DS? Seeing how Atlus seemingly forgot about any IP they hold not named Persona I wanted to really experience these games with DLSS 5 and 4k textures.


r/recomps • • 2h ago

Question Aiming for a TDEE of 2300kcal, where am i doing wrong?

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0 Upvotes

r/recomps • • 3h ago

Project - AI Otogi 1 at 120 fps, still fixing some bugs looking for feedback thanks

11 Upvotes

r/recomps • • 3h ago

Project - AI Cool Boarders 2 Recomp v0.2.0 - stable play and a few small enhancements

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13 Upvotes

I like to wait for 1.0 before I release anything but I have been distracted by other projects and I want to release what I've done so far with Cool Boarders 2.

The game boots and runs well, no crashes experienced in several hours of play. The resolution can be increased thanks to psxrecomp.

I added the two features I wanted most, toggles in the launcher to unlock the various unlockables and a meter to tell you how far you've charged your spin.

If anyone wants to pick up from here feel free, I might come back to this and I might not.

Get it at Cool-Boarders-2-Recomp

Coming to your favorite launcher soon


r/recomps • • 3h ago

Project - AI Shinobi PS2 Recomp v0.6: Jukebox mode, HD Texture Pack 1 (Pre alpha), FULL IMAX GAME, 1:1 mouse aiming, brand new launcher, Languages mode, 67MB > 35MB Compressed. (going on a break)

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10 Upvotes

Game: https://github.com/TheRealAfsan/Shinobi-PS2-Recomp/releases/tag/v0.6.0
Texture pack: https://github.com/TheRealAfsan/Shinobi-PS2-HD-Texture-Pack-1/releases/tag/v1

Hi all,

Shinobi PS2 Recomp v0.6 is out, and it's the biggest update so far. (I'm going for a short break as I have worked immensely hard on this update, and will return on Thursday for the next steps)

I want to start here.

Moving on swiftly...almost everything here came from your comments, GitHub issues and messages, so thank you. Here's everything that changed since v0.5.3.

HD TEXTURE PACK 1 (PRE-ALPHA, separate download - It's provided on GITHUB)

  • 235 of the game's textures upscaled 4x on the GPU (Real-ESRGAN), with the PS2's transparency handled properly, so no bright fringes and no dark halos. (there's probably 10-15k of textures to get through, this is my priority)

  • The whole HUD: health, magic, kunai, the TATE counter, the gauges, the magic flames and kanji

  • The menus: title screen, main menu, Options and Button Config (with sharp button icons), Extra menu, stage clear and results, pause, game over, and the game's font

  • Stage title cards, stage select pictures, the Shinobi logo and the start-up screens

  • Stage 1's buildings, streets, walls and effects

  • Press Shift+F5 in game to flip between HD and original and compare

  • Also works in PCSX2 (same texture names)

  • This pack grows with every update: more stages, more bosses, more of everything

  • It's a separate optional download on the same GitHub release. Unzip it into your game folder and you're done

LANGUAGES (Early dev Release)

  • Play in English, Japanese, French, German, Italian or Spanish, with voices and text chosen separately: English voices with French subtitles, Japanese voices with English text, any mix

  • Japanese works straight from your US disc: Japanese voice acting in stages, cutscenes and story movies, plus Japanese subtitles

  • French, German, Italian and Spanish: point the launcher at your own Shinobi (Europe) disc image once and they unlock

  • The launcher checks the disc you pick and tells you whether it's the European one

  • With a European language you get the full dub: stage voice lines, in-game cutscenes, menus, the pause screen, subtitles and the story movies

  • Nothing is copied or converted: the game reads the European files straight from your disc image while it runs, and your US files are never touched

JUKEBOX

  • Replace any of the game's 30 music tracks with your own: every stage, every boss, the title screen and menus

  • mp3, ogg, m4a, wav, flac and opus all work

  • Pick a file in the launcher, or drop files into the jukebox folder named after the track

  • Your track loops like the original, pauses with the game, follows the game's own fades and volume, and restarts on Retry

  • Default puts the original back, and your music is kept through updates

IMAX CUTSCENES

  • IMAX mode (F7) now covers the pre-rendered story movies: full screen, edge to edge, no black bars on any side

  • Subtitles are laid over the picture on a soft dark band instead of pushing the movie up

  • Turn IMAX off and movies look exactly as they always did

  • (The in-game story scenes are next: they need the camera widened, not just the bars removed)

MOUSE AND KEYBOARD

  • True 1:1 mouse aiming: the camera turns by exactly as much as you move the mouse. No smoothing, no acceleration, no top speed. A small nudge turns a little, and a fast flick turns as far as you flicked

  • Mouse camera speed still scales it, and the camera invert settings now apply to the mouse too

  • No camera jump when you come back from a pause or loading screen

  • WASD moves Hotsuma, the arrow keys still work, and Left Shift, Left Ctrl and Alt can now be bound (issue #11)

CONTROLLERS AND HAPTICS

  • Your controller is detected automatically, and the launcher and in-game menu show its real button names: Cross, Circle and L1/R1 on PlayStation; A, B and LB/RB on Xbox; the same for Nintendo pads

  • No more Q and E prompts with a PS5 pad plugged in

  • A controller switched on after the game has started now works in the F1 menu

  • New haptics settings in the Mod Menu: haptics on/off, strength, and the L2 adaptive trigger, all live in game

  • New menu haptics on DualSense (rumble on Xbox pads) in the launcher and the F1 menu: a centred thump on every move, a heavier one on page turns, a firm click on Cross, and a slow run of beads as you scroll lists with the right stick

  • Menu haptics only fire when you're using a controller, and they follow your strength setting

  • Inverted camera (left/right and up/down) now works with the mouse as well as the controller

PICTURE AND PERFORMANCE

  • The picture is now centred: Shinobi leaves a black band under its picture that old TVs hid, and the recomp now splits it top and bottom (issue #8)

  • Frame pacing rewritten for high frame rates: 240 and 360 FPS stay flat (issue #7)

  • Shaders are saved in the game folder between sessions, Vulkan pipelines included, so starts are faster and the first-boot stalls are mostly gone

  • New Game Volume slider (Mute to 100%)

  • The streamed music fix is on by default: music and movie audio in true stereo with no echo (issue #2). Big thanks to LgSetzeR for the write-up

  • Pick your own launcher music

THE LAUNCHER, REBUILT

  • Opens full screen (windowed), sized to your monitor

  • New boot screen: a lightning video behind an 80s car-dashboard style loading bar, with the credits underneath

  • New launcher theme, timed so the bass drop lands as the art slams in

  • A much punchier intro

  • Settings one page at a time, so nothing is squashed: flick through with L1/R1 (LB/RB, or Q/E)

  • New pages:

    • Feature Set: everything the recomp does and what's coming next, with the new features marked by gold sparks, and your installed version at the top. The launcher opens here

    • Sound and Jukebox

    • Languages

  • Controller navigation reworked: row by row, the D-pad reaches everything, and the right stick scrolls any list smoothly

  • New Refresh button

  • First start uses the recommended settings (1440p, D3D11)

  • Updates can no longer get stuck offering the same version (issue #12)

HALF THE DOWNLOAD: 67 MB > 35 MB

  • Nothing you'd notice was removed. The zip just stopped carrying things you don't need:

    • A video decoder built for this game alone: Shinobi's movies only need MPEG, so the 30 MB general-purpose decoder became a 1 MB one (every movie frame checked identical)

    • The build for old CPUs (no AVX2) is no longer in every zip: on those PCs the launcher fetches it once, automatically (19 MB). Everyone else saves the space

    • Leftover emulator files the recomp never uses, removed

    • The launcher's pictures, music and intro video re-compressed, at the same quality

  • FIXES

  • Game folders with non-English characters in the path (accents, Cyrillic, Japanese and so on) now work

  • The frame cap no longer stutters after a single slow frame

  • The picture centring holds steady between scenes

  • Skipping a movie no longer risks a freeze or one-sided sound

STILL KNOWN

  • 4K on Vulkan: black intro and missing pause menu. Use D3D11 at 4K for now, and a log from that run would really help

  • 21:9: some effects (smoke, blood, the TATE kanji) can show black blocks

  • Sound effects can drop out after pressing Retry (issue #10): if it happens to you, please send the log from that session

  • Having massive issues with getting the scoreboard end of level to display properly, no idea why. I see it. Will be fixed next week.

COMING NEXT

  • Save states

  • HD Texture Pack 2: more stages and bosses

  • Easy Setup in RecompLauncher

You still need your own original copy of Shinobi (USA), plus Shinobi (Europe) if you want the European languages. Fan project, not affiliated with SEGA or Sony.

See you soon.
Afsan


r/recomps • • 3h ago

Question Hay algun port de este juego a pc? La version de pc es mala y esta mal optimizada

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0 Upvotes

r/recomps • • 4h ago

Discussion claude opus 5.5 safeguard bypass method.

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4 Upvotes

"confused deputy" attack on opus 5.5 safeguards


r/recomps • • 4h ago

Discussion "Remaking a Recomp"

4 Upvotes

I have a genuine question...

I don't know how feasible this is but is there not a way to update the game textures and assets for static recomps to assets made in UE5 or at the same level? For example, is there a way to make realistic assets for a recomp (for example Majora's Mask recomp), like flowing water, grassy field like what is seen in the OoT remake (Hyrule field -> Termina Field), ray tracing and updated character models with hair physics and etc. The game would follow all the system/game logic but the visuals are remade and replaced.
Essentially "remaking" a recomp.
I'm not sure on how possible it is for this to be done, but I think even with the assistance of AI, it should be possible.
Any devs, vibe coders, designers, coders can weigh in on this thought?


r/recomps • • 5h ago

Discussion Linux Security and Sandboxing Games

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4 Upvotes

r/recomps • • 5h ago

Question Why isn't Ekspym's Tekken 6 online port on Quiver/RecompLauncher?

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2 Upvotes

Is it because it doesn't include the full game, or because it's not safe?


r/recomps • • 5h ago

Project - AI Euro Truck Simulator 2 mobile beta 3.0 https://youtu.be/8dDrikxJ4Ig

2 Upvotes

Aonde baixar:

https://headless-snbcokhmrui-magicorafagambit-1410.wix-site-host.com/?hl=pt-BR

Site de Mods:

https://ets3mods.com/?s=Graphics+1.36

🔥 Gameplay:

https://youtu.be/8dDrikxJ4Ig

🚀 *ETS2 MOBILE — BETA 3

Esta atualizações do projeto, foca em desempenho, estabilidade, compatibilidade e novas funcionalidades!

Beta 3.0 do jogo Euro Truck Simulator 2 v.1.44 portado para Android, com controles na tela e opção para se usar GamePad.

Pode-se usar Mods (compatível com a versão 1.44 do jogo, mas nem todos foram testados).

🔥 PRINCIPAIS NOVIDADES:

⚡ MAIS OTIMIZAÇÃO!

Melhorias para reduzir o consumo de recursos e proporcionar uma experiência mais fluida, inclusive em celulares modestos. Várias opções de configurações de botões na tela, como por exemplo subir e descer vidros além de poder mover todos os botões que vc quiser na tela do seu smartphone e deixar do jeito que vc quiser!

📦 APK DE 3,8 GB PARA APENAS 238 MB!

O instalador passou de aproximadamente 3,8 GB para apenas 238 MB, uma redução de quase 94% no tamanho do APK!

☁️ DOWNLOADS EM NUVEM!

Os arquivos necessários serão baixados diretamente pelo aplicativo, facilitando a instalação e futuras atualizações.

O tamanho total do jogo continuará sendo maior que 238 MB, pois os arquivos serão baixados separadamente.

📱Smartphone usado para testes:

Poco F7 Snapdragon 8GenS

12Gb Ram

👉🏻Instruções para instalar:

APK e jogo:

- Só baixar o Apk e liberar as permissões do Android.

- Necessário pouco mais de 7Gb de espaço de armazenamento no seu smartphone.

Mods:

- Instale (descompacte) os mods na pasta raiz do seu celular, ETS2 mobile, Mod.

- Abre o Apk e vá em Mods, atualize para verificar se os mods estão lá.

- Entre no jogo e vá em Mods e os instale clicando na seta para a direita e confirme abaixo e inicie o jogo.

Créditos para a criação do mod do ETS2 mobile para Loureiro427.

Sigam o canal do criador:

👉🏻 https://youtube.com/@loureiro427?si=5vNmfp-hGt7EBTvo


r/recomps • • 6h ago

Discussion I hope no one has forgotten about this game so that a native PC port can be made.

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11 Upvotes

r/recomps • • 7h ago

Discussion [Almost Completed] Superman Returns (Xbox 360) Native PC - static recompilation progress update

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46 Upvotes

An update for those who wants to know where I'm at - we're very close to releasing this.
What's left to do is just testing to see there aren't any crashes. and of course a video (finally)

Performance & display

  • Up to 4K (720p / 1080p / 1440p / 4K, plus a 4K upscaled mode)

  • 120 fps and uncapped frame rates. The game's simulation still runs at its original 30 Hz, and rendering is smoothly interpolated between ticks, so the game speed and physics stay correct

  • Windowed, borderless or exclusive fullscreen

  • FXAA anti-aliasing, texture filtering up to 16x, and "Sharp" upscaling for lower resolutions

  • Draw distance up to 3x the original: the city no longer pops in right in front of you at high flight speed

  • Low-end options: a one-click graphics preset (Low / Medium / High / Ultra), a low-VRAM mode for cards under 6 GB, and a low-CPU mode

  • Shaders and HD textures are prepared at start-up behind a small loading bar, so there's no stutter the first time you see something

  • FPS counter option

Visual upgrades

  • HD texture pack (optional) and HD videos (4K intro and story movies, optional)

  • Cape fix: the original cape flickered and tore. It now renders cleanly, and cape smoothing keeps it fluid at 120 fps

  • Fly into space: the sky turns into space as you fly higher, with a cloud deck and Earth below

  • No more invisible wall at the edge of the world: the hard fog wall around Metropolis is replaced by natural atmospheric haze. When you cross the mountains, a short white-out carries you out to open sea, and the distant mountain silhouettes stay visible on the horizon so you always know where the city is. Flying back in takes you to the edge of the mountains, so you never see the hollow back side of the map

  • Clean title screen option without the big superman logo hiding the city.

Gameplay & quality of life

  • Save anywhere: saving also remembers Superman's position

  • Cutscene skip: hold START / OPTIONS for a second

  • Event cooldown: set how often random city events interrupt free roam

  • Free-roam boundary: original, extended, or off

  • Camera distance options

  • Lock-on fix: L2 lock-on stays available (the meteor level used to switch it off) and re-locks reliably

  • Target switch on D-pad down: cycles left, right, up and down, so it finds targets above and below you too (great for the meteors)

  • Movie soundtrack option: plays the film's score as the game's music

  • Vibration strength setting

  • Instant Alt+F4 quit, an EXIT GAME button, and PC SETTINGS reachable straight from the pause menu

  • Menu fixes: BACK works everywhere in the save-game and Metropolis/Fortress menus, with proper select and back sounds

Controller

  • PlayStation button prompts throughout the game (DualShock / DualSense icons), or the original Xbox prompts

  • Works with any controller; prompts switch with a setting

Cheats (all optional, off by default)

  • Fast flight: hold R1 and click L3 to step from 1x up to 50x speed (hold L3 to drop back to 1x). The game automatically eases you back to normal speed right before you hit the ground

  • Damage multiplier: 2x / 3x / 5x / 10x / one hit (only affects enemies, not the city)

  • Fast forward: speed up the whole game 2x-4x on a button

  • The game's own cheats from a menu: infinite stamina, infinite city health, all power-ups, unlock all extras

Settings

Everything above can be changed in-game from a full PC SETTINGS page (controller-friendly), or from a separate Settings app before launching.

Fixes

  • Fixed the stray old sound bursts that played when you pressed buttons

  • Fixed flicker, menu frame drops and various audio glitches from the original running on modern hardware

  • Lots of smaller stability fixes

Release: Very soon
github: https://github.com/retrogameworld/SupermanReturnsRecomp


r/recomps • • 8h ago

Project - AI Pokemon Bravely Emerald - HD-2D

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39 Upvotes

Hi everyone,

I am a long time dev (first web in 2007, first game in 2016). I am also an avid Pokemon fan. So, I made this for myself using a whole bunch of SDL2 shaders I had from back in the day. It is a fork of the Vita version of Emerald 3DS, with a whole bunch of the Square Enix HD-2D effects.

-----

REPO: https://github.com/marcoscodas/bravely-emerald/releases

Builders for Windows and Steam Deck currently (should work with other SteamOS devices that are modern). You will need to provide your own Emerald GBA dump. NO GAME FILES ARE HERE.

-----

Each has a settings row (OFF / AUTO / LOW / MEDIUM / HIGH unless noted). OFF gives the original look. You can only enable what you want.

Look of the world

  • Post chain: bloom, colour grade, vignette, a LUT grade, and tilt-shift depth blur with bokeh, so the world reads like a diorama.

  • Camera tilt: a menu choice from 40° (classic) down to 24°. The default is 32°, which is more front-on than before. Battles are unchanged.

  • 3D resolution: 960, 1120 (default) or 1280.

  • Light shafts: animated sun and moon rays. They follow the real sun and moon direction through the camera, so they lean from one side at dawn, stand steep at noon, lean the other way at dusk, and turn pale blue at night. They drift and breathe, follow weather, and sit at 50% of their first opacity.

  • Sun shadows: a real shadow map from the sun with soft edges. It replaces the old baked shadow rays while it’s on. It also caused house-wall stripes, which are fixed.

  • Relief (bump): a small amount of height on ground, trees, buildings and characters, from their own art.

  • Ground detail: fine grain by tile type (grass speckle, sand ripples, path grain) plus a slow undulation at 25% strength. Indoor floors get only a faint grain.

  • Soft shadows and character outline: blob shadows under characters and a light rim and outline.

Nature and weather

  • Wind sway for trees, grass and flowers.

  • Standing tall grass and flowers, which part when you walk through them.

  • Rain streaks, ripples and splashes, wet ground and mist.

  • Particles: pollen, dust and fireflies with smooth swaying motion. Water glints.

Sound

  • Ambient sound: procedural and recording-free (birds, wind, drips, crickets). Controls: AMBIENT VOLUME (OFF/LOW/MEDIUM/HIGH, MEDIUM is half the old default) and AMBIENT FREQUENCY (SPARSE/NORMAL/FREQUENT).

Battles

  • Backdrop blur and dark overlay, with floating gold motes. The battlers and UI stay sharp.

  • Battle effects: a type-coloured hit glow, screen shake, and a slowly moving backdrop. The hit flash, low-HP pulse and battle weather were never seen in a screenshot. Sprite rim light and the wet-floor reflection were not done.

Interface

  • UI polish (General > Interface, original art kept):

    • Frosted-glass panels.

    • A faint moving gradient tint.

    • Text shadows only, with no bolding.

    • Animated menu cursor.

    • Menu fade and slide.

    • Smooth HP bars.

    • Deck button glyphs in footers.

    • Item icon shadows.

  • UI depth glow: a soft dark halo behind UI elements.

  • Several of these (cursor trail, menu transitions, low-HP glow, dusk and night tint) were never caught in a screenshot.

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

For the sake of clarity, the Emerald 3DS and Vita ports already have a bunch of AI work on them, and though I made these shaders back in the day myself, I asked Claude to implement them.


r/recomps • • 8h ago

Project - AI VIB - RIBBON PS1 RECOMPILED

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20 Upvotes

After racking my brain trying to figure out how to do a Playstation 1 recompilation, I finally finished the first one! Vib-Ribbon is a 1999 rhythm game developed by NanaOn-Sha and released by Sony Computer Entertainment for the PlayStation. It supports custom MP3s, modernizing the CD option with custom music that was in the original version. I haven't yet set it to 16:9 because the game is technically 4:3, but I want more people to test it so I know how it looks on different hardware.

https://recomplauncher.com/game/vib-ribbon-recomp?lang=pt-BR https://github.com/Adoregabriel2005/vib-ribbon-recomp


r/recomps • • 9h ago

Project - AI Need for Speed Most Wanted 2005 on Apple Silicon Mac (M5 Pro)

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3 Upvotes

r/recomps • • 9h ago

Question GRANDIA XTREME RECOMP (BETA IN TESTS)

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15 Upvotes

I'm developing a decompilation of the game Grandia Xtreme, but I'm having problems with the scenery disappearing in a way I've never seen on the PS2. Does anyone who knows more about PlayStation 2 know how to solve this? I haven't released the decompilation yet because I want it to be complete before publishing it definitively, not just any old way.

Does anyone understand this part?

I used the way GRANDIA 3 DECOMP works (https://github.com/GranasSabre/Grandia3-OpenSkies) as a technical basis, since it uses the same "improved" engine by Game Arts. And GUNHO doesn't want to release this game for PC on STEAM, so we're making it happen!


r/recomps • • 9h ago

Question The Legend Of Zelda Ocarine Of time para PS5

3 Upvotes

Ustedes veis viable coger con una IA con Claude Code o Open Code y coger la versión nativa de hookshot de linux y adaptarla a PS5 fat y slim de la 13.60 de alguna manera? ( no nombro aquí el trabajo de Mihawk-99, porque esto es una cuestión independiente a tu trabajo )


r/recomps • • 10h ago

Discussion Fable 2 recomp has received a huge FPS boost in the latest version

157 Upvotes

12100f and RX 6600. 1440p resolution.

github.com/himdo/Fable-2-Recomp/releases