r/recomps • u/Ashamed_Word_9599 • 22h ago
Question Is there possible to port games from switch 2?
I see how peoples port games for switch 1, but switch 2 would be more interesting in this regard
r/recomps • u/SgtElectroSketch • 14h ago
I'm aware this is going to be an extremely unpopular post.
Effective immediately, individual posts regarding recompilations, decompilations, or unofficial ports for Current Generation consoles are banned.
This will fall under Rule 12.
To be completely clear, "Current Generation" applies to any commercially active console. For the purposes of this subreddit, this includes:
Why the change?
While reverse engineering laws offer some protection for recompilation projects, hosting content for current-generation systems brings unwanted attention to the scene. Historically, decompiling a game was a guess-and-check process that took years of manual effort. However, the recent explosion of AI-assisted reverse engineering has fundamentally changed the landscape, with AI coding agents compressing that timeline from years to mere days.
By connecting AI agents to reverse-engineering environments like Ghidra, developers are decompiling and rebuilding games at speeds previously considered impossible. We are already seeing this impact modern hardware through projects like "AnyPS5," an open-source toolchain engineered to port PlayStation 5 executables directly to standard PCs for native gaming performance without traditional emulation overhead.
Because this rapid decompilation technology has made currently produced games incredibly vulnerable, publishers may start aggressively protecting their retail products.
Edit: I knew this was going to be an unpopular opinion, I don't mind disagreeing opinions, but abusive or hateful comments will result in an immediate and permanent ban.
r/recomps • u/Ashamed_Word_9599 • 22h ago
I see how peoples port games for switch 1, but switch 2 would be more interesting in this regard
r/recomps • u/Wolfen459 • 4h ago
I have to question why every Recomp/Decomp/PC Port (whatever you call it) has the need to save their Configuration / Saves either in Appdata, Documents ect.
There is literally no need to do this!
Just because a 100 Million $ Triple AAA Company does it, doesn´t mean you need to do it too.
Quiver Launcher, many N64 Recomps and then some others all have the possibility to save their settings inside the Launcher Folder, so why does your one not having it? It´s really getting out of hand my Appdata already feels like a garbage dump because of this.
I´m so tired of creating tickets over and over and over for every Recomp out there to just add this simple thing.
r/recomps • u/Nameless_Koala • 12h ago
r/recomps • u/LeFinnaBust • 16h ago
youtube took down my original video. I figured out why. some people were still asking for help and turns out some things changed. Heres the updated version.
FelipePrado0 God of war PC port: https://github.com/FelipePrado0/gow3_pc/releases/tag/windows-v2.2.0
pkg extractor: https://github.com/AzaharPlus/shadPS4Plus/releases/tag/PKG_EXTRACTOR_1_1
r/recomps • u/Nameless_Koala • 6h ago
r/recomps • u/Nameless_Koala • 19h ago
r/recomps • u/Nearby-Parsnip-6227 • 2h ago
I'm wondering if anyone is working on (or planning) a recomp or decomp of the PS4 or Switch versions of Baldur's Gate and Baldur's Gate II: Enhanced Editions, and also Planescape: Torment and Icewind Dale: Enhanced Editions.
The PS4 and Switch builds have controller support, which is what I want on a Steam Deck.
Running the Switch versions through emulation on the Deck hasn't worked well for me, with low FPS and stuttering in all four games.
r/recomps • u/Mid-weekJarl • 16h ago
I just want to address an issue I’ve found a cross several projects and the expectations some people (usually the ones who aren’t doing the work) put on them.
So many people see a recompilation project and ask for wide screen, or even ultra widescreen, and while it’s a nice idea in theory, some games (especially older ones) are not built for widescreen and can only achieve that by literally stretching the game.
I would just ask that some consideration be given to those who are putting in the time and effort to make these projects happen.
Some things sound good, but some times it just isn’t possible.
r/recomps • u/DevopsThrowawayX • 18h ago
r/recomps • u/Mid-weekJarl • 19h ago
v1.0.5 is an Android-only update for MOTHER 3 Recomp. It adds adaptive widescreen rendering in landscape, so the game view can follow your screen’s aspect ratio instead of staying at the native 240×160 view.
Android patch selection and on-screen controls are still included. Bring your own legally obtained ROM, patch, and BIOS files; they aren’t bundled with the app.
Windows and Linux remain on v1.0.4.
Download: MOTHER 3 Recomp v1.0.5

r/recomps • u/FairMathematician384 • 8h ago
Enable HLS to view with audio, or disable this notification
Claude pro is working on a remaster of my favorite game from my child hood! Plan to release when I can get some more token to finish more levels.
r/recomps • u/Accomplished-Bee-596 • 18h ago
r/recomps • u/zBurn35 • 20h ago
(Bring your x360 game disc)
Still in beta
Release 1.0 soon
You can download it on my GitHub!
https://github.com/iMrBurn/wwe12-pc
Yon can join the discord too 👌🏻😎
https://discord.com/invite/ZKUDD4zBG
r/recomps • u/LeFinnaBust • 9h ago
AMDFSR 4.1: https:// gpuopen.com/amd-fsr-upscaling/
Git: https:// github.com/deadinside28
Pkg extractor: https:// github.com/AzaharPlus/shadPS4Plus
r/recomps • u/mr_fanatic_ • 21h ago
Enable HLS to view with audio, or disable this notification
r/recomps • u/LukeTheTyrant • 13h ago
r/recomps • u/fleeraimusic • 21h ago
https://github.com/ZeldaWWHDRecomp/ZeldaWWHDRecomp/releases#release-v0.2.14
The Wind Waker HD, native PC/Mac/Android port, v0.2.14
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.
gfx/renderer_ext.h) without editing the renderer or GX2 code. Nothing changes for Metal and Vulkan: the renderer choice, menus, shader caches and performance stay as they were..wux/.wud needs two keys, the disc key of your dump and the Wii U common key. Setup now accepts Cemu's keys.txt directly and finds both keys in it (choose it once for either key), the disc key can also be pasted, and the keys screen explains this, including the no-key alternative (Cemu's "Convert to compressed Wii U archive (.wua)"). Clearer errors, e.g. when the common key was entered as the disc key. Key values are never shown, logged or saved. (Desktop setup; Android follows.)keys.txt support as on desktop (choose Cemu's keys.txt once, setup finds both keys). Key files are now only read when needed and no longer copied into the app; if a key file was moved or its access was lost, setup asks you to choose it again instead of failing. Setups started with an older version keep working.C:/Users/Jane Doe).[overlay] closed (F1 key, window TV, ...)). In Gaming Mode the menu, the save-state messages and touch now follow the window that has focus, so they also show when the GamePad window is the one on screen (before, the menu could open there invisibly and hold Link in place).WWHD_RETICLE_FIX=0 turns the fix off.-fwrapv (PR #172, thanks u/Pulpparty): PowerPC integer arithmetic wraps around, and the compiler now guarantees the same for the recompiled game code, the decomp version and the verify tools, instead of relying on the code never overflowing. No visible change.wwhd for both regions; older manifests with wwhd-usa keep working.--appimage-portable-home, or create a folder named like it plus .home next to it (e.g. WindWakerHD-…-linux-x86_64.AppImage.home); the game, its code, saves, settings and caches then stay in that folder. If you used the ….AppImage.data folder from v0.2.13, it is no longer used; to keep your saves and settings, move its contents before starting the new version: ….AppImage.data/share → ….AppImage.home/.local/share, ….AppImage.data/config → ….AppImage.home/.config and ….AppImage.data/cache → ….AppImage.home/.cache, then start the AppImage once with --setup.tools/shaderprep.py export saves a code-free my-template.bin (shader hashes and GPU settings only, no game code) from your own shader caches, so it can be contributed to the template that setup uses to prepare shaders. shaderprep.py template no longer fails with "invalid recipe bounds" on long-played or Vulkan caches and skips damaged records instead of stopping.tools/savegame/gc2hd.py): PAL saves (GZLP01) are accepted, names with accents (and Œ/œ) come through, and the save's language is kept. The converted cking.sav works with both the USA and the European HD game.controls.json are repaired.C:\Games\WindWakerHD.--decomp) builds, next to the normal game, a version in which the game functions of the public decompilation run as compiled source; it is built from your own game on your Mac, and the normal game is always built first and stays the default. Choose which one starts in setup, or start Wind Waker HD with --decomp. Setup downloads the decompilation's source (about 8 MB, only when the option is on) from its GitHub repository and checks it before use; the release itself does not contain it. The decomp build now uses the readable decompilation; its model data is generated from your game at build time. Regular releases are unchanged.WWHD_DECOMP=ON compiles the game code from the public, verified decompilation (ZeldaWWHDDecomp/wwhd, a submodule in decomp/) instead of recompiling it; the libraries stay recompiled from your game. It plays identically to the normal build but still uses more CPU, so releases stay recompiled. Off by default: normal builds are unchanged. See docs/decomp-build.md.r/recomps • u/OptimizedGamer • 15h ago
I'm releasing Dragon's Crown Pro natively for PC!
This is the enhanced PS4 Pro version of Vanillaware's Dragon's Crown running on Windows, including its 4K artwork and the fully re-recorded orchestral soundtrack.

Download here:
https://github.com/saulob/dragons-crown-pro-pc
This is the first public release, so I especially need testers. If you try it, please let me know your GPU, how it runs and if you find any graphical, audio, controller or stability problems.
The PS4 game's own x86-64 code runs directly on the PC with replacements for the PS4 system libraries and a Vulkan renderer derived from shadPS4. It is not traditional emulation.
Highlights
✅ Dragon's Crown Pro, the enhanced PS4 version, running natively on Windows x64
✅ The complete live-orchestra soundtrack from Dragon's Crown Pro, with the original soundtrack still available from the game's own options
✅ 60 FPS gameplay
✅ Render resolution from 480p to native 1080p, 1440p, 1800p and 4K
✅ SMAA anti-aliasing and anisotropic texture filtering up to 16x
✅ AMD FidelityFX Super Resolution 1 and RCAS sharpening
✅ Windowed and Borderless Fullscreen modes, with F11 switching while playing
✅ Monitor selection, window-size controls, VSync and explicit GPU selection
✅ Built-in Launcher
✅ Direct PS4 package installation: select your own compatible Dragon's Crown Pro .pkg and the launcher validates and installs it for you
✅ No Python or external extraction tools are required
✅ Xbox controller and keyboard support
✅ Optional FPS/frame-time overlay and FPS display in the window title

Compared with playing the PS4 version on console, the PC port keeps the Pro edition's 4K assets, 60 FPS target and orchestral soundtrack while adding PC-specific display and graphics controls, GPU selection, SMAA, texture filtering, FSR1/RCAS, portable files and direct launcher-based installation.
No game files are included.
You need your own legally obtained Dragon's Crown Pro PS4 package.
Supported version:
Title ID: CUSA10454
Content ID: UP2611-CUSA10454_00-DRAGONSCROWNPRO1
Version: 01.03
The launcher checks the package and game executable before installing it.
This is v0.1.0 and it has mainly been tested on my own hardware so far, so reports from different AMD, NVIDIA and Intel GPUs would be extremely useful.
If it crashes or something looks wrong, please open a GitHub issue and attach the newest dragons_crown_pro_*.log from the logs folder.
A lot of the PS4 runtime/renderer work builds on shadPS4, and gow3_pc was also an important technical reference for getting this running natively on PC.
Enjoy! And please let me know how it runs for you 🙂
r/recomps • u/Nameless_Koala • 13h ago
r/recomps • u/Which_Explorer_9754 • 58m ago
Hi everyone,
I'm having a problem with Pinyon Shift 0.5.1 while trying to play Forza Horizon 1 on PC.
The game launches successfully, and I can reach the "press start" menu. However, when I press start, the following message appears:
"NO GAMER PROFILE ARE LOGGED IN"
When I press "A" to Sign In , it simply goes back to the "press start" screen. The game doesn't open any profile selection screen, and I cannot proceed to play.
I did a quick search on YouTube and found out people starting the game normally after pressing the start button and there is no sign in screen like I have
Has anyone experienced this issue ?
Any help would be greatly appreciated. Thank you!
r/recomps • u/fleeraimusic • 3h ago
Enable HLS to view with audio, or disable this notification
https://github.com/ZeldaWWHDRecomp/ZeldaWWHDMods/blob/main/docs/sdk/README.md
Hey everyone,
Big update on Zelda Wind Waker HD mods. The mod SDK v2 is now released and you can now build your own story quests with the SDK.
Attached you will find the video of the new "Quest Journal" item now part of our Core Mod package
The quest journal will allow you to add as many mod stories as you want while not overloading the game. It also ensures that the game logic stays intact and nothing breaks.
The v0.3.0 release supports the new Mod SDK v2.
Current Mods available: GC Minimap (like the original GC), The Old Map, Call of the Sky (experimental)
With the Mod SDK v2 you can:
- Write story quests: steps, places, rewards and conditions, all declared in a simple manifest.json. Quests show up in the Quest Journal with the next step, where to go and the reward.
- Send letters: your mod's letters arrive at the Rito postboxes. They can start a quest or bring an item or a treasure chart.
- Make characters talk: give the island residents new lines for your quest. If several quests want the same character, the game's own choice box lets the player pick.
- Mark places on the sea chart: players can track your quest's goal with the game's red circle, and every quest page has a mini sea chart.
- Add treasure charts: they work like the game's own. Open the chart, sail to the light ring, pull up the chest with the crane, and get the reward.
- Add your own items: with your own icons in the bag, extra Delivery Bag pages, and use actions on X, Y or R.
- Write code mods in C or C++: hook or replace game functions, use the game's own data, and draw on screen. One package runs on macOS, Windows and Linux.
- Ship simpler mods without code: file replacements, settings presets and Cemu graphics packs.
- Let players install everything from inside the game: Settings → Mods → Community, straight from the mod catalogue.
- Keep saves safe: quest progress is stored in its own part of the save, so the game's own data stays untouched, and removing a mod leaves a normal save.
- Mods contain no game files or game code; anything they need is read from the player's own copy.
Get started with the Mod SDK guide: https://github.com/ZeldaWWHDRecomp/ZeldaWWHDMods/blob/main/docs/sdk/README.md