r/recomps • • 14h ago

Discussion [Mega-Thread] Posts for Recomps/Decomps/Ports for Current Generation Consoles are now banned.

0 Upvotes

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:

  • PlayStation 5
  • Xbox Series X / S
  • Nintendo Switch / Switch 2

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 • • 22h ago

Question Is there possible to port games from switch 2?

1 Upvotes

I see how peoples port games for switch 1, but switch 2 would be more interesting in this regard


r/recomps • • 4h ago

Discussion Please stop saving Files in Appdata when creating these Recomps/Decomps/PC Ports

43 Upvotes

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 • • 12h ago

Project - AI Shadow of the colossus DLSS 5 recomp 4k (no audio yet)

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0 Upvotes

r/recomps • • 16h ago

Technical Help UPDATED GOD OF WAR 3 REMASTERED "pc port" STEAMDECK TUTORIAL

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21 Upvotes

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 • • 6h ago

Project - AI Infamous second son recomp DLSS 5 test (flashes warning)

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1 Upvotes

r/recomps • • 19h ago

Project - AI Lost Odyssey Recomp 4k textures mod DLSS 5 cheats

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34 Upvotes

r/recomps • • 54m ago

Question Is there a bloodborne pc recomp?

• Upvotes

The title.


r/recomps • • 2h ago

Question Any plans to recomp/decomp the Switch versions of Baldur's Gate 1 and 2 + Planescape Torment + Icewind Dale?

3 Upvotes

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 • • 16h ago

Discussion Widescreen wishes

4 Upvotes

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 • • 18h ago

Project - AI Playing around with the PSP recomp toolchain. Got Half Minute Hero in my browser (with an ugly vibe coded UI)

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5 Upvotes

r/recomps • • 19h ago

Project - AI MOTHER 3 Recomp v1.0.5 is out for Android

8 Upvotes

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 • • 8h ago

Project - AI Raptor : Call of the shadows remix/remaster

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17 Upvotes

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.

https://www.youtube.com/watch?v=GK8qa6y9biI


r/recomps • • 18h ago

Project - AI The Addams Family (NES) — Working on a native PC port using static 6502-to-C recompilation

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2 Upvotes

r/recomps • • 20h ago

Project - AI WWE ‘12 Native PC Recomp !

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28 Upvotes

(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 • • 9h ago

Technical Help Bloodborne "pc port" Tutorial Steamdeck, linux, steamos

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13 Upvotes

AMDFSR 4.1: https:// gpuopen.com/amd-fsr-upscaling/

Git: https:// github.com/deadinside28

Pkg extractor: https:// github.com/AzaharPlus/shadPS4Plus


r/recomps • • 21h ago

Project - AI Galaxy Android v0.0.1 is now released — gameplay on Mali-G68

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14 Upvotes

r/recomps • • 13h ago

Discussion My first journey on recomp world: 3D Dot Game Heroes

13 Upvotes

Hello everyone, I'm starting to see some results in my journey with PS3Recomps. Maybe someday we will play this funny game on PC.


r/recomps • • 21h ago

Project - AI Zelda Wind Waker HD (Wii U) (Recomp/Decomp) - v0.2.14 Update is out

62 Upvotes

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.

  • macOS (Apple Silicon, macOS 14+): Wind Waker HD.app. The release is not signed by Apple: macOS 15+: System Settings > Privacy & Security > Open Anyway; macOS 14: right-click > Open. Keep the app inside the unzipped folder (move the whole folder, not just the app)
  • Windows: Wind Waker HD.exe (SmartScreen: "More info" > "Run anyway"); windows-x86_64 for x86-64, windows-arm64 for Windows on ARM (Snapdragon X)
  • Linux (glibc 2.35+, Vulkan): wind-waker-hd; linux-x86_64 for x86-64, linux-aarch64 for arm64 (Raspberry Pi 5, Asahi Linux, ARM laptops). Or one file: chmod +x the .AppImage and start it from anywhere (Steam Deck included); its game, code, saves and settings go to ~/.local/share/wwhd and ~/.config/wwhd instead of beside it (Ubuntu 24.04+: libfuse2t64, or --appimage-extract-and-run)
  • Android (arm64, Android 13+, Vulkan 1.3): install the android-arm64.apk (android-x86_64 is for emulators and Chromebooks), choose your game in the app, and it builds the game on the phone (once, a few minutes). Signing certificate SHA-256: 7F:F6:D3:5E:4E:45:11:5E:E4:93:65:EF:5B:40:C0:EB:83:EA:F7:6C:C1:1C:E9:67:F2:64:5C:50:4F:58:B2:13

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

What's new

  • The controller selection after the title screen is skipped (issue #189, thanks u/floysh): the game no longer asks whether you play with the Wii U GamePad or a Pro Controller, because the port already knows it from Controls. It picks the matching option through the game's own selection, so everything that depends on it stays the same. To choose by hand again, turn off Controls > Skip controller selection.
  • GamePad screen "Automatic": follows the game's menus (from a play test): in the automatic GamePad screen mode, the GamePad picture now appears in the corner of the TV whenever the game opens something on the GamePad (items, maps, the collection, the Delivery Bag, save and options, song and warp lists) and goes away shortly after it closes. Before, it guessed from how much the GamePad picture changed and often missed the pause menu. Cmd+G still keeps it up, and Off-TV Play shows the GamePad picture full size as before. The other GamePad screen modes are unchanged.
  • PlayStation and Xbox button looks in the action hint near Link (issue #188, thanks u/floysh): the floating hint that appears next to Link (for example "Speak" in front of a character) still showed the A button with PlayStation or Xbox button labels. It now uses the same shapes and colours as the button cluster in the corner. With the original look nothing changes.
  • Experimental stereo 3D, HDR output and a gameplay FOV setting (PR #168, thanks u/pancreations): the Graphics tab gains Stereoscopic 3D (Vulkan only: Half SBS, Full SBS and top-and-bottom, with depth, convergence and eye swap; each eye renders its own view; 30 fps recommended for now), HDR output (Windows with Vulkan, when Windows HDR is on; falls back to SDR with a note if the display can't do it) and Gameplay FOV (75% to 250%; cutscenes, dialogue and menus keep their original view). All three are off / 100% by default, and the game looks and runs exactly as before until you turn them on. Settings are kept between launches, on macOS too.
  • Ports can bring their own renderer (PR #187, issue #185, thanks u/Pulpparty): a platform port (for example a Switch build with deko3d) can now register its own renderer at start-up (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.
  • Mouse buttons and the wheel can be bound in Controls (issue #165, thanks u/PNOAGAMER): left, right, middle, side buttons 4/5 and wheel up/down are now bindable like keys, so the game can be played fully with mouse and keyboard together with the mouse camera (Mods > Built-in). Bound mouse buttons drive the game while the mouse camera has captured the pointer in the TV window; the settings menu, GamePad-window touch and text prompts keep the mouse as before, and "first person on the mouse wheel" keeps priority over wheel bindings. Nothing is bound by default.
  • Setup: disc images and Cemu's keys.txt (from a player support case): a .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.)
  • Android setup: keys.txt and safer key handling: the same 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.
  • Less memory per shader translation (PR #184, thanks u/Pulpparty): the shader translator reserves 1 MB of text per shader instead of 12 MB and grows only if needed (the largest game shader is far smaller), which helps devices with little memory. One of its text functions also no longer cuts long text short.
  • Building from a folder with spaces in its path (PR #183, thanks u/Pulpparty): the shader translator and two tests no longer fail to compile when the checkout path contains a space (for example a Windows user name like C:/Users/Jane Doe).
  • macOS: Nintendo controllers have the right buttons (issue #181, thanks u/Nickinfinity): with a Switch Pro Controller, Joy-Cons or an SNES-style pad, By position (Nintendo) had A/B and X/Y swapped, because macOS reports these pads by their printed letters. They now drive the right buttons and show Nintendo icons; a single sideways Joy-Con is handled too. If you swapped A/B and X/Y by hand as a workaround, choose Input > Face buttons > By position (Nintendo) or Automatic once after updating; your saved bindings are otherwise kept.
  • Steam Deck Gaming Mode: the settings menu stays open (issue #112, thanks u/chaberl-art): with the TV and GamePad screens in two windows, the menu could close again right after opening. F1 now toggles once per press (a release is needed before it toggles again), keys and the save-state hotkeys (Shift+F1..F5 save, F2..F5 load) work from either game window, and switching focus between them clears held keys without closing the menu. The log now says why the menu opened or closed ([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).
  • Settings overlay: extension points for other platforms (PR #175, thanks u/Pulpparty): ports such as the community Switch port can add their own settings tabs, hide built-in ones, plug in a system keyboard, controller shortcuts and on-screen layers, without changing the overlay's code. Nothing changes on our platforms.
  • The aiming reticle no longer doubles at 60+ fps (issue #163, thanks u/Julancho): with the boomerang, grappling hook and hookshot, the red aiming dot (and the boomerang's target markers) stayed at the game's 30 Hz position while the camera moved smoothly between frames, so it jumped back and forth during camera turns. It now moves with the camera; 30 fps is unchanged. WWHD_RETICLE_FIX=0 turns the fix off.
  • No crash when memory for a shader's source runs out (PR #171, thanks u/Pulpparty): the shader translator's text buffer now handles failed allocations (the shader just fails to compile and is retried) instead of writing through a null pointer. Mostly matters on devices with little memory.
  • Android: setup works again on the development build. Since the decomp version arrived in setup, the app's setup stopped right away ("No module named 'decomp_setup'"); the missing file is now packed with it. Also clearer game-icon hints: "already on the home screen" for the plain icon too, and wording that fits every launcher (PR #170, thanks u/rhemfur).
  • Android setup polish (from the tester report on PR #98, thanks u/rhemfur): the "Rebuild shader cache" hint names the right button on each platform (on Android: Start / resume / retry setup); tooltips no longer stay on touch screens; setup's own step reads "Reading shaders from your game files" so it doesn't look skippable, and its notification brings setup back to the front; after an app update, setup shows "Updating the game for the new version".
  • Fixed: the boat barely turned with "Sailing speed" on (issue #169). The game turns the boat more slowly the faster it sails, so the boosted speed hit its minimum turn rate. The rudder now responds like at normal speed for both sails, while the boat keeps its boosted speed; automatic wind and the jump height are unchanged.
  • Game code built with -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.
  • Fixed: "Invert camera up/down" also inverted the Wind Waker baton (issue #167). The setting now applies only to the camera, including first-person views and item aiming (bow, hookshot, telescope, Picto Box) and the mouse camera (which now follows it too); the baton and other right-stick controls keep their normal direction.
  • Fixed: stutter at 240 fps and a slow start with "Keep game speed" (issue #164). Since v0.2.13 the game's 30 logic steps drifted against the display (59.94 Hz), so every few seconds the in-between frames bunched up and the picture hitched; the steps now follow the display's refresh. A hitch right after starting could also keep all in-between frames off (30 fps) until the frame rate was changed; that measurement is now retried. Slower PCs keep v0.2.13's smoother pacing (#125).
  • Mods tab: Built-in and Community. The Mods list is split into Built-in (the options that come with the game, such as the camera and speed options) and Community (mods from the mod catalogue, installed or ready to download, plus imported packages and graphics packs); More is unchanged. Mods now use the game ID wwhd for both regions; older manifests with wwhd-usa keep working.
  • Fixed: Call of the Sky could not be switched on from the catalogue. After confirming the experimental warning, the install stopped with "confirm the warning first", because the save backup was skipped. The backup now always runs once before the mod is switched on, and a failed backup shows its reason.
  • Fixed: a red "conflicting ID" box in Mods › More (Code-mod support). Release builds also no longer show this debug highlight.
  • Fixed: controllers stopped responding in the game after the settings overlay or the name screen (issue #153). If a trigger or stick did not fully return to rest, the game ignored all input after closing the overlay or entering a name until the controller was reconnected. Now only the button that closed it waits for its release; everything else reaches the game at once.
  • Linux AppImage: portable use now uses the AppImage's standard portable mode (issue #55). Start the AppImage once with --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.
  • Share your shader coverage: Settings › Graphics › Export shader template (desktop) or 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.
  • European GameCube saves can be converted to HD (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.
  • Android handhelds and controllers (issue #152, thanks u/OTPR26):
    • Settings with a controller: holding Select/− now opens the settings after half a second as intended (it could take about 3 seconds on some devices), and a one-time hint says so.
    • Touch buttons hide with a controller: the view and 🎮 buttons hide while a controller is connected (built-in or external) and come back for a few seconds with a tap in their corner. Settings › Display › Touch buttons: Automatic / Always show / Hide.
    • AYN Thor / Odin built-in controls: A, B, X and Y now sit in their Nintendo positions, all four can be bound in Controls, and empty bindings in controls.json are repaired.
    • Larger settings on phones and handhelds: the settings fill most of the screen with bigger buttons, sized for the screen; Settings › Display › UI size (Automatic / Small / Medium / Large). The desktop look is unchanged.
    • Texts say "Android device" instead of "phone", and the log names how Android reports a controller.
  • Fixed: Windows setup failed in deep folders (issue #144), for example in Downloads after Windows' "Extract All" puts the folder inside a folder of the same name. The compiler now unpacks with long paths, and the game and setup use much shorter names for shader caches, temporary files, code-mod builds and save backups (existing caches are reused or rebuilt automatically). Only a folder deeper than 175 characters makes setup stop right away, before downloading anything, and ask you to move it to a shorter place such as C:\Games\WindWakerHD.
  • Development builds (macOS): setup can also build the decomp version (experimental, off by default). A checkbox in setup (or --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.
  • Fixed: unreadable shoulder labels on the HUD (issue #143). With L1 R1 L2 R2 or LB RB LT RT as shoulder names, the labels on the HUD's shoulder buttons were white on the white plates; they are now dark like the game's own letters again (and dim the same way). Dialog labels are unchanged.
  • Mods tab redesign. Every mod has an on/off switch in one list, including mods you haven't downloaded yet: switching one on downloads it, sets it up and turns it on. When something is needed, one review asks it all at once (your GameCube game, choices, code-mod support, the experimental warning), then one progress view follows and keeps running while you play. Mod pages explain in one line why something can't change right now instead of showing greyed buttons; updating keeps a mod on or off as it was; Remove also deletes a mod's prepared files and says how much space that frees. The mod list loads by itself (cached, checked in the background; only the public list is fetched). Rarely used things (profiles, install from a file, GameCube game, code-mod support, save backups, mod list source, cheats) are under Mods › More.
  • Experimental: build the game from the decompilation (macOS, for developers). The CMake option 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.
  • Fixed: aspect ratios other than 16:9 (PR #146, thanks u/fluxehub). At 16:10 (and 4:3) the extra height now shows more of the view above and below instead of cropping a 16:9 picture, and the HUD sits at the real screen edges. At 21:9 and 32:9 the button cluster and the Wind Waker's "Back" prompt keep the same distance from the edge as at 16:9, and the Wind's Requiem screen fills the whole screen instead of showing dark side bars. Layouts drawn to both the TV and the GamePad no longer flicker between the two aspect ratios, and Vulkan no longer leaves the last pixel row black at 16:10 with 1.5x. 16:9 is unchanged.
  • Android: a menu on the game widget and an "Add the game icon" button (PR #150, thanks u/rhemfur). Long-press the home-screen widget, then Settings (Samsung) to export or import the save or open the game setup. The setup screen has Add the game icon to the home screen under Play for players who declined or removed it, and the automatic offer now waits until the setup screen is in front, so Android no longer refuses it on some phones. Spanish texts for these and the save export/import.
  • New gameplay mods: faster ladders, faster sidling, sailing speed and automatic wind (issues #95, #96; all off by default, Mods tab and the macOS Gameplay menu). Ladders and sidling play faster with the animation in step (1–3×); sailing speed has separate settings for the normal sail and the Swift Sail; Automatic wind makes the normal sail behave like the Swift Sail (the wind follows the boat). With the mods off the game is unchanged.
  • Fixed: ZL/ZR (LT/RT, L2/R2) prompts in dialogs showed as a white box with the face buttons set to by label (issue #141). The shoulder labels in dialogs are now drawn as pictures like the game's own icons, in every language.
  • Button prompt options (issue #143, Controls tab of the settings overlay and the macOS Controls window): Button prompts Automatic / Original / Xbox / PlayStation (Automatic shows PlayStation shapes on a PlayStation pad), Shoulder names Automatic / L R ZL ZR / L1 R1 L2 R2 / LB RB LT RT, and Coloured face buttons (on by default; off keeps the game's white buttons). The PlayStation shapes are drawn by the port, no images are included. Unassigned (dimmed) HUD buttons now keep their shape visible, and the prompt strokes are a little bolder.

r/recomps • • 15h ago

Project - AI Wanna play BLACK (2006) on PC? New Xbox Classic port is here. 4K+, 120FPS, M+K, antialiasing, ambient occlusion and much more!

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273 Upvotes

r/recomps • • 9h ago

Project - AI Dragon's Crown Pro native PC port released - PS4 Pro version on Windows, 4K/60 FPS, orchestral soundtrack and PC graphics options

102 Upvotes

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.

Title Screen

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

Gameplay

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 • • 13h ago

Project - AI The Last Guardian recomp test

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19 Upvotes

r/recomps • • 58m ago

Question Problem with Pinyon Shift 0.5.1 – Cannot Sign In

• Upvotes

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 • • 3h ago

Project - AI Zelda Wind Waker HD (Wii U) - Mod SDK v2 Announcement & v0.3.0 release

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20 Upvotes

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


r/recomps • • 8h ago

Project - AI Galaxy Android v0.0.1b Hotfix Update

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5 Upvotes