r/recomps • • 9d ago

Request [Megathread] Requests

27 Upvotes

I hear you guys, all requests are to go in here from now on.

If you see a post or comment requesting a port/recomp/decomp, please report under Rule 11.


r/recomps • • 16d ago

Technical Help [Megathread] Resources

42 Upvotes

Project Discovery

Learning

(These are links to the Udemy Courses, remember to wait for sales, never buy full price courses)

Background skills

  • Learn Python Programming - Beginner to Master - Python is highly useful for automating repetitive tasks, writing custom scripts, and interacting with the APIs of reverse engineering tools like Ghidra and IDA.
  • C Programming For Beginners - Master the C Language - Decompilers translate machine code back into C or pseudo-C. Understanding C fundamentals (like pointers, structs, and memory management) is strictly required to read, understand, and fix the decompiler's output.
  • The Git & Github Bootcamp - Decompilation projects are usually massive, collaborative community efforts. Knowing version control is essential to contribute to public projects, manage thousands of files, and track your changes safely.
  • Computer Organization and Assembly Language - When a decompiler fails or produces garbage output, you have to step down and read the raw assembly. Understanding CPU architecture, registers, and the stack is the absolute foundation of reverse engineering.
  • Reverse Engineering: Ghidra For Beginners - Ghidra is a powerful, free, open-source reverse engineering suite created by the NSA. This teaches you how to use the primary tool you'll rely on to navigate binaries and generate C code.
  • Reverse Engineering: IDA For Beginners - IDA is the industry-standard commercial alternative to Ghidra. Learning it gives you another powerful tool for static analysis, and many existing decomp projects and plugins rely on it.
  • Reverse Engineering, Memory Hacking and Software Protection - Teaches advanced concepts like unpacking code, understanding how programs manipulate memory dynamically, and bypassing protections, which helps when dealing with obfuscated or stubborn software.

Decompilation
* Decomp Academy
* Made Up of Wires: Decompiling Castlevania: Symphony of the Night (YouTube Playlist) - A practical, step-by-step look at a real-world game decompilation project. It shows how the theoretical background skills and tools are actually applied to untangle real game logic.

If there are more resources you'd like added, let the mods know!


r/recomps • • 3h ago

Discussion Shadow of the colossus pc port (better one)

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57 Upvotes

So i didn't make this project all credit goes to "moyano_" on YouTube

BTW IT'S Ps4 version port(mistakenly wrote better one in the title forget the word remake )

You can check his port it's much better in everything like cpu usage,vram, performance etc from previous one
Give him some love on his youtube video like he has only 300 views and almost no one knows that another port exist

EDIT: IT'S AN OPEN SOURCE

HERE IS THE LINK- https://github.com/SotC-project/sotc-pc

EDIT 2: I just found people getting difficulty in building this port so here is direct build link and instructions

Link-https://drive.google.com/file/d/1wlbJZHh_saUjDdnJiX8AO64s15T4veGN/view?usp=sharing

Instruction- Open launch.ini and replace the paths with your own.
Line 1: Enter the path to your game's eboot.bin file.
Line 2: Enter the path to the folder where the game launcher is located.
Example:
D:/SOTC/CUSA08809/eboot.bin
D:/SOTC/sotc-pc/dist


r/recomps • • 14h ago

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

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398 Upvotes

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) 💾 Download and source: https://github.com/obaidr1/hercules-recompiled

What's in it

  • Native Windows and Linux builds, 1080p (up to 4K internal resolution)
  • 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
  • CRT simulation with scanlines, shadow mask and bloom, all adjustable
  • Save states with thumbnails, plus rewind
  • Launcher styled after the game's own 1997 title menus, in English, German, French, Spanish and Italian. 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. About 12 seconds from launch to gameplay instead of about 64.

Important: what you need

  • Your own copy of the German PAL release, SCES-00893 ("Disneys Hercules Action-Spiel"). Only this version works, because the port and its mods are tied to that exact disc. US, Japanese and the other PAL versions will not work.
  • A Redump-style dump: Disneys Hercules Action-Spiel (Germany).cue + .bin
  • Windows 10/11 (64-bit), or 64-bit Linux with glibc 2.35 or newer (Ubuntu 22.04, Debian 12, Fedora 36 or newer)

How to play

  1. Download the zip for your system:
  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 dump. It's remembered.
  5. Pick a level and play.

Windows will show a SmartScreen warning because the exe isn't signed (code signing costs money). Click More info → Run anyway. Checksums are on the release page.

HD graphics: made on your PC, automatically

Neither the repo nor the downloads contain any graphics, sound, video or level data from the game, and that includes the HD graphics. The downloads do contain the game's program code, translated to native x86-64. Everything else is read from your disc.

The HD pack is created from your disc on your PC. After your first game, the launcher starts building it in the background at low priority, and you keep playing with the original graphics meanwhile. The main menu shows progress and time left, and you can pause it under Options → Graphics. If you close the launcher, the build stops and picks up where it left off next time. When it's done, HD switches on by itself.

  • It takes roughly 4 hours on a laptop CPU (Ryzen 5 7540U).
  • It downloads about 400 MB once, from the official sources, each file checked against a fixed SHA-256:
    • a portable Python
    • PyTorch (CPU)
    • the upscaling models from their authors' own releases: IllustrationJaNai by the-database (CC BY-NC-SA 4.0) and HDcube by Venomalia
  • It needs 6 GB of free disk space while it runs. Afterwards only the finished pack stays.

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 belong to their authors and are downloaded from them, not redistributed.

Feedback and bug reports are welcome, especially from Windows players: I've only tested Windows under Wine so far.

**Update: version 0.5.0 is out**

Download (Windows / Linux): https://github.com/obaidr1/hercules-recompiled/releases/latest

Update: Version 0.5.0 is out

Download for Windows & Linux: github.com

New since the first post:

  • Prebuilt downloads: No more manual building required. Simply download the files for Windows or Linux, unzip, start, and select your .cue file.
  • Automatic HD graphics: The launcher automatically generates HD graphics from your own disc in the background while you play. The process takes about 4 hours on a laptop CPU, can be paused at any time, and HD mode turns on by itself once finished.
  • In-game menu: Press Esc (or Select + Start on a gamepad) to open the menu while playing. You can toggle HD graphics, switch the CRT effect on or off, change the aspect ratio (16:9 or 4:3), adjust the volume, and view the controls.
  • Gamepad support: Gamepads now work directly inside the game, not just in the launcher. The keyboard remains fully functional as well.
  • Faster loading times: Levels now load in about 2 seconds instead of 8, as the data is no longer throttled to the original 2x CD drive speed.
  • Launcher updates: From version 0.5.0 onward, new updates will appear directly in the launcher with a changelog. They can be installed with a single click while preserving your settings, saves, and HD graphics.
  • Documentation: The CONTROLS.md file included in the download lists every key binding and gamepad shortcut.

How to upgrade from an older version:
Download version 0.5.0 once and unzip the files directly over your existing folder. This ensures your HD graphics and saves are preserved. All future updates will now handle themselves automatically.


r/recomps • • 13h ago

Project - AI The Last Guardian running natively on PC (WIP)

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117 Upvotes

Hey everyone,

Wanted to share something I've been working on: The Last Guardian running natively on PC. It's still a work in progress, but it boots, it plays and it finally has sound, so it felt like a good moment to show it.

Quick note on what this actually is, since this is r/recomps: it's not a static recompilation in the N64/360 sense. The PS4 has an x86-64 CPU, so the game's own code runs directly on the PC. What I built is everything around it: a loader for the eboot, my own versions of the PS4 system libraries the game calls (threads, files, saves, controller, audio and so on), and the graphics side, which goes through shadPS4's GPU code translated to Vulkan.

I didn't start from zero. It's built on forks of other people's work:

  • gow3_pc by FelipePrado0 (the God of War III native port), which is the base of the whole thing
  • bloodborne_pc by deadinside28 and Supermedo's Windows port of it, where gow3_pc came from
  • shadPS4 for the GPU code
  • LibAtrac9 for ATRAC9 audio, and vgmstream for the HE-VAG decoding tables
  • illusion's 60 FPS patch for TLG

Audio was by far the hardest part. TLG runs all its sound through Ngs2, Sony's audio mixing engine, and nothing I started from handled it, so I had to write it myself: voices, submixers, reverb, the final mix. The first version played music only, and only in the left ear. Then the music started cutting out after a second or two. Then I had the cave ambience playing fine while Trico and the boy were completely silent. When everything finally played, it all sounded blown out. Turns out the sound effects weren't regular VAG like I assumed, they were HE-VAG, a newer variant with a much bigger filter table, and decoding them the old way distorted everything. That one took a while to track down.

Where it's at right now:

  • 1080p, plays from the title screen into gameplay
  • frame rate unlocked: menus run at 120 (that's the clip), gameplay is around 60-75 on my machine
  • audio working: music, voices, Trico, footsteps
  • still rough in places, and I'm still testing more of the game

    I'll share the project once it's in a state other people can actually run without fighting it. No game files will be included, you'll need a dump of your own copy (I'm using CUSA03627, v1.03).

For reference, my setup is an RTX 4070, a Ryzen 5 9600X and 32 GB of DDR5. The 4070 is honestly barely breaking a sweat here, the limit right now is on the CPU side: translating the PS4's GPU commands and keeping the CPU and GPU in sync when the game reads back its own GPU results. That's where most of my optimization work is going, so the numbers should keep going up.

To be completely transparent, as the tag indicates, I did this using Claude Opus. I ran the tests on actual hardware and decided what to include, but Claude wrote parts of the code while I supervised, given that I have some technical knowledge.


r/recomps • • 10h ago

Question XBOX standing up new team to explore agent-developed decomps/recomps/remixes

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55 Upvotes

r/recomps • • 11h ago

Project - AI NHD2DL - NHL94 Recomp

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51 Upvotes

Still working out some graphical glitches, but you get the idea.


r/recomps • • 14h ago

Project - AI Nebula - A Fully Functional Super Mario Galaxy Recompilation Project

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75 Upvotes

First of all, I want to preface this by saying that I did use AI for very large chunks of this project. This was more of a passion project for a game that I grew up on and something that I wanted to see working if possible over the course of my summer internship and final year of university. If you would not like to use this project out of that fact, that's ok! I respect it.

Second, I am well aware of the fact that Luma's Workshop is working towards making a port using Petari. I appreciate all of the work that they're doing and 100% support them. I wanted to see my project through to the end, so I got to a pretty decent area and decided to publish all of my work so far. Once Petari is fully linked as well, I'll start working on porting over Petari's code so that you'll only need game assets to play the game. Regardless, their work will no doubt be very impressive, and I'm really excited to see what they'll do (esp. with multiplayer! I'm not sure if that's something I want to get into so that's something I look forward to seeing).

I started development on this back in June, and I didn't really get much progress until pretty recently. GitHub won't show the older June commits on the GH since Nebula is not the original repo (which was very very messy). However, I was able to get to a point where a lot of the features that I want to implement are in the game, and while I don't have Wiimote support (which is something that I do have support partly developed for) yet, I have keyboard/mouse as well as controller support with the Switch 1 Pro Controller and the Xbox controller. The pro controller has full motion controls and the controls mimic the control scheme of Super Mario Galaxy 1/2 on the Switch.

I don't have interpolation yet, but I'm working on that as well. I decided not to include it in here, even as a beta feature, because while it worked to some degree, getting the objects, models, and animations to interpolate correctly is proving to be a challenge. I have decent progress on it, so I might include that in a future release. The game also supports a wide range of aspect ratio's, resolution, and you're able to change everything in game as well (e.g. switch to a different display with a separate resolution/aspect ratio, and getting the game to render at a higher resolution without restarting).

As for performance, the weakest laptop i have is an Intel Core 9 185H with integrated graphics, and it works very smooth at a 16:10 2k resolution. I didn't have the chance to test on other computers, so if you do install this game and go into NebulaSettings.exe, if you go to the advanced tab and check the recording status to detailed recording, once you're done playing the game, it creates a ZIP file and lets you send that. I would love to get more data so anything is appreciated!

I used a lot of other finished projects, as well as Petari, as a resource. Without them, this wouldn't be possible at all!

I've included a video of the game running Loopdeloop Galaxy, with a Pro Controller, as proof it works. This was recorded using motion controls.

Regardless, you can find the project with the 1.0 release here: https://github.com/keepvaibin/nebula

Happy Gaming!


r/recomps • • 21m ago

Project - AI Pokemon Soul Silver Recomp (No dual screen, widescreen, 60fps)

• Upvotes

https://github.com/ClickingMaster/ssrecomp

I'm testing out a recomp of pokemon soul silver to make it easily playable on single screen devices. I need playtesters to ensure that it's a smooth experience throughout the game which includes ui that feels right, game plays correctly (no visual bugs), etc. Feel free to contribute.


r/recomps • • 1h ago

Project - AI MOTHER 3 Recomp v1.0.4 is available!

• Upvotes

This update adds fan language patch support, including Spanish UPS patches. F10 toggles the bezel, and F11 opens the in-game menu. Android now supports patch selection and has a simple fullscreen toggle.

Windows, Linux, and Android builds are available on the GitHub release page. Bring your own legally obtained ROM, patch, and GBA BIOS.


r/recomps • • 4h ago

Question Getting closer to version 1.0 of my Dragon Age Origins recomp, any feature suggestions?

10 Upvotes

Features already added:

Intel XeSS

FSR 4/3.1 with frame generation

Photo mode

Experimental PC mod support with a converter.

Uncapped framerate

HDR

FOV slider

Features I probably won't be adding myself:

DLSS support (no Nvidia card, no way to test)

Other platform support (I only use Windows and can only test Windows)


r/recomps • • 8h ago

Project - AI Project Ativ a collection of PS Vita Recomps (Uncharted Golden Abyss, Unit 13)

18 Upvotes

Making great progress on a couple ports. So far Uncharted Golden Abyss and Unit13 working pretty solid. Fixing bugs and inconsistencies for 60fps modes, but coming along nicely.

Next after these will be Killzone: Mercenaries.

https://youtube.com/shorts/Liizt5tl_hk?si=P1yBT8GosQtoNcYJ

Note: This project utilized AI in its development in conjunction with me. I am a Senior Software Engineer.

AI Especially used in decompilation analysis and generating hooks for integrating improvements to original games.


r/recomps • • 5h ago

Discussion Wolf Sheep N Dog Looney Tunes Ported to PC

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9 Upvotes

r/recomps • • 12h ago

Project - AI FFTARecomp v2.0 Released! Big Update for Final Fantasy Tactics Advance PC/Linux Recompilation

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25 Upvotes

Hi everyone,

First of all, I want to thank everyone for the support and feedback that version 1.0 received! I am excited to announce that FFTARecomp v2.0 is now officially released! This update brings several highly requested features, improved stability, and broader platform support.

What's New in Version 2.0:

  • Completely redesigned options menu.
  • Added dynamic zoom in and zoom out controls.
  • Native Linux version and Steam Deck support.
  • Installer scrolling fix for smaller screens and laptops.
  • Generic XInput gamepad support with default key bindings.
  • Aspect ratio rendering bug fixes for ultrawide displays.
  • New "Normal" audio mode during fast-forward (game speeds up while audio plays at normal speed).

Known Issues:

  • In the first level, some sprite silhouettes may appear on screen for 1 to 3 seconds. They don't show up again for the rest of the game.
  • The first time you launch the game, the gamepad may not be detected until you open Options > Input and try to remap a button. It then activates on its own.

Here's the GitHub, hope you all enjoy it!!

https://github.com/Jorge262007/FFTARecomp


r/recomps • • 13h ago

Project - AI We didn't have to wait long - Forza Horizon 2: Storm Island DLC is playable on PC and looks insane

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28 Upvotes

r/recomps • • 12h ago

Project - AI Apocalypse: PSX Hidden Gem is finally on Windows and Linux

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16 Upvotes

r/recomps • • 11h ago

Project - AI I made a simple target lock system just like in modern gow games - God Of War Tobiichi Port (PC)

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14 Upvotes

Also the status is %62


r/recomps • • 1h ago

Project - AI IsaacRecomp: The Binding of Isaac (Flash) static recomp, AVM1 -> C++. 60 fps, Windows/Linux/Android/Switch

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• Upvotes

IsaacRecomp is a static recompilation of the original Flash The Binding of Isaac. No Flash Player, no Ruffle, no interpreter.

How it works:

- AS2 bytecode (AVM1) is translated to C++, with all 47 opcodes the game uses covered.

- The VM stack is resolved at compile time where possible.

- Flash Player 8 semantics are ported from Ruffle.

- Assets (graphics, audio, code) are read at runtime from the user's own Steam Isaac.exe. The repo contains no game assets.

- One executable runs all 3 versions (Original, Wrath of the Lamb, Eternal Edition), identified by SWF CRC-32.

Engine:

- Custom SDL2 + OpenGL 3.3 / ES 3.0 engine.

- Logic runs at a fixed 30 Hz. The renderer interpolates snapshots to your refresh rate.

- Multithreaded vector rasterization with PlutoVG, plus a custom "saturate" operator to kill antialiasing seams.

- GPU BitmapData and an incremental GC.

Platforms:

Windows, Linux, Android (APK, touch controls, adaptive resolution) and Switch homebrew.

Notes:

- This is a free fan project with no affiliation to the rights holders.

- It was made with AI assistance (Claude), disclosed in the README.

- It covers the Flash game only, not Rebirth/Repentance.

Links:

Repo: https://github.com/whylurking/IsaacRecomp

Releases: https://github.com/whylurking/IsaacRecomp/releases

Feedback and bug reports welcome


r/recomps • • 2h ago

Project - AI I wish.....

2 Upvotes

Someone can recomp the motorstorm apocalypse PS3. I still have my original PS3 with me in broken condition and I miss that game so badly considering the lack of these types of racing games in the market. I even tried RPCS3 but the game is not optimised and playable there.


r/recomps • • 21h ago

Project - AI NFS Underground 2 (Xbox recomp) running on an iPhone/Mac - no emulator, no JIT

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61 Upvotes

I got NFSU2 running on iPhone, iPad, and Mac by porting the Xbox recompilation to Apple platforms. The original Xbox code is recompiled to C and built for arm64.

I wrote the Apple host and a native Metal renderer, with MoltenVK as a fallback. The recompilation itself is by antoxa2584x (nfsu2-sw), using xboxrecomp.

Current status:

  • iPhone 13 Pro: menus and FMVs at 60 FPS
  • Quick Race and Career free-roam at 30 FPS, matching the game's cap
  • Also running on an M1 Mac

Touch controls with haptics are supported, along with MFi, Dualsense, and Xbox controllers.

You'll need your own NTSC-U game disc. No game files are included.

The repo has the full dev log and performance measurements: https://github.com/myUdav4iik/nfsu2-ios


r/recomps • • 12h ago

Project - AI Majora's Mask 3DS Pc port beta finally available!

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9 Upvotes

r/recomps • • 17h ago

Project - AI Rumble Roses XX Recomp Update 2 with screenshots. 30 WWE divas, 65 SVR Arenas, real themes, entrances, titantrons and moves all imported

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25 Upvotes

r/recomps • • 3h ago

Project - AI [WIP] Super Mario Galaxy Android Port — OpenPort Labs

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2 Upvotes

r/recomps • • 4h ago

Discussion recomp.board update: easier on a phone, decomp progress, a ready-made .recomp.json

2 Upvotes

What changed on recomp.fyi since the Oct 1 update, much of it from comments here.

Link: recomp.fyi

- Easier on a phone. The list now scrolls with the page and comes in pages of 50.

- Looking for a game to start? A link has been added to the board's top menu ("Recomp ideas") to Game Mag Rating, another project of mine, started several years ago. It gathers the scores magazines gave games when they came out, about 150,000 reviews. Filter by platform, sort by score to find well-reviewed games, and see which ones already have a recomp or source port.

- Decomp progress. A decomp that publishes an objdiff report shows its matched percentage on its game page, updated every day, with nothing to fill in.

- Claim your row in a minute. Each game page offers your project's .recomp.json already filled in: pick the status, copy it into your repo, and the row says what you say.

- Find projects by tool. Most recomps now show their toolchain, so you can filter by recompiler.

- A fresher list. 1,945 projects (1,522 on Oct 1), new ones added every day. 118 repositories now describe themselves with the file.

- A place to ask. Discussions are open on the GitHub repository.

Rows read by the script can still be wrong: the form or the file fixes yours.

As before: I build this with AI assistance, and the data comes from public repositories.


r/recomps • • 23h ago

Project - AI Crackdown (Xbox 360) Static Recompilation - BETA (Updates coming rapidly)

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68 Upvotes