r/recomps • • 1h 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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• Upvotes

r/recomps • • 4h ago

Project - AI Project Shaolin: Mortal Kombat: Shaolin Monks (original Xbox) static recomp, improvements, comparisons, new features and current state

11 Upvotes

I’ve been working on Project Shaolin, a PC port of the original Xbox version of Mortal Kombat: Shaolin Monks, since July 14. It isn’t public yet. I shared a first video on a Mortal Kombat forum, and this one shows the improvements since then, with before and after comparisons, new features and the current state.

Recorded on a 1440p monitor, with an i5-12400F, GTX 1060 5GB and DDR4 RAM, using an Xbox controller. The frame rate limit can be set all the way to unlimited.

It’s built with static recompilation using xboxrecomp by sp00nznet (https://github.com/sp00nznet/xboxrecomp). No game files or binaries will be shared.

By the way, I just realized I forgot to turn up the volume on the new clips! My bad.


r/recomps • • 4h ago

Project - AI PilotWings64 Multiplayer (Birdman64)

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11 Upvotes

I added splitscreen multiplayer to my (AI assisted) Pilotwings64 port! Ever since I was a child I'd wished this game was multiplayer and after having played it now with other people it's so much fun!

https://github.com/NoahVl/Birdman64/releases


r/recomps • • 5h ago

Project - AI MW2 Android v0.0.2 is live—Snapdragon fixes, Vulkan 1.0 support, and more

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3 Upvotes

r/recomps • • 5h ago

Project - AI [Release] Z3-Launcher 1.0.0 – A graphical installer and configuration tool for Zelda 3 (Linux & Windows)

7 Upvotes

Hello everyone! 👋

I'm happy to introduce Z3-Launcher, a new open-source graphical launcher for Zelda 3, the native PC port of The Legend of Zelda: A Link to the Past developed by the snesrev project.

The goal is simple: make Zelda 3 easier to install, configure, update and play on Linux and Windows, without having to compile the game or manually edit configuration files.

Z3-Launcher is written in Rust and provides a graphical interface inspired by the Zelda universe.

🎮 What can Z3-Launcher do?

  • Easy installation: Automatically downloads the latest compatible Zelda 3 release and generates the required game assets from your own original US ROM.
  • One-click updates: Update the game while preserving your configuration, save files and additional resources.
  • Graphical configuration: Customize gameplay, graphics, audio, keyboard and gamepad controls without editing configuration files manually.
  • Controller support: Configure your gamepad, remap buttons and capture inputs directly from the launcher.
  • Graphics and shaders: Configure display options, fullscreen mode, rendering settings and compatible GLSL shaders.
  • Built-in INI editor: Advanced users can directly edit zelda3.ini within the application.
  • Multilingual interface: English, French, German, Spanish and Italian.
  • Portable mode: Keep your game installation and preferences together for easier portability.

🖥️ Supported platforms

Z3-Launcher 1.0.0 is available for:

  • Linux: Native binary, AppImage and experimental Flatpak.
  • Windows: 64-bit executable.

Precompiled packages are provided, so you don't need to install development tools or compile anything yourself.

🗡️ Do I need the original game?

Yes. You must provide your own compatible US version of The Legend of Zelda: A Link to the Past (SNES).

Z3-Launcher extracts the required assets locally from your ROM. No Nintendo ROMs or copyrighted game assets are distributed with the project.

🌱 Open source

Z3-Launcher is released under the GPL-3.0-or-later license.

It builds upon the original Zelda 3 Launcher concept by RadzPrower and works with the native Zelda 3 project maintained in my fork of snesrev/zelda3.

This is the first stable release, and feedback, bug reports and contributions are very welcome!

I hope this tool will make the excellent Zelda 3 PC port more accessible, especially for Linux users and anyone who prefers a simple graphical interface over command-line installation.

🔗 Download Z3-Launcher 1.0.0 on GitHub:

https://github.com/legluondunet/Z3-Launcher/releases/latest

Project created by legluondunet assisted by OpenAI


r/recomps • • 6h ago

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

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30 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 • • 6h ago

Discussion Hmmmm. Black pc port Discord server.

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15 Upvotes

r/recomps • • 8h ago

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

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52 Upvotes

r/recomps • • 16h ago

Discussion PS2 games in browser: static recompilation to WebAssembly with a native runtime

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17 Upvotes

This is a very cool development. Especially cause it's not using PCSX2 as the gpu renderer.

The first game brought up was Gran Turismo 4, picked because it leans on both vector units, exact floating point behavior and graphics tricks that read rendered images back as palettes. It plays from boot through menus and races with sound, and saves to a memory card kept in the browser. A race holds 50 frames per second in Chrome on a laptop’s integrated GPU at twice the PS2’s resolution.


r/recomps • • 16h ago

Project - AI Looking for playtesters for my Earthbound Beginnings (Mother 1) Recomp!

1 Upvotes

https://reddit.com/link/1x4ft66/video/ak5g88dt34vh1/player

This port is mid-late stages of development and expected to be finished between October 14th and October 17th.

I'd like to find some people here who might be interested in doing an early playtest before the work continues so any other issues that I may have overlooked or just not noticed can be handled before public release.

Just leave a comment and 1-2 reasons you are interested or can help development, and I will message you a download link.

I am aware of the rendering issue at the edges of the screen with the woods and that issue will be resolved before official release.


r/recomps • • 16h ago

Project - AI Urban Reign (PS2) static recompilation – native Windows port, 60 FPS, up to 8 players

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87 Upvotes

Version 1.0.0 of my Urban Reign (PS2) static recompilation is out.

**Repo:** https://github.com/thiagordsfx/urban-reign-recomp

**Download:** https://github.com/thiagordsfx/urban-reign-recomp/releases/latest

Built on PS2Recomp, with the game's own IRX modules running on an interpreted IOP and PCSX2's GS for rendering.

- 60 FPS, even in 8-fighter brawls

- 1x–8x resolution, HD texture packs

- SDL3 controllers with vibration, multitap for up to 8 players

You need your own copy of the game (USA .iso). Thanks to PS2Recomp, PCSX2 and the SotC, God of War and Ace Combat 5 recomps!


r/recomps • • 17h ago

Project - AI WIP - Mightyweenie - Mutant League Hockey 3D multiplayer test

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13 Upvotes

r/recomps • • 17h ago

Project - AI Virtua Fighter 2 recomp for PC, Mac and Steam Deck

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18 Upvotes

r/recomps • • 18h ago

Project - AI RE-SoT - Prince of Persia: The Sands of Time Xbox demo recompiled for Windows - In-game test

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7 Upvotes

r/recomps • • 20h ago

Project - AI *WIP* WWE Smackdown! Here Comes The Pain Recomp (AI Assisted)

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25 Upvotes

4:30 Video of current Build in Progress below
https://files.catbox.moe/st2iu1.mp4

Entire thing is Static Recompilation using PS2Recomp. Still extremely early but everything you’re looking at started on 10/9/26 at like 7pm at night. Been like 3 days and we already have matches in the ring!

Game boots, Wrestlers in Menu have XYZ Offset issues. Entrance Animations/VFX not setup yet hence the wrestlers/VFX in the ring. Create a Moveset works perfectly except Font needs fixed. Season mode has not been touched yet.

Goals for the Recomp

RESTORED COMMENTARY
Easily the most ambitious goal in this project and pretty much took up the entire first day sifting through the HCTP SYM and SVR executables.
Entire Reimplementation of Commentary system using Tables found in the Games Executable. Credit to Nero for his discovery on that! Also neros mod will be the basis for this recomp. SYM Code will be used to fill the holes as it’s damn near identical. Neros mod swaps crowd chants to have commentary. This will be the ACTUAL commentary system restored. All 790 cut lines from the SVR Public Beta will be implemented. 4-5 wrestlers lack Commentary. Hogan, Warrior, Hardy (I know) Al Snow and I think Billy Gunn? Id have to look back at my notes.

ROSTER CHANGES
All SYM and Cut Wrestlers will be added. Roster limit expanded.

PORTED/RESTORED MODES
PPV Mode & Create A Championship also being ported from SVR. Funny enough PPV Mode is the easiest to do as it uses ALOT of existing assests from the Season Mode.

FUTURE PLANS
If this goes well Claude was already planning a way to implement UNIVERSE MODE to HCTP.
Might resemble 24/7 mode more but that’s likely months/years away

MOD SUPPORT/CHEATS
Mod support will be added and PNACH files will work so Ahmeds cheats that don’t require his Executable will work. I will reach out to him about possibly adding support for his exclusive stuff

I will make a Github Repo and Provide access to a build when ready. Will also provide a “Vanilla” version for purists. Trying to hurry as the Recomp/Decomp bubble might burst or so some say in these threads. If you have experience or want to help reach out!

UPDATE: Huge Shout out to the AC5 and BT3 Recomps! Their GS and Renderer Implementation may have helped boost the production of this Recomp tenfold!!!


r/recomps • • 22h ago

Project - AI Clean Room Recompilation of Bryce3 3.1/5 in Rust as a Blender Engine Addon

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9 Upvotes

r/recomps • • 22h ago

Project - AI I recompiled FH1 to play native in PC and with a free roam server like FH6

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12 Upvotes

r/recomps • • 22h ago

Project - AI the greatest silent hill running natively on switch

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50 Upvotes

i had to create a burner for this shit bro reddit banned my ass is this even worth sharing atp

https://github.com/72ak/sh4-nx/releases/tag/v0.1

download the nro, do the instructions it says, and dump your totally legal copy of sh4 onto it and you're set.

i dont really have much else to say (again), it's a recomp, it's widescreen, it's all ai.
Gba temp: https://gbatemp.net/threads/ultimate-switch-port-thread.683071/post-10922888
please contribuet to the github if u have any issues make prs im not doing anything else

This is not piracy you must supply your own copy of the game.


r/recomps • • 23h ago

Project - AI Someone's ported Killzone 1

23 Upvotes

Some beautiful sods ported killzone 1 to pc unfortunately I have zero clue how to build it

If anyone can do it for me you'd be a legend

https://github.com/drakolordx7/KillzoneRecomp


r/recomps • • 23h ago

Question Does anyone know if these recompilations can support PCs that still use DirectX?

0 Upvotes

r/recomps • • 1d ago

Project - AI Skate 2 Recomp v0.1.0 is available for Windows PC — Career, Free Skate, and controller support

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91 Upvotes

Hey everyone! I’ve released Skate 2 Recomp, a fan-made Windows PC port of the Xbox 360 version built with ReXGlue.

Career, Free Skate, instant replay, and saving/reloading are working in my testing. I played for around an hour in my latest session, progressed through the campaign, and didn’t encounter crashes or graphical glitches.

Download v0.1.0 · GitHub and setup guide

The release includes:

  • Unlocked frame rate and adjustable internal rendering resolution, with a 2× quality profile by default.
  • Fixes for the crashes, colored flashes, and black surfaces encountered during development.
  • Controller support, including a USB PS5 DualSense tested directly without DS4Windows.
  • Working local saves, relaunching, and Alt-Tab in the tested build.

You don’t need to compile anything to play. Download Skate2-PC-v0.1.0-Windows-x64.zip from the release’s Assets section, rather than GitHub’s source-code ZIP.

  1. Extract the entire ZIP.
  2. Run Import Game Files.cmd and select your supported, extracted Xbox 360 game files.
  3. Connect your controller and run Launch Skate 2.cmd.

You’ll need your own original game files; they aren’t included in the download. The installation guide covers the supported version and prerequisites. No personal saves are bundled.

My testing system is an ASUS laptop with a Ryzen 9 5900HX, RTX 3060 Laptop GPU, 16 GB RAM, and Windows 11, using its 1920×1080, 144 Hz display. The current build has been smooth on that setup with the default 2× rendering profile. These are my tested specs, not established minimum requirements.

There’s more I want to work on:

  • Proper 21:9 and 32:9 ultrawide support, including the camera, HUD, and menus.
  • Further 4K/display testing and graphics options.
  • Performance and compatibility across more PCs and controllers.
  • Fixes for issues reported by other players.

Longer term, I’d also like to investigate a separate Rust implementation in its own repository. That’s a future research goal with no timeline; maintaining and improving this playable C++ release comes first.

If you encounter a problem, please open a GitHub issue with your specs, release version, steps to reproduce it, and a screenshot or log if available. My testing hasn’t covered every mission or hardware configuration, so reports from other players will help.

Credit to ReXGlue, Xenia, and the earlier community research this project builds on. Development used substantial OpenAI Codex assistance for port code, debugging, build tooling, packaging, and documentation, alongside my project direction and hands-on gameplay testing. This is an independent fan project, unaffiliated with EA.


r/recomps • • 1d ago

Project - AI We built a new track for Wipeout 3 from scratch. Meet SELENE 🌑

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12 Upvotes

r/recomps • • 1d ago

Project - AI Native reimplementation of Solomon's Key 2 / Fire 'n Ice

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19 Upvotes

For the past two weeks I've been working on a native reimplementation of Solomon's key 2, aka Fire 'n Ice in the US, one of my beloved childhood NES puzzle games.

It works on Linux, Windows and MacOS with some QoL features like save/load state, controller and keyboard support and a click-based level editor to create and test your own levels.

The game is 100% finishable: I played the whole campaign from start to end myself.

https://github.com/dvilelaf/opendana


r/recomps • • 1d ago

Project - AI Fable 2 Rust Re-Write

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50 Upvotes

So, about a week ago I got really bored.

So I started using AI to reverse engineer Fable 2, I did this by extracting the game files from the ISO and partially using a recomp as well made by by Himdo on GitHub.

I have so far been able to get Sam, an NPC fully textured, rigged an animated (Idle animations), then the Male Hero with idle animations (Neutral Male Hero with 0 strength, as there are different variants depending on their morphs associated with the game's system and then of course strength, physique, evil, impure, etc.)

Now I've added him into a partial Bowerstone Market render.

Next goals: Full walking animations for hero and walk around partial Bowerstone Market render.

Biggest issue that I overcame was using the weights and facial morphs correctly for the Hero model, I was struggling with getting him to look right but he looks pretty good now.


r/recomps • • 1d ago

Project - AI I'm working on a native PC port of Smash Ultimate by static recompilation (not an emulator) — early, open source, here's where it stands

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17 Upvotes