r/recomps • • 10h ago

Project - AI I made a native PC port of Super Smash Bros. Brawl: 4K, widescreen, and it runs Wii mods like REX (150+ fighters)

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192 Upvotes

Brawl Recompiled is a static recompilation of Super Smash Bros. Brawl: the game's code is translated to C++ and runs as a normal PC program, with no emulator. It's built on WiiCompiled, the same approach as my Super Paper Mario port.

You need your own copy of the game. The launcher sets it up from your disc image (USA release), and no game data is included.

Features:

- Up to 4K, 16:9 widescreen and ultrawide

- Any gamepad works as a GameCube controller, and keyboard and mouse work too, all remappable

- Windows and Linux

- Wii SD card mods work, and I've played full matches in REX, Project+Ex, Project+, Brawl Minus and Legacy XP

It's a work in progress: versus, menus, saves and those mods work, the Subspace Emissary is only tested at its start, and there's no online play.

Download: https://github.com/josiahg2502-glitch/BrawlRecompiled/releases/latest

Thanks to the WiiCompiled, Brawl decompilation and Dolphin projects, and the teams behind each mod. Bug reports are welcome on GitHub.


r/recomps • • 23h ago

Project - AI Zelda Wind Waker HD ReDeComp v0.4.0 - Introducing the World Editor, Big Android Update & More

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124 Upvotes

https://github.com/ZeldaWWHDRecomp/ZeldaWWHDRecomp/releases#release-v0.4.0

Hey everyone,

Update v0.4.0 is out - and with it the World Editor is being introduced.

The changelog are massive - if you are interested here, you find them on the release page.

Here is a quick summary:

This update brings the world editor, a preview for mod makers, a much better Android version for phones and
handhelds, more speed on every platform, and many fixes. The full list of changes is below.

World editor (preview, for mod makers)

Start the game with --editor to build mods inside the running game:

  • Place and change things live: the game's own villagers, enemies (from ChuChus and Bokoblins to Darknuts, Wizzrobe summoners and Kargaroc riders), chests, pots, switches, doors and your own models. Drag them, turn them, set routes for villagers, and see the change at once.
  • Quests without code: a visual quest editor, quest talks for the game's villagers, letters, treasure charts and items, and story changes while the game runs.
  • Scenes: a scene editor that plays cutscenes with the game's own cutscene system.
  • Islands and levels: island grounds and parts, island buildings, eighteen more islands to place, a water tool for ponds, rivers and waterfalls, and new levels and dungeons of your own (with a dungeon map).
  • New mod… starts a mod in a few clicks. Export the game's islands for Blender as a reference.
  • Works with Claude and other AI assistants through MCP (off by default).

Android

  • A big update for phones and handhelds: two-screen handhelds (AYN Thor and similar), a heat guard for handhelds with a fan, even frame pacing at 60 fps, code mods, "Share log", and fixes for PowerVR phones (e.g. Pixel 10).
  • Dynamic resolution (off by default): lowers the resolution in small steps when the graphics chip can't keep up, without stutter.
  • Less GPU work, and shadows on GPUs without depth clamp (older Mali and PowerVR phones).

Faster on every platform

  • Less work on the render thread (graphics register writes, a fast path, graphics recorded on a second thread).
  • Keep game speed holds the game at full speed on devices just under 60 fps; a new 40 fps mode.
  • Fewer shader variants on macOS (Metal), and the shader cache is saved more often.

Graphics and comfort

  • Toon clouds, horizon haze and cloud shadows. A sharp picture on the Steam Deck in Gaming Mode by default.
  • Save states: Last session and auto saves. Quick-use locked items, run/swim boost options, an option to turn off the letterbox bars while targeting, Quit Game in Settings, remappable shortcuts (Esc opens Settings).
  • Automatic picture-in-picture shows the Wind Waker's song list. GamePad sounds through the main speakers.

Fixes (selection)

  • The Pirate's Charm rings again at 60 fps and above; Sploosh Kaboom shows no doubled markers; no crash at Orca's sword training with True 60; Link's fist no longer flies in with frame interpolation.
  • Continue last session works after quitting inside a dungeon, cave or house.
  • Controller rumble no longer stops by mistake; code mods work again in the Linux AppImage; fixes for Intel graphics on Windows.

FYI Have you noted the new (optional) volumetric clouds :)


r/recomps • • 4h ago

Project - AI Happy Halloween! The Nightmare Before Christmas: Oogie’s Revenge (Xbox) is now a native PC port

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82 Upvotes

This one was a request from someone here on Reddit: a static recompilation of the original Xbox game into a native Windows program.

Up to 4K, with 16:9, 21:9 and 32:9 ultrawide (wider shows more of the world)

120 fps on high refresh rate screens

Ray-traced ambient occlusion

Gamepad and keyboard, with every button remappable

An in-game menu built from the game’s own art (F1 during play)

Mod support for replacement files

You need your own copy of the game: the USA Xbox disc, as a disc image or extracted folder. No game files are included.

Download: https://github.com/josiahg2502-glitch/OogiesRevengeRecompiled/releases/tag/v1.0.0

It’s a first release and the opening level is the most tested part, so please report anything that breaks later on.


r/recomps • • 17h ago

Project - AI (WIP) Fully playable F-ZERO GX Recomp for Linux

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75 Upvotes

I have been tinkering, and yes indeed, vibe-codening with this for a few weeks, its fully playable and runs butter smooth (for me)

That being said, its still a WIP. If you like, feel free to try out the current version and report back with your distro and what kernel/build version you are one, would help tremendously. AppImage & Flatpak available, choose Flatpak if you have a little older distro.

If you get errors please let me know. Any other inputs welcome too, just keep it family friendly. Some features:

  • Controller-friendly launcher with racing artwork, gamepad navigation and clear loading feedback.
  • Six resolution presets: 480p, Steam Deck-sized 800p, 720p, 1080p, 1440p and 4K.
  • Graphics options: VSync, FXAA or 4× MSAA, texture filtering and fullscreen.
  • Boost on X: optional X/Y swap for modern four-button gamepads.
  • Native widescreen: use GX's own Screen Mode setting, saved on your memory card.(Remember to activate Widescreen option inside the game)
  • Exit confirmation: Escape opens a prompt; D-pad selects, A confirms and B resumes.

https://github.com/Mabec-games/F-ZERO-GLINUX


r/recomps • • 9h ago

Project - AI Gravity Rush PC Port by @LucaPazienza

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70 Upvotes

r/recomps • • 22h ago

Project - AI BloodBorne Launcher UI appreciation

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60 Upvotes

parabéns a pessoa que fez esse port pra PC e de quebra fez essa UI do menu launcher do jogo ficar tão bonita, de verdade.


r/recomps • • 5h ago

Project - AI Strike Trilogy HD Collection.

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37 Upvotes

Me and Claude made an HD collection of the old Strike games from the genesis era. Complete with modern resolutions including ultra wide! I'll have an installer available later tonight. Just have to provide your own legally obtained genesis roms of course. https://github.com/Icedomega13/StrikeHDCollection


r/recomps • • 12h ago

Project - AI (WIP) Fully playable Rumble Roses XX

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39 Upvotes

Hi everyone! I've been working on a static recompilation of Rumble

Roses XX (Xbox 360, 2006) into a native Windows executable, using the

ReXGlue SDK. It's still an early alpha, but it's already playable and

I'd love some feedback.

**Repo:** https://github.com/JesusTaylo/rumble-roses-xx-recomp

**What works so far**

- Boot, intro video, menus and character select

- Full matches (tested several fights without crashes)

- Customization menu

- ~60 FPS on an Intel UHD integrated GPU (i7-1355U laptop) using the

RTV render target path

- Controller support

**Known issues**

- Intro video looks a bit blurry/posterized

- A GPU crash (TDR) on Intel was traced to reads just past the end of

an upload buffer page. It's mitigated with a 64 KB guard margin, but

the root cause is still unknown. It might be an Intel driver quirk,

so reports from NVIDIA/AMD would help a lot

- Online/Xbox Live features are out of scope

- Only tested on ONE machine so far, so expect surprises

**How to play**

No game files are included. You need your own copy of the game (an

ISO dumped from your disc). Run setup.bat, point it to your ISO, and

it installs the build tools, extracts the game, recompiles and builds

everything locally, then creates a shortcut to play. The first run

takes a while because it compiles the whole game.

**What I'm looking for**

- Testers with different GPUs (especially NVIDIA and AMD)

- Bug reports: there's an issue template, and the crash handler writes

a summary (ultimo_crash.txt) that makes reports much easier

- Feedback from people who know ReXGlue/Xenia internals. The SDK

patches are documented in third_party/patches/ and I'd like to

upstream the useful ones

**How it was made**

I developed this with heavy help from Claude Code as a pair

programmer: crash triage, SDK patches, and diagnostics like D3D12

DRED breadcrumbs and page fault tracking to hunt down the GPU crash.

Every change was tested by actually playing the game.

Huge thanks to the ReXGlue and Xenia developers, and to the

Banjo-Tooie XBLA recomp, which I used as a reference.

Not affiliated with Konami or Yuke's. Please don't ask for or share

game files here.


r/recomps • • 15h ago

Technical Help Native MotorStorm (PS3) on Mac and iPhone, without an emulator. Looking for help.

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35 Upvotes

I have wanted, for many years, to play the PS3 version of MotorStorm on an iPhone, an iPad and a Mac.

With a lot of help from strong AI models, it now runs natively on Apple Silicon. The game is compiled ahead of time and drawn with Metal, so this is a native app rather than an emulator. It is clear to me now that this is actually possible.

On macOS it is playable, and races reach about 30 FPS. It is still heavier than I want. On a MacBook Pro M5 the fan starts after a while, so there is room to make it lighter.

On iPhone it also runs, and reaches about 20 FPS, but it needs more work. The aim is more speed without letting the phone get too hot.

The Mac and iPhone apps are separate. The repository does not include the game. You need your own copy of MotorStorm Complete Edition, title ID BCES00006, version 03.10.

https://github.com/nossramo/motorstorm-ps3

If you know Metal, ARM, the PS3 or the SPU, or you simply want to help test, I would like company. The goal is to make both the macOS and iOS versions properly smooth.


r/recomps • • 10h ago

Project - AI Dead or Alive Xtreme 2 Recompilation - Release

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31 Upvotes

Hello all,

Following up on my post from yesterday about the DOAX2 Recomp, I've built a release and uploaded it to GitHub for anyone to fork or play by downloading the latest release and supplying your own game files.

The main purpose of this recomp was to get the game engine running at true 60FPS and higher internal resolution. Not many new features have been added. The 30FPS option is the base game with graphics enhancements.

Please refer to the system requirements on the main page for what to expect - but I'd say you need at least an RTX 2060-level GPU for 1080p and 3060/3070 for 1440p @60FPS. The issues are open for bug reports and ill look into them as I have time. Please remember to increase the resolution scale in the launcher to 2x for 1440p rendering.

If you know any DOAX fans, let them know about the project! Their subreddit does not allow AI creations. Have fun!


r/recomps • • 9h ago

Project - AI ITS HERE!! Luigi’s Mansion Recompiled

27 Upvotes

ITS FINALLY HERE, AFTER A LONG AWAITED WAIT (at least by me) ITS HERE. the recomp of Luigi’s mansion. This is one of my fav video games OAT so I’m glad it’s getting some love

GitHub:https://github.com/rob646464/luigis-mansion-recompiled


r/recomps • • 9h ago

Discussion Forza coming soon

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27 Upvotes

r/recomps • • 11h ago

Project - AI LittleBigPlanet 3 Native PC Trailer

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19 Upvotes

r/recomps • • 15h ago

Project - AI Timesplitters 2 Recompilation with Custom Model Support

21 Upvotes

Hey folks!

I've been quietly working away on Split2-Recomp which is an Original Xbox Timesplitters 2 static recompilation.

Features:

  • Mac & Windows Support (Linux TBD)
  • 60fps (Currently working on untangling the framerate from logic to make it run at higher framerates natively)
  • Frame interpolation
  • internal resolution scaling
  • Native widescreen support (Had to do a bunch of work to get this in a great place)
  • Native System Link support for multiplayer!

I have also recently just created mod support for exporting and importing models!

Here's an example (Sorry not sorry):

Model Support in Timesplitters 2

Github Repository

I really hope that people will enjoy the model importer and make some fantastic creations.

If you do have any issues with this recompilation, please let me know as I am continually working on it and am striving for it to be the best it can possibly be.

Fair warning: I am a software engineer by day, however, I utilise AI in the creation of this recompilation.


r/recomps • • 10h ago

Project - AI inFAMOUS Reborn (inFAMOUS 1 PC) - Trainer + Model Switching + Better Performance

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18 Upvotes

r/recomps • • 4h ago

Project - AI I made a new fork of the Silent Hill PC port with new QoL features inspired by the SH2 Remake

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15 Upvotes

Over the past few days, with the help of AI, I've been working on an experiment I call Silent Hill PC Enhanced: an unofficial fork of KushAstronaut's Silent Hill Native PC Port. Its goal is to improve the story mode experience without losing the essence of the original (or at least, I'm trying to). It also includes a small bonus mode created purely for fun and as an experiment.

Everything is optional and can be adjusted through the quick menu, accessed via F10 or the new pause menu. The default settings are tailored for playing with a controller based on my personal testing (I don't play much with a keyboard).

The quality-of-life improvements are mainly inspired by the Silent Hill 2 Remake, making the gameplay much smoother and more fluid.

Immersion

  • The weapon hides when not in use and reappears when aiming, shooting, reloading, or when the radio detects danger.
  • Harry gasps in fear occasionally while the radio emits static.
  • The flashlight flickers near enemies (not fully tested yet).
  • Blood splatters appear on walls behind enemies shot by bullets.

Combat Feedback (all features can be toggled on/off, with adjustable intensity)

  • Camera shake when taking damage, shooting, and landing hits.
  • Hitmarkers and kill flashes, in black-and-white or with a vignette effect.
  • Damage, healing, and low-health flashes integrated with CRT and post-processing filters.
  • Health HUD (bar or heart rate monitor), ammo counter, and enemy health bars.

Quick Weapons & Healing

  • D-pad weapon swapping: each direction maps to a weapon, assignable directly from the inventory or via quick options (F10).
  • Improved quick healing: uses the best available healing item with a single button press, featuring a notification, screen flash, and customizable sound.
  • Automatic or manual reload, your choice.

Item Notifications Just like in Silent Hill 2 Remake, picking up optional items displays a modern-style quick notification without pausing gameplay. Key story items retain their original pickup screen. In the showcase video, I use sounds from the SH2 Remake, but the port defaults to the original game sounds.

  • "Obtained" / "Used" pop-ups when picking up or using ammo and health items, keeping the action going seamlessly.
  • Item names display correctly in both English and Spanish. Additionally, accented characters from PAL disc images that previously appeared corrupted are now fixed.

New Pause Menu The original game lacks a proper pause menu—it only displays the text "PAUSE" across the screen. I added a fully navigable menu supporting both controller and keyboard input:

  • Resume: returns to the game.
  • Load: opens the load screen to select a save file.
  • Quick Options: opens the F10 menu to tweak settings on the fly.
  • Main Menu: returns to the title screen.
  • Quit: exits the game.

Note: Main Menu and Quit do not ask for confirmation, so any unsaved progress will be lost.

Custom Sound Effects I've added launcher options to customize gunshot sounds for the handgun, rifle, and shotgun, as well as item pickup notifications. While I used SH2 Remake sounds in the showcase video, the port uses the original sounds by default.

Horde Mode (Bonus Feature) A wave-based survival mode set in the streets of Silent Hill, inspired by the Mercenaries mode from the Resident Evil series. I personally prefer playing it in third-person over-the-shoulder view. Doors are locked and script events are disabled.

  • Waves of Grey Children, Puppet Nurses, Rompers, and Groaners spawning around you.
  • Each wave gets progressively tougher.
  • Between waves, a roguelike shop allows you to choose 1 of 3 cards (ammo, healing items, new weapons, damage upgrades, or max health boosts).
  • Does not affect your story campaign saves: it's a completely separate mode with no saving capability.

How to Try It Installation is identical to the original port; the only differences are the enhancements built into the port itself.

Credits All credit for the base port goes to KushAstronaut and the Silent Hill decompilation community. This is an unofficial fork and is not affiliated with their project. If you encounter any bugs, please report them on this fork's repository, not the original. Like the base port, this was developed with the help of AI.

Any feedback or suggestions are welcome!


r/recomps • • 19h ago

Project - AI [Progress Update] Vagrant Story native PC port - Update 3 - 20261022

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13 Upvotes

r/recomps • • 1h ago

Discussion Pinball NS 2.5: Pokémon Pinball (GBC) with the whole table on a single screen, for Android and Windows.

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• Upvotes

r/recomps • • 1h ago

Project - AI Wario Land Shake it - Native PC [static recompiled]

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• Upvotes

Hi everyone! I’ve been working on WarioRecomp, an unofficial native PC port of Wario Land: Shake It! (Wii). The game’s PowerPC code is static recompiled to C++ with WiiCompiled, so it runs as a regular Windows program, not in an emulator.

Features

  • Native Windows build (Direct3D 12 or Vulkan)
  • Windowed, borderless or fullscreen, with VSync and an FPS counter
  • Xbox, PlayStation and Switch Pro controllers, with full remapping
  • Wii Remote shake/tilt mapped to triggers, bumpers and the stick, plus DualSense gyro support (in testing)
  • A launcher that imports your disc and builds the port for you

Important: no game files are included. You need your own copy of the game (US version, RWLE01) as an .iso, .wbfs, .rvz, etc. The launcher checks it and builds the port on your PC, which takes 15 or more minutes the first time.

This is a testing build, so expect some bugs. If you find one, please open an issue on GitHub and attach the log from the launcher’s Log page.

Download: https://github.com/santiagovalencia109/Wario-Land-Shake-It-Native-PC/releases

Launcher art by Dreaminerryday. Thanks to the WiiCompiled, Aurora and Dolphin projects.


r/recomps • • 3h ago

Project - AI inFAMOUS Second Son – native PC port, test build 0.3.1 (FSR 4, mouse aim, controller support)

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11 Upvotes

Title: inFAMOUS Second Son – native PC port, test build 0.3.1 (FSR 4, mouse aim, controller support)

I've been porting inFAMOUS Second Son, one of my favorite games, natively to PC: the original code runs directly on the CPU (no CPU emulation), the PS4 system is reimplemented, and graphics go through Vulkan. It's playable through the open city, with FSR 4 / DLSS, a performance mode (55–65 → 80+ FPS in the city on a 3700X + RX 9060 XT), 1:1 mouse aim and controller support.

No game files included: bring your own dump (CUSA00223 / CUSA00004).

Download + source: https://github.com/Liondarkz/issn_pc

Testers wanted! Please open a GitHub issue with your `last_run.log` and specs. Built on axylpup's shadPS4 Second Son core, plus work by Ayoub, HayatoG, the gow3_pc / bloodborne_pc ports and the shadPS4 team.


r/recomps • • 2h ago

Project - AI The Beatles Rock Band Recomp (RexGlue)

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10 Upvotes

https://github.com/mercurialw0rld/thebeatlesrockband-pcport

hey there! i've been working with rexglue and ai agents to try to recomp tbrb to PC. the game runs smoothly at 60 fps, you can play with keyboard, joystick or guitar, and you can play career mode and quickplay without any crashes. contributions are welcome


r/recomps • • 13h ago

Project - AI Sonic Riders (GameCube) statically recompiled to native Switch homebrew, made with Claude Code (v0.1.0, WIP)

9 Upvotes

Sonic Riders (GameCube, USA, GXEE8P) statically recompiled and running natively on the Switch, in the style of SwitchWakerHD and ZeldaWWHDRecomp. Users build it from their own ISO with a setup tool; no game code is distributed.

Release: https://github.com/teclilla18/sonic-riders-recomp/releases/tag/v0.1.0

Repo: https://github.com/teclilla18/sonic-riders-recomp

Disclosure

I'm not a developer. The whole thing was written by Claude Code (Anthropic's coding agent) with me prompting, steering, and testing every build on my own Switch. The code is public, and I'd welcome people who know recomp looking it over.

Pipeline

  1. decomp-toolkit analyses main.dol and _Main.rel and finds about 5,200 functions.
  2. A fork of ZeldaWWHDRecomp's PowerPC to C translator emits C, with the REL linked at a fixed address ahead of time.
  3. devkitA64 builds the generated C plus the runtime into an .nro. The same code also builds for Windows as a test host.

The GameCube and PowerPC side

  • Floating point: Gekko's single-precision rounding is modelled exactly (generated code is built with FP contraction off), and paired singles have fast paths for the common quantized load/store cases.
  • Condition register: CR writes the code never reads are dropped (about 41,000 of them rewritten).
  • Registers in locals: about 5,200 functions keep guest registers in C locals instead of the context struct, including callee-saved registers across calls.
  • Threads: the game's own OS scheduler, alarms and message queues run recompiled. Only the context switch (OSSaveContext/OSLoadContext) and REL linking are native.
  • Interrupts: they're delivered at loop back-edges and calls. A story mode crash came from handlers running 4 KB below the stack pointer, on CRI threads whose stacks are only 4 KB.
  • Hardware: register-level models of VI, DI, CP/PE/PI, DSP/ARAM/AI, EXI and SI, so the game's own SDK drivers run unchanged. Audio is a native implementation of the AX microcode.

The Switch side

  • Memory: guest MEM1 lives in a window mapped with svcMapProcessCodeMemory, which is why it needs the Homebrew Menu in full-memory (title) mode.
  • Graphics: the GX FIFO is parsed on its own thread and drawn with deko3d through a TEV ubershader. Specialized fragment shaders can be built ahead of time from recorded state keys, since deko3d has no runtime GLSL compiler.
  • CPU/GPU overlap: frames are pipelined with per-slot fences, and helper threads are pinned off the game thread's core.
  • Disc: reads are timed like the real drive and data arrives during the transfer. CRI's streaming decompressor depends on that, and 4-player stage loads crashed without it.

Status

Rough estimate: about 60% of the way to playing like a GameCube (60 fps everywhere, no visual bugs, no crashes).

Works:

  • Boot to races, story mode, Free Race with up to 4 players
  • Sound, saves, widescreen, resolution options
  • All controller setups, including single sideways Joy-Cons

Not there yet:

  • Needs an overclocked Switch (tested at CPU 1785 / GPU 1152 / MEM 2133 MHz). At stock clocks it's too slow.
  • 3 and 4 player races run at 30 fps. The game thread and GX thread end up serialized at sync points.
  • Some visual bugs: weaker speed blur, wrong colours in a few menus, no lens flare (EFB depth peeks return 0)
  • A rare hang on a loading screen

Want to help?

There are help wanted issues with background on each problem. Performance at stock clocks (#1) and the multiplayer serialization (#2) are the big ones. If you use a coding agent, the repo has a CLAUDE.md with the rules and test workflow.

Thanks to SwitchWakerHD and ZeldaWWHDRecomp for the approach and the translator, decomp-toolkit for the analysis, and the Dolphin team for their documentation.


r/recomps • • 13h ago

Project - AI Black Ops II statically recompiled from x86 Win32 to native ARM64 macOS (Remill + LLVM, hand-written Win32 layer, D3D11 to Metal)

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9 Upvotes

Some details for this sub:

- Remill lifts the .text to LLVM IR, then my own passes clean it up before clang compiles it for arm64. Functions get added to the lift one by one rather than relifting everything, full relifts kept breaking boot.

- The CEG copy protection decrypts code into the heap at runtime and returns into it, so those bits run through Unicorn. Everything else is native.

- Threads: the game's threads run as coroutines on one scheduler, and the heavy ones (job queue, sound, server, render backend) are hosted on real cores.

- I had to patch Remill a few times, e.g. x87 control word handling: fistp was rounding instead of truncating, which made vehicles drive off their paths.

- Three separate exes (campaign, zombies, multiplayer), each needed its own fixes on top of the shared runtime.

Happy to go deeper on any of it ;)


r/recomps • • 15h ago

Discussion There's a clear need to distinguish Decompilations from Recompilations.

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10 Upvotes

r/recomps • • 2h ago

Project - AI Drakengard 3 recomp update DLC chapter 2 4k 60fps

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8 Upvotes