r/recomps • • 2d 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 • • 12d ago

Request [Megathread] Requests

32 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 • • 7h ago

Project - AI Lost Odyssey Recomp v1.0.0 — 44 Days From an Empty Repo

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170 Upvotes

v1.0.0 of Lost Odyssey Recomp is out. It's an unofficial native port of the Xbox 360 game for Windows, Linux, macOS (Apple Silicon) and Android, built with XenonRecomp.

What changed since v0.9.0:

Looks

  • DLSS 5 neural rendering (bring NVIDIA's DLL; it isn't included), a newer DLSS model, and supersampling above your output resolution.
  • New installs start at the original 720p / 30 FPS. A Graphics preset switches between Original and Low-end, and dynamic shadows have a Low option for busy areas.
  • A performance overlay (FPS or detailed).

Mods

  • Replace textures (up to 8×), character and map models (glTF), cutscenes (MP4) and text. Language packs can add letters the original fonts lack, and Mod Organizer 2 is supported.
  • Ready-made mods, including a 4× HD texture pack and 4K60 cutscenes, are in the #mods forum on Discord.

Play

  • Achievements: 36 of them, with Xbox 360-style pop-ups.
  • Faster loading, and fast-forward keeps voices and music at their normal pitch.
  • Debug Menu extras: encounter rate (Normal / Half / None), Battle EXP ×2, faster camp menus and Return to title.
  • Discord Rich Presence on desktop.

Platforms

  • Vulkan is now the default on Windows. The Steam Deck holds 60 FPS instead of dropping to 30.
  • Android: much faster dialogue and large rooms, Retroid Pocket 5 / Adreno 650 fixes, the open-source PanVK driver for Mali GPUs (experimental), and saves you can keep in the game folder to sync with a PC.

Fixes

  • Music that went missing or wouldn't stop.
  • Flicker on the sea and in light shafts.
  • A startup crash on Vulkan with ReShade installed, and a lot more.

Download | Changelog | Discord

If something breaks, open an issue on GitHub and attach the newest log from the logs folder. Please don't attach game files.

AI disclosure: AI coding agents wrote every line of code; I direct the work and test the game myself. I've used all kinds of models, including GPT-6-Astra, GPT-6-Sol, GPT-6-Luna, Gemini-3.8-Flash, Claude Opus, Claude Fable, Meta Muse Spark and Minimax M3.

Thanks

Thanks to everyone who sent patches (MikeRavenelle, dj5927, Xarishark, navjack, frankzzz, cngjd and faisalkindi), to Ad0ky for the Nintendo Switch port, to boma for the Xenia patches behind the motion blur and shadow switches, and to XenonRecomp, XenosRecomp, UnleashedRecomp, re:Blue, plume and Xenia for the tools and research this builds on. Thanks also to everyone who reported bugs with logs and captures: most of the fixes in this release started with one of you.

And to CarlosVonSexron, Atlas, stratosG, iambRad, Frenzy Fresh, José Antonio Martínez Godoy, C_BAR, Arakon, Efren V, Torresmo, doc_haz, Whitesun and Cristian on Ko-fi, and Norghat, Morgan and one anonymous supporter on Buy Me a Coffee: thank you for keeping the Monster Energy coming.

Also, what's next project you want to see?


r/recomps • • 2h ago

Discussion Beware of Such Issues/Posts

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65 Upvotes

Saw this issue in uncharted repo beware this will not fix your game, it's just a way to execute malware into your system, the person has also made fake accounts under the issues to make it seem like it works don't fall for it


r/recomps • • 2h ago

Project - AI Skies of Arcadia Legends: Recompiled (Windows, Linux, Android)

41 Upvotes

GitHub: https://github.com/ogdanimal/SkiesOfArcadiaLegends-Recomp

Update: v0.9.1-beta is out (download)

Android only. It fixes two bugs:
1. The APK wouldn't install ("App not installed")
2. Controllers had no Z button, so the settings menu couldn't open. Z is now on R1 (right bumper), unless you mapped it yourself.

Windows and Linux: no changes, so there's nothing to download.
Thanks to everyone who reported these!

—
Skies of Arcadia Legends: Recompiled is a native port of Skies of Arcadia Legends for Windows, Linux and Android. The port is a static recompilation.

Skies of Arcadia Legends is the expanded GameCube version of Overworks' sky-pirate RPG: you play Vyse, a young Blue Rogue, as he sails a world of floating continents with his airship crew and fights the Valuan Empire.

The game's PowerPC code is translated ahead of time into native code, and graphics, sound and input come from Dolphin's hardware code. No game files are included, so you need your own copy of the USA disc (GEAE8P, as RVZ, ISO, GCM, GCZ, WIA or CISO).

New Features

  • Widescreen 16:9 with the HUD moved to the screen edges, or the original 4:3, which is pixel-identical to the original game
  • 60 fps through frame interpolation, or the original 30
  • Higher internal resolution and anti-aliasing
  • Camera control: hold Z and use the C-stick to tilt, and R / L to zoom. This works in towns, dungeons and on the world map, where Z + C-stick left / right also turns around the ship
  • Battle speed up to 4x: tap Z during a battle
  • QOL options: random encounter rate (off to 4x), EXP / gold / magic EXP multipliers (off to 4x), and Invincible mode
  • Save states: five slots, plus an auto-save every 10 minutes on the field. Memory card saves are never touched
  • Continue goes straight from the launcher into your newest save, skipping the intro and title screen
  • Import saves from Dolphin or a real GameCube (.gci, .gcs, .sav, .raw, .gcp), or save states from another device
  • In-game settings menu (hold Z + press Start), plus a launcher with every setting explained
  • Android: runs at full speed at 60 fps on a Retroid Pocket 5 (Snapdragon 865), with controller profiles, dead zone and rumble, a choice of Vulkan / OpenGL ES, and loadable custom GPU drivers (e.g. Turnip) on Adreno devices

This is a beta (v0.9.0-beta). Please report anything you run into here: https://github.com/ogdanimal/SkiesOfArcadiaLegends-Recomp/issues (Android users: Settings → About → Copy device info, then paste it into your report).

Upcoming Features

  • European GameCube version
  • Music switch between GameCube and Dreamcast. You'll need to bring your own Dreamcast iso
  • Control mapping in-game (including keyboards)
  • Unlocked frame rate, better frame timing.
  • Mods/romhacks
  • + more!

--

Prior Work


r/recomps • • 8m ago

Project - AI Shaolin Monks Recomp v0.1.0 | From Xbox OG to Native PC

• Upvotes

https://github.com/OAleex/ShaolinMonksRecomp

The full campaign is playable. Some minor graphical glitches remain, with fixes planned for future updates.


r/recomps • • 16h ago

Project - AI Burnout 3 Takedown - XBOX Recomp

198 Upvotes

This is my gameplay of probably the best recomp of Burnout 3 I've tested - TAKEDAWN, based on the Xbox version of the game.

I’m not the developer, but kudos to them—this plays great!

Github link: https://github.com/xenophobentx/takedawn

Gameplay recorded by me on my CachyOS PC

My specs:
Ryzen 5600

RX 6600XT

16GB RAM DDR4


r/recomps • • 12h ago

Project - AI Crackdown recompiled for PC - native Windows + Linux/Steam Deck, 4x resolution, 240 FPS/Unlimited and Ultrawide

74 Upvotes

I'm releasing Crackdown recompiled for PC!

Title Screen

Download here:

https://github.com/saulob/crackdown-xbox360-recompiled

It's built from the original Xbox 360 game code using ReXGlue: Crackdown is statically recompiled into a native PC program, so there's no emulator involved.

Highlights

✅ Native Windows x64 port of the original Xbox 360 version

✅ Experimental native Linux x86_64 / Steam Deck AppImage using Vulkan — not Proton or Wine

✅ Built-in TRG launcher and game installer: select your own Crackdown ISO or extracted game folder and it checks the exact supported game version before installing

✅ Render Resolution from the original 720p up to 4x, including 4K-class rendering depending on the selected aspect ratio and display setup

✅ 30 / 60 / 90 / 120 / 144 / 165 / 240 FPS or Unlimited, with game speed kept correct at higher frame rates

✅ Native Aspect Ratio support: 16:9, 16:10, 21:9 Ultrawide, 32:9 Super Ultrawide, 4:3 and 5:4

✅ Internal Render Resolution: 100%, 75% or 50% for additional GPU performance

✅ Windowed or Borderless Fullscreen, monitor selection, VSync, Letterbox / Stretch and F11 fullscreen toggle

✅ Offline Xbox 360 achievements with the original icons and Gamerscore, saved locally. Press F7 to open the achievements overlay

✅ Built-in Language selector: English, French, German, Italian, Spanish (Spain), Spanish (Latin America), Czech, Polish, Hungarian and Japanese

✅ Skip Intro option

✅ GPU selection on Windows

✅ FPS counter with F2, plus optional frame rate and render resolution in the window title

✅ Full keyboard and mouse support, including mouse aiming, menu navigation and configurable mouse sensitivity, while Xbox controllers continue to work normally

✅ Portable user_data folder for saves, settings and caches

Gameplay

No game files are included. You need your own Crackdown Xbox 360 retail disc.

The currently supported version is the original 2007 retail release without a title update, Title ID 4D5307DC. The launcher verifies Default.xex and the required game files and tells you if your version doesn't match.

Linux / Steam Deck support is still Experimental. The AppImage builds and passes the automated validation, but I haven't fully tested it on real Linux hardware or a Steam Deck yet, so Linux reports are especially welcome.

This is the first public release, v0.1.0. If you find any problems or crashes, please open a GitHub issue and attach the newest crackdown_*.log from the logs folder.

Enjoy! And please let me know how it runs for you 🙂


r/recomps • • 38m ago

Project - AI New Super Paper Bros., a native PC port of Super Paper Mario

• Upvotes

New Super Paper Bros. is a native PC port of Super Paper Mario (Wii), made by static recompilation with WiiCompiled. No emulator.

- 4K, cinematic widescreen, 120 fps, vsync

- Built-in HQ music and HD textures, mods

- Controllers + keyboard, Tippi's pointer on right stick or mouse

- Launcher sets it up from your own disc dump (USA, R8PE01). No game data included.

Download: https://github.com/josiahg2502-glitch/NewSuperPaperBros

Not fully playtested yet, so bug reports welcome!


r/recomps • • 11h ago

Project - AI Shadow of the colossus remake pc port Fork

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40 Upvotes

Hello guys a person on github named Oussama268 had made his fork of ajnc shadow of colossus remake .Oussama268 port is much better and more recently updated.

He had fixed vram leakage,works on fps improvement and etc.

Try his port and let me know what's your experience with it and please support him on GitHub

So he stay motivated for new updates


r/recomps • • 6h ago

Project - AI International Superstar Soccer 2000 Recomp - Widescreen support

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16 Upvotes

International Superstar Soccer 2000 (N64) static recompilation: native Linux port with true widescreen

I've been working on a static recompilation of International Superstar Soccer 2000 (N64, USA Rev 1) a full recompilation running in Linux AppImage, should work on Arch/Debian, but feel free to leave comments if its struggling.

This game was kinda notorious to run bad in emulators and no previous recomp was available (took quite some time to rebuild)

What it does:

- True widescreen (16:9 and wider). I widened the game's culling so players and the ball don't pop in at the screen edges, and the stadium sky now covers the full width. The HUD keeps its original layout.

- Renders at your screen's resolution with 4x MSAA

- Controller Pak saves (Project64-compatible .mpk)

- Works with a gamepad or keyboard

- Simple launcher: pick your ROM or drag it in, and toggle fullscreen and widescreen

https://github.com/Mabec-games/iss2000-recomp


r/recomps • • 21h ago

Project - AI Demon's Souls (2009) Recomp (work in progress)

234 Upvotes

It's still very much a work in progress. The game is playable from the boot through the first level, with sound, movies and an optional unlocked frame rate (up to 120+ fps), but there are bugs and rough edges. I haven't tested beyond Boletarian Palace 1.

Still needs a lot of optimization, bug fixes and it has some rendering issues.

It isn't ready for players yet. There's no release or installer. Building it means decrypting and recompiling your own copy of the game and compiling everything from source, and most of the tooling is developer scripts. An easier setup is planned once the port is further along.

Repos:


r/recomps • • 7h ago

Question Donkey Kong Country 2 HD Remake - Bramble Scramble

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18 Upvotes

Can anyone tell who understands ai codding and programing is it posible to make this graphic implement to pc port of snes version?


r/recomps • • 9h ago

Project - AI Scooby-Doo: Re-Masked, a native PC port of Scooby-Doo! Unmasked

20 Upvotes

Scooby-Doo: Re-Masked is a native PC port of Scooby-Doo! Unmasked (GameCube), made by static recompilation with WiiCompiled. No emulator.

- 4K, widescreen, 120/180 fps, HDR

- Controllers + keyboard, saves, mods

- Launcher sets it up from your own disc dump (USA, G5DE78). No game data included.

Download: https://github.com/josiahg2502-glitch/Scooby-Doo-ReMasked

Not fully playtested yet, so bug reports welcome!


r/recomps • • 7h ago

Project - No AI Condemned2Recomp v0.3.1 (hotfix)

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12 Upvotes

r/recomps • • 1h ago

Meme Here's a game we need to recomp of LOL

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• Upvotes

r/recomps • • 30m ago

Project - AI The R36S can now run select 3DS games via recomps (AI assisted)

• Upvotes

r/recomps • • 11h ago

Project - AI GitHub - abilliontokens/urbz-recomp: Static recompilation port scaffold for the original Xbox game The Urbz: Sims in the City (USA), built on XboxXBERecomp. No game data.

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21 Upvotes

r/recomps • • 1h ago

Project - AI Virtua Fighter 1 Has a Perfect PC Port

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• Upvotes

r/recomps • • 21h ago

Project - AI Yakuza Dead Souls Native on Windows | PS3Recomp Devlog #2

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120 Upvotes

r/recomps • • 16h ago

Project - AI Driveclub PC port/wrapper RELEASE to try

37 Upvotes

Hello, jsut wanted to share my own AI assisted hobby project targeting Driveclub.

For very long time I wnated to try the game on my PC, but couldnt get it working well enough, but using GR2 fork of shadps4 I got better performance, but still wanst the best.

So using CC help, I created the now popular port/wrapper of the game to get better results out of it and I think I at least suceeded a bit.

Im playing on Zephyrus G16 laptop with intel 285h + rtx5070ti mobile, getting roughly 80-100fps in races in the unlcoked 120fps mode.

Please try it out if you want and let me know how it works for you :-)

For now only basic controller input is supported and you have some options in the laucnher.

I tested specifically the EU version 1.28, I have no clue about other versions.
You need to provide your own game files and sys_modules, please dont ask for those, try to find using google search.

Here it is for you to try:
Github repository


r/recomps • • 19h ago

Project - AI Soulcalibur II HD Online (PS3) — static recompilation

63 Upvotes

Hi all! I’ve been working on a static recompilation of Soulcalibur II HD Online (PS3, PSN release NPUB31366), built on top of ps3recomp.

It isn’t an emulator. The game’s PPU code and its five SPU programs are lifted ahead of time to C/C++ and compiled for your own CPU. Graphics go through Metal on macOS and Vulkan on Windows/Linux.

Status

  • Apple Silicon Mac (Metal): playable. Tested on an M4 Max.
  • Windows (Vulkan): menus, movies and fights run at 60 fps on an Intel Arc 140V laptop.
  • Linux: builds and runs, but only tried on a software rasteriser.

Known issues

  • Online mode isn’t available.
  • Occasional dropped frames while a battle loads.
  • Keyboard and controller input haven’t been tested thoroughly.

How it works for the user: you bring your own game. Nothing from the game or Sony’s firmware is in the repo or the release. On first run the launcher installs your PKG and RAP, lifts the code (about 10 s) and compiles it (about 30 s on 8 cores). That takes about two minutes in total, and later runs start straight away. If you don’t have clang, it downloads zig cc.

Repo: https://github.com/n0madic/Soulcalibur2HD-recomp


r/recomps • • 3h ago

Question GLM vs. DeepSeek for Vibe Coding recomps

3 Upvotes

Hello everyone I used ai to vibe code some apps for my use and now i want try to recomp some games for my self and if it's good i will share it now

I used deepseek and glm and glm from the web And glm was way better it makes the code and run and test it in glm evironment then give it to me working at the end deepseek does not have that for now so Do you use local llms or pay for claude code I can't pay for claude so the only option i have is glm and deepseek how to make use of them and which one deepseek supposed to be better at coding but glm was better for the whole expirince


r/recomps • • 10h ago

Project - AI South Park: Tenorman’s Revenge recompiled for PC

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10 Upvotes

I’m releasing South Park: Tenorman’s Revenge recompiled for PC

https://github.com/TekRantGaming/south-park-tenormans-revenge-recompiled

It’s built from the original Xbox 360 game code using ReXGlue: the XBLA game is statically recompiled into native Windows and Linux programs, so there’s no emulator involved.

Highlights

✅ Native Windows build plus a Linux / Steam Deck AppImage

✅ Up to 8K, with FXAA, MSAA and 16x texture filtering, at the console’s 60 FPS

✅ Full controller remapping + keyboard, plus stick deadzone and vibration strength

✅ Xbox 360-style achievements: all 20, with pop-ups and a sound you can choose

✅ Launcher with a built-in installer + auto-updates: it installs from your XBLA package, checks it’s the right version, and offers new versions when they’re released

No game files are included. It has to be title ID 58410B80, game version 0.0.0.1. The README lists the exact file details, and the launcher tells you if yours doesn’t match.

Xbox LIVE features don’t work but local co-op works :D

Found a problem? If it crashes on Windows, a crash-*.txt and .dmp appear in the logs folder next to the game. Please attach both to a GitHub issue with a line about what you were doing.

👉 https://github.com/TekRantGaming/south-park-tenormans-revenge-recompiled

South Park is a trademark of Comedy Central / Paramount. This project isn’t affiliated with or endorsed by South Park Digital Studios, Comedy Central, Paramount or Other Ocean Interactive.


r/recomps • • 10h ago

Project - AI South Park: Let's Go Tower Defense Recompiled

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11 Upvotes

Windows and Linux port of the Xbox 360 XBLA game

I’m releasing South Park: Let’s Go Tower Defense Play! recompiled for PC!

https://github.com/TekRantGaming/south-park-tower-defense-recompiled

It’s built from the original Xbox 360 game code using ReXGlue: the XBLA game is statically recompiled into native Windows and Linux programs, so there’s no emulator involved.

Highlights

✅ Native Windows build plus a Linux / Steam Deck AppImage

✅ Up to 8K, with FXAA, MSAA and 16x texture filtering, at the console’s 60 FPS so the game runs at its normal speed

✅ Full controller remapping + keyboard, plus stick deadzone and vibration strength

✅ Xbox 360-style achievements: pop-ups with a sound you can choose

✅ Launcher with a built-in installer + auto-updates: it installs from your XBLA package, checks it’s the right version, and offers new versions when they’re released

No game files are included. It has to be title ID 58410931, game version 0.0.1.2. The README lists the exact file details, and the launcher tells you if yours doesn’t match.

Xbox LIVE online play doesn’t work but local co-op works :)

Found a problem? If it crashes on Windows, a crash-*.txt and .dmp appear in the logs folder next to the game. Please attach both to a GitHub issue with a line about what you were doing.

👉 https://github.com/TekRantGaming/south-park-tower-defense-recompiled

South Park is a trademark of Comedy Central / Paramount. This project isn’t affiliated with or endorsed by South Park Digital Studios, Comedy Central, Paramount or Doublesix.