r/recomps • u/CodyRhodesBurner • 3h ago
Discussion Just started a recomp of UFC Undisputed 3
Figured out how to port characters from the first 2 games over too. So the plan is to have an ultimate edition
r/recomps • u/CodyRhodesBurner • 3h ago
Figured out how to port characters from the first 2 games over too. So the plan is to have an ultimate edition
r/recomps • u/Mid-weekJarl • 3h ago
New update for New Super Paper Bros., my native PC port of Super Paper Mario.
Linux version: same launcher as on Windows, with both USA and European discs supported. It’s brand new, so let me know if anything breaks.
You need your own copy of the game; no game files are included.
Download: https://github.com/josiahg2502-glitch/NewSuperPaperBros/releases/tag/v1.0.3
r/recomps • u/jorjbarbosa • 6h ago
Hey everyone!
The Naruto: Rise of a Ninja PC recomp just got a big update: a new native renderer that lets the game run at 60 and 120 FPS.
This was one of the hardest parts of the project so far, and there's still more I want to improve, but it's ready to play now.
Github: https://github.com/jorjbarbosa/naruto-rise-recomp
Download: Here
If you run into anything weird, let me know in the comments or open an issue on GitHub.
Bonus: most of the native renderer work also applies to Naruto: The Broken Bond. That project is already in progress and playable with the new renderer. I'll share more about it soon!
r/recomps • u/Fair_Month_6299 • 4h ago
Hey everyone!
I wanted to share an experimental, open-source project we have been working on: inFAMOUS 2 Native, a native Windows x64 port of inFAMOUS 2 (PS3 BCUS98125) built on top of the PS3Recomp static recompilation toolchain.
CURRENT STATUS (NOT PLAYABLE YET): This is an active reverse-engineering and research project. We want to be 100% upfront so no one expects a plug-and-play game today: • The video introduction plays to completion (at ~461s) and tears down cleanly. • The 3D in-engine renderer takes over in Direct3D 12, issuing hundreds of draw calls per frame. • The textured skybox and background lighting are now rendering on the composed backbuffer (see attached screenshots). • Current Blockers: Geometry and scene materials currently render dark/flat due to depth-clear replay issues and shared DSV handling. Playable controls, readable UI, and audio stability are still in active development.
TECHNICAL & LEGAL DETAILS: • No Piracy / Clean Repository: The public repository contains zero copyrighted assets, game ROMs, ISOs, decrypted ELFs, or proprietary keys. It strictly follows a Bring-Your-Own-Copy (BYOC) model. • Open Source: Licensed under GNU GPL v3.0 only. • Repository: https://github.com/juans-collab/infamous2-native
Feedback, code review, and technical insights from the recomp/emulation community are very welcome!


I'm releasing Super Street Fighter II Turbo HD Remix recompiled for PC!
This is a native PC port of the Xbox 360 XBLA version, built from the original game code using ReXGlue static recompilation. There's no emulator involved.

Download:
https://github.com/saulob/ssf2t-hd-remix-recompiled
Highlights
✅ Native Windows x64 port of the Xbox 360 XBLA version
✅ Experimental native Linux x86_64 / Steam Deck AppImage using Vulkan - not Proton or Wine
✅ Original 60 FPS gameplay
✅ Render resolution from the original 720p up to 4x (5120x2880)
✅ FXAA, multisampling and texture filtering options
✅ Windowed or Borderless Fullscreen, monitor selection, VSync, Letterbox / Stretch and F11 fullscreen toggle
✅ Multiple aspect ratios including 16:9, 16:10, 21:9, 32:9, 4:3 and 5:4
✅ Built-in TRG launcher and package installer: select your own XBLA package and it checks the Title ID and exact game version before installing
✅ Local saves
✅ All 12 Xbox 360 achievements (200G) stored locally, with an Achievements page in the launcher and an in-game achievements display with F7
✅ English, French, German, Italian and Spanish
✅ Xbox controller support with no setup, plus keyboard support
✅ Optional FPS / frame-time counter with F2
✅ Portable saves, settings and achievements in a local user_data folder

No game files are included. You need your own Super Street Fighter II Turbo HD Remix Xbox Live Arcade package.
Supported version:
Title ID: 584108A4
Media ID: 37B7D7D3
Game version: 0.0.1.3
The launcher checks the package and default.xex and tells you if your version doesn't match.
Online Xbox Live services are not supported. The game supports local saves and achievements, but the four achievements that require online ranked matches cannot currently be earned.
Linux / Steam Deck support is experimental. The AppImage has been successfully built and statically validated against a glibc 2.31 baseline, but I haven't been able to test it on real Linux or Steam Deck hardware yet, so Linux and Steam Deck reports are especially welcome.
This is the first public release, v0.1.0.
A big thank you to everyone who has been testing my recent recompilation projects and sending logs, performance results, bug reports and suggestions. That feedback has helped a lot with getting these ports into a much better state.
If you find any problems or crashes, please open a GitHub issue and attach the newest ssf2t_hd_remix_*.log from the logs folder.
Enjoy! And please let me know how it runs for you 🙂
r/recomps • u/Drolevarg • 12h ago
This is mostly vibe-coded, at least most of the code and tooling are. What I'm doing by hand is using those tools to have enhanced maps (changing tile heights, expanding cutscene maps, etc).
Pretty much all the maps are converted to 3D, enabling special effects like you can see in the screenshots.
A lot of QoL features have been added, I will list them all on release. If you have suggestions I'm listening!
It will be available in the coming weeks.
r/recomps • u/Mid-weekJarl • 9h ago
MOTHER 3 Recomp is a native port of MOTHER 3 for Windows, Linux / Steam Deck and Android, made by static recompilation. Bring your own ROM and BIOS; no game files ship with it.
v1.0.7 is the biggest update yet:
New launcher. The party walks outside Tazmily, drawn from your ROM in the game’s own style. It also handles setup, including patching a Japanese ROM.
True 16:9 widescreen. Real map in the sides, not stretched, in towns, battles and cutscenes.
Controller button prompts. In-game text shows the button you actually press: Xbox, PlayStation, Nintendo or keyboard.
Rebindable controls. The left stick always moves.
Mods. Drop in .ips / .bps / .ups patches and tick them.
Android. Widescreen, prompts and mods, smoother audio, and native BlueStacks / Chromebook support. Keeps your v1.0.6 saves.
Download: https://github.com/josiahg2502-glitch/Mother3Recomp/releases/tag/v1.0.7
r/recomps • u/ohpuhlise • 15h ago
has CELL been finally brought to its knees?
r/recomps • u/SwitchBeneficial5955 • 2h ago
Early days but progress is steady.
r/recomps • u/Sveakungen • 16h ago
Attention!!
There was an issue with the last build that is fixed now, was affecting people with no SDK with ISO-support installed. I reproduced and fixed the issue + another small issue in v1.0.4. So if you failed with the previous version please download the new installer, select your ISO and the same installation folder, then run Install again. Once it finishes, click Play. No need to delete your existing installation.
Did a recomp of Rockstar presents Table Tennis Xbox 360 with Gemini Flash 3.8 as an experiment to see if a lower tire model (compared to GTP 6 Astra or Opus 5.5) could do it. And it did it quite swift and used around ca 600 000 – 650 000 tokens for the basic version with res change and aa.
Then I added up to 240 fps support and made sure the game ran correctly with unlocked framerate.
But when I wanted to get rid of the Xbox live-part of the main menu Gemini 3.8 failed, and I had to use GPT 6.1 Astra instead which swiftly solved it.
I also added the option to skip the intro in the beginning (and the press "Start" to continue) with the push of a button on the gamepad.
But in the end, it was a good lesson and the use of Gemini 3.8 for the basics saved quite a bit of money, token wise. Used less than my 5 hr rate on a Google Pro sub for all the basics.
Due to legal reasons the patching of the removal of Xbox Live and skipping the intro have to be made by the user locally. The settings guide help you with that.
Enjoy!
Here´s the info about the recomp:
Choose your display preset directly in the game launcher:
| Preset | Output resolution | Internal 3D rendering scale |
|---|---|---|
| 720p | 1280 × 720 | 1× |
| 1080p / Full HD | 1920 × 1080 | 1×, presented with your chosen image filter |
| 1440p / QHD | 2560 × 1440 | 2× on each axis |
| 4K / Ultra HD | 3840 × 2160 | 3× on each axis |
The 1440p and 4K presets raise the internal rendering scale as well as the output size. The 1080p preset keeps 1× internal rendering and uses the selected presentation filter for output scaling.
Select 60, 120, 144 or 240 FPS targets, or choose Unlocked for uncapped presentation. A 60 FPS VSync option is available, while higher-framerate modes enable the variable-refresh/tearing presentation path for compatible displays, including suitably configured G-Sync and FreeSync setups.
Pick the resolution and framerate combination that suits your GPU and monitor. Achieved FPS depends on your hardware, scene and settings; these are selectable targets rather than guaranteed benchmark results.
r/recomps • u/Acceptable_Humor2245 • 6h ago
I am excited to announce that FFTARecomp v3.0 is now officially released! I have been closely reeding to all your feedback and implemented several new features based on what people requested. Thank you so much for all the support this project has received!
What's New in Version 3.0:
• Native Android version with tap and touch support for menus and interface (Touch mode is experimental and can be enabled under Input > Touchscreen > Touch Controls).
• Massive PC optimization: switched compiler, dropping install size from ~800 MB to ~11 MB and compile time from ~120 seconds to ~4 seconds.
• Completely reworked game UI and text bubbles with in-game length and size adjustments under Settings.
• Experimental mouse support with dedicated remappable layouts on Windows.
• European ROM support with cross-region save compatibility.
• Reworked installer and improved XInput gamepad support.
• Dedicated installer setup for Steam Deck.
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.
Here's the GitHub, hope you all enjoy it!
r/recomps • u/Some_Soap • 17m ago
r/recomps • u/Key-Development8368 • 7h ago
Having this run and play this beautifully, with all the new content from other RUSH games this is the definitive way to play the N64 versions!!
r/recomps • u/BotherItchy2624 • 49m ago
Started working yesterday on port of this game, its one of my favorite game of all time so it was painful for me to see it being available only at ps4/xone, so I decided to fork order1886 port, and it kinda works, I can fully boot PROTOTYPE 1, (the 2nd one in the bundle doesnt work yet, will fix soon). From what it looks like right now - the 1st game is playable, all the issues that latest shadps4 nightly version had are gone. White tendrils are fixed, saving fixed, sped-up issue fixed. Soon will publish a video on YT about it https://github.com/Glebos222/prototype-pc-port
r/recomps • u/Nameless_Koala • 13h ago
r/recomps • u/SgtElectroSketch • 6h ago
r/recomps • u/Haunting-Many-2824 • 6h ago
r/recomps • u/AlphysLover40-4 • 45m ago
Let me know if anyone else here can think of QOL features they'd want to see.
r/recomps • u/Schiess-dem-Fenster • 1h ago
r/recomps • u/historical-anomali • 11h ago
To keep it brief: This is not a recompilation, decompilation, or emulator. It's a native loader. The Xbox used an x86 CPU, so the game's original code runs directly on your PC's processor. The loader replaces the Xbox's system software around it: the kernel, graphics (Direct3D 8 → Direct3D 9/Vulkan), audio (OpenAL) and input (SDL3). Gameplay is the original game's own code, with extras like 60 fps, higher resolutions, widescreen and mouse and keyboard.
Local multiplayer is full functional. With virtual LAN services you could in theory host larger lobbies.
A full decomp is in the work but even with LLM tools a proper decompilation takes time and a careful eye.
Project Links
Native-Loader: https://github.com/SmokeDoggy044/CoD2-BRO-Native-Loader
r/recomps • u/OldMcGroin • 2h ago
Hi all! Just thought that some people might be interested to know I have added in two new systems to the Decompilation Recompilation section of my site.
You can now report AI usage for each port, ranging from None, Light and Heavy.
You can now also leave your own personal rating on the quality ofcthe port out of 5 stars. The average will appear once a project has received 3 ratings.
In the Rating system you will also find the Playability Report. Here, you can assign different descriptions, ranging from Completed Successfully, Playable with Issues, Partially Playable, Broken/Unplayable and Not Fully Tested. You can also note what system you played on and give an optional description of your experience. Once submitted, other users will be able to read these accounts.
I have pictured above a brief view of each system.
The site itself is The Gaming Emporium, specifically the Decompilations and Recompilations section found here: https://thegamingemporium.com/categories/decompilations-recompilations/
Thought this might be useful to some. Happy gaming 👍
r/recomps • u/Mid-weekJarl • 11h ago
Update to my native PC port of Super Paper Mario: it now runs the European disc too.
- Play in English, French, German, Spanish or Italian (pick it in the launcher)
- Your saves are kept separately for each disc
- The start screens now show the controller you're using
- Fixed a controls window that could get stuck open after Chapter 1-2
Download: https://github.com/josiahg2502-glitch/NewSuperPaperBros/releases/tag/v1.0.3
r/recomps • u/Abroad9107 • 20h ago