r/recomps • • 21h ago

Discussion Beware of Such Issues/Posts

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276 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 • • 12h ago

Project - AI Finest Hour Remastered – Call of Duty: Finest Hour, natively ported to PC and Remastered by me

207 Upvotes

This is a recomp project I've sunk a ridiculous amount of hours into, so here it is.

The game's x86 code is statically recompiled to C++ and runs natively on Windows, no emulator. Direct3D 8, DirectSound and the Xbox kernel are reimplemented on top of Direct3D 12, XAudio2 and Win32.

The idea was to give the game "modern" graphics without wrecking its look, kind of like those cross-gen PS2/360-era games that got fancy shader stuff like POM or real-time shadows. I also really wanted it to feel like an actual native PC port in every way: proper mouse controls instead of some janky stick-to-mouse hack, all the graphics options right there in the game, and a simple installer.

It's multi-language and based on the PAL version, so that's the one you need, either as an ISO or as a folder. You can switch the language from the game's options.

What the renderer adds

  • Lighting: per-pixel lighting (the game's own lighting, evaluated again at every pixel), real-time sun/moon shadows (Off to Ultra, up to four cascades, soft contact-hardening), dynamic lights from every muzzle flash, tracer, fire and explosion, muzzle flash shadows, AO, contact shadows, one bounce of indirect light, HDR with bloom and gentle eye adaptation.
  • Atmosphere: sun and moon where the level's light comes from, drifting clouds and their shadows, sun shafts, lens flare, volumetric fog lit by the sun and the dynamic lights, dust and embers, heat haze, wind, colour grading per campaign.
  • Materials: all ~4,800 textures upscaled 4x with generated normal, roughness and height maps, materials by class (stone, brick, wood, metal, fabric...), parallax occlusion mapping, detail textures, screen-space reflections, character and weapon detail.
  • Water, snow and effects: rippling, reflecting water that reacts to rounds, shells and bodies; boot prints in the snow; soft particles, animated fire, shockwaves; 4x MSAA + TAA.

PC side

  • Any resolution, fullscreen/borderless/windowed, render scale 25-200%, 30-360 FPS or unlimited (the game runs in real time at any frame rate).
  • Widescreen Hor+ for any aspect ratio, HUD kept in proportion.
  • Keyboard and mouse with raw input and full rebinding, mouse in the menus. Xbox, PlayStation and Switch controllers with hot plugging, rumble and matching button prompts.
  • Every shader prepared at the first start, so no compilation stutter while playing.
  • Every effect can be toggled in PC Settings (F10 or from the main menu).

Requirements

  • Windows 10/11 64-bit, a Direct3D 12 GPU with 4 GB of VRAM or more, about 9 GB of disk.
  • Your own copy of the game: Call of Duty: Finest Hour for the original Xbox, PAL (Europe) release, title ID 4156002A, version 3. The installer checks it, since the port is built from that release's code. No game files are included.

Installation: download every file from the release page into the same folder (the setup exe, the .index and the .data.001 to .003 parts), run FinestHourRemasteredSetup.exe, pick your game folder or ISO/XISO, and install.

The build is reproducible: following the README's instructions gives you a byte-identical exe to the release.

Download: https://github.com/crazyriddler/FinestHourRemastered/releases/latest
Source code: https://github.com/crazyriddler/FinestHourRemastered

Feedback, screenshots and bug reports are very welcome.


r/recomps • • 19h ago

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

169 Upvotes

https://github.com/OAleex/ShaolinMonksRecomp

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


r/recomps • • 15h ago

Project - AI Army of Two (Xbox 360) static recompilation: PC port with native D3D12 renderer, online co-op and split-screen

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68 Upvotes

For the past while I’ve been working on a recompilation of the Xbox 360 version of Army of Two. I know there was one already, but it had no co-op of any kind and had performance problems, so I decided to make my own. It’s out now, with split-screen and online co-op support (works over LAN or a virtual network such as Radmin VPN). The campaign is playable from start to finish in solo and co-op without crashes or major issues.

I’m already working on Army of Two: The 40th Day as well.


r/recomps • • 22h ago

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

60 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 • • 15h ago

Project - AI Alien Resurrection PSX Recomp

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56 Upvotes

Hi everyone, I'm working on a recomp of Alien Resurrection for the PS1. Most of the criticisms of the game sparked from the controls and difficulty so I worked to give some QoL improvements to it:

- Better Camera and Movement

- Implemented a sprint mechanic

- Enemy damage sliders to adjust difficulty

- Widescreen Support

- Launcher UI and overlay to adjust settings on the fly

Once I'm happy with some of the settings I'll make sure to publish the repo with the source code :)

Update: I've released the source code for the project! https://github.com/DiegoDeDios/AlienReRecomp


r/recomps • • 11h ago

Project - AI Payne Recompiled – Max Payne (Xbox) statically recompiled into a native Windows game, with PC-style mouse & keyboard

55 Upvotes

I've been working on a native PC version of the original Xbox **Max Payne**, built as a static recompilation: the game's x86 code is translated to C and compiled into a normal Windows program. It's not an emulator. The Xbox's Direct3D 8, DirectSound and kernel layers are reimplemented on Direct3D 11 and Win32.

It's built on phobos665's payne-recomp and the xboxrecomp toolkit, with a lot of work on top to make it feel like a proper PC port.

**What it adds**

- PC-style keyboard & mouse: WASD, mouse aim, LMB shoot, RMB bullet time, Shift shootdodge, Tab painkillers, mouse wheel weapon switching, all rebindable

- Steady 60 fps, borderless fullscreen, widescreen with a wider camera (Hor+)

- Render resolution up to 8x the console's (2x/3x looks sharp at 1080p), 16x anisotropic filtering

- Max Payne 2-style subtitles for the graphic novel narration, cutscenes and radio/TV

- A launcher with a **Developer mode** switch, which unlocks the game's hidden developer menu: Preview Levels (start any chapter), God Mode, All Weapons

- Gamepads still work with the original console layout

**How to play**

  1. Download the zip from the releases page and extract it somewhere like `C:\Games\PayneRecompiled`

  2. Run `payne_recompiled_launcher.exe`

  3. Click **SELECT ISO** and pick your own Max Payne Xbox disc image (or drag the ISO onto the launcher)

  4. Wait for the install (~5.7 GB), then press **PLAY**

**Requirements:** Windows 10/11 64-bit and your own copy of **Max Payne (Europe) (En,Fr,Es,It)** for the Xbox. No game files are included; the launcher copies them from your disc image.

**Status:** all 66 levels load and play. The heaviest levels (parts of the Manor, Docks, Rooftops) can dip to 35-55 fps on slower CPUs. I haven't done a full start-to-finish playthrough yet, so bug reports with your log file are very welcome.

- Download: https://github.com/endmgs/payne-recompiled/releases/latest

- Source: https://github.com/endmgs/payne-recompiled

AI tools were used heavily in making this (hence the flair). Feedback welcome!


r/recomps • • 20h ago

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

56 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 • • 13h ago

Discussion DRIVECLUB PC Port is Here! (Wrapper Release) | 4K Gameplay on RTX 5080

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50 Upvotes

r/recomps • • 14h ago

Project - AI fci-recomp 0.1.0 - Far Cry Instincts (Xbox, 2005) Recompilation

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43 Upvotes

Github: https://github.com/VinceIP/fci-recomp

A recompilation/Windows PC port of Far Cry Instincts for the original Xbox. See the Github page for full release and details.

AI Disclosure - AI models have been used extensively to bring this to fruition.

One of my favorite old Xbox games. I wanted to contribute something to the exploding recomp scene, and I've been really dissatisfied with how this game performs through emulation. So here it is. This is an ongoing project, not a one-and-done release. I may be using AI, but I am also a programmer and aiming for high quality. I'm not interested in adding to a flood of Internet AI slop, so I hope you agree that this repo is of good quality. Please let me know if you see anything that needs to be improved.

Story mode and the map editor are both running well. Saving and loading seems to work well. Visuals are greatly improved over the original Xbox version, and the game is being rendered with Direct3D 12 and some modern features. If you want a purely old Xbox-feeling look, you can change the ini settings to Xbox defaults. Both gamepad controls and keyboard & mouse are working, and feel pretty good IMO.

I haven't played the full single player campaign end-to-end yet, but the few levels I played didn't have any major problems. If you have the time to play the full campaign, let me know how it goes.

Additional features in my sights:
Mod support
Mechanisms to share custom maps with others
Multiplayer with custom map support
Additional visual enhancements
Bringing the frame rate up to 60 FPS and beyond
Recompiling Far Cry Instincts Evolution, possibly including it within the same repo and a lightweight launcher that supports both games - something in the direction of Far Cry Instincts Predator, but using both OG Xbox games as PC ports.


r/recomps • • 10h ago

Project - AI Skies of Arcadia Legends: Recompiled v0.10.0-beta

32 Upvotes

Android, Linux, and Windows v0.10.0-beta: https://github.com/ogdanimal/SkiesOfArcadiaLegends-Recomp/releases/tag/v0.10.0-beta

New Features in v0.10.0-beta

  • European version (GEAP8P), with the text in English, German, French or Spanish (Language in the settings menu's Gameplay tab). It runs at 60 Hz like the USA version. Saves have to come from the same region as your disc
  • Dreamcast soundtrack: imported from your own Dreamcast disc (GDI or CHD; CHD on Android) and played on an emulated Dreamcast sound chip. Switch between the GameCube and Dreamcast music at any time, even mid-song. Either Dreamcast disc has most of the music; import both for all of it. The staff roll, the ending and two story scenes stay GameCube
  • Controller and keyboard mapping: remap every button and key in the launcher (Settings → Controls) or in game (Controls → Button mapping), on Android too
  • Keyboard play on Windows and Linux, with or without a controller: WASD to move, Space / Left Shift for A / B, Esc for the settings menu
  • Controllers working on SteamOS: the game uses whichever controller you press, so Steam Input, a controller plugged in later or a second one needs no setup, and the launcher no longer needs a controller to start
  • Android: Back up saves puts your memory card saves and save states in one .zip, wherever you choose. Import a save takes it back, on the same device or another one

Please report anything you run into here: https://github.com/ogdanimal/SkiesOfArcadiaLegends-Recomp/issues
--

Existing 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

--

Open (No particular order)

  • Data folder somewhere other than AppData/Local
  • Uncapped frame rate (240 fps and up)
  • 8x battle speed
  • Romhack support (e.g. https://www.romhacking.net/hacks/2859/)
  • HD texture packs
  • Ultrawide

r/recomps • • 10h ago

Project - AI The BEST Version of Double Agent Is Now On PC

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29 Upvotes

Download from github.com/TGP482/SCDA-XBERecomp releases


r/recomps • • 11h ago

Discussion Manhunt 1/2 decompilations

22 Upvotes

I am considering the idea of ​​decompiling the PC versions of *Manhunt 1* and *2* to eliminate all compatibility issues and engine limitations. This would allow the games to be modded without any real constraints. I would then recompile them for 64-bit Windows 10/11 and, naturally, make the source code open so that anyone can create whatever ports they wish.

I have already completed my first PC port—bringing the iOS version of *UMK3* to PC—with significant improvements across the board. It is still a work in progress; while I do use AI, I don’t foresee that being an issue, as I pay meticulous attention to detail to ensure everything is done properly. That is one of the projects I have planned.

I would also like to decompile the *Metal Slug* games, the *South Park* RPGs (to make them playable on Android), and *Mortal Kombat Gold*. I’m curious to know which of these you would like to see next, once I’ve finished polishing *UMK3*.


r/recomps • • 14h ago

Project - AI Ask and you shall receive. Scooby-Doo: Refrightened – a native PC port of Night of 100 Frights

22 Upvotes

I made a native Windows port of Scooby-Doo! Night of 100 Frights (GameCube) by statically recompiling the game’s code to C++ with WiiCompiled. It’s not an emulator: it runs as a regular PC program.

Features:

True widescreen: 16:9, fill the screen, or cinematic 2.39:1. The game’s own camera is widened, so you see more of each scene instead of a stretched picture. The original 4:3 is also available.

Up to 4K, with optional HDR

Gamepads and keyboard, memory-card saves, mods

A launcher that sets everything up from your own disc image

You need your own dump of the USA disc, v1.01 (GIHE78), as .iso, .gcm or .ciso. No game data is included.

Download, screenshots and source: https://github.com/josiahg2502-glitch/Scooby-Doo-Refrightened

Feedback and bug reports are welcome!


r/recomps • • 13h ago

Project - AI Pinyon Shift 0.6.0 is out! 🎉

19 Upvotes

Download: https://github.com/arcanite24/pinyon-shift/releases/tag/v0.6.0 Already on 0.5.x? The launcher shows Update to 0.6.0. As always, it builds the game on your PC from your own disc; no download contains the game.

New

  • Temporal upscaling: FSR 2 and FSR 3 in F6 > DISPLAY > OUTPUT SCALING, using the game's depth and motion, plus SHARPENING. Built in on Linux, macOS and Android; on Windows it needs AMD's FidelityFX runtime for now.
  • DualSense: adaptive triggers, RPM lightbar, tilt steering and PlayStation button marks (F6 > CONTROLS > DUALSENSE, off by default).
  • Racing wheels: steering saturation, deadzone and curve, and pedal deadzone.
  • Graphics: Ultra Low 30 preset, texture size cap, colour LUT, HUD scale, world-only FXAA, and F2 hides the HUD.
  • Gameplay: skip intro movies, start in single player, AI without rubber-banding, a sound mixer per category, and car telemetry over UDP for SimHub and motion rigs.
  • Mods: texture packs on Vulkan, cars on existing models, and 22 hidden traffic and showcase cars for sale.

Platforms

  • The Linux and macOS launcher now has every Windows panel: DLC, title update v4, Xenia save import and the Android build.
  • Steam Deck: an x86-64-v3 build uses 5.5 % less CPU, and pinning threads to cores saves another 6 to 7 %.
  • macOS: free roam holds 120 Hz on an M4 Pro.

Fixed

  • White window after the warning screen when the config had no renderer line.
  • "NO GAMER PROFILES" with Steam Input, ViGEm pads or wheels.
  • Headlights at night with shadows off.
  • Lots of setup failures: drives owned by another account, Git certificates, proxies, extracted folders.

Full notes: https://github.com/arcanite24/pinyon-shift/blob/main/docs/releases/0.6.0.md Found a bug? Open an issue from the launcher's Report crash button, and attach the ZIP.


r/recomps • • 14h ago

Project - AI Ace Combat 3 Electrosphere Recomp - Android

19 Upvotes

Les comparto un recomp que estoy haciendo de Ace Combat 3: Electrosphere para Android, es su primera versión jugable aunque aún esta en desarrollo:

https://github.com/vzepec/ac3-decomp/releases/tag/v1.7-alfa


r/recomps • • 3h ago

Discussion Very dissapointed in Retro Renew's new video

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20 Upvotes

Retro Renew has always been my go to channel for emulation and abandonware optimisation, alongside others and I've come to respect his dedication to making unofficial methods of playing console games easy to grasp for newcomers, but today's video felt so tonedeaf and biased, it was dissapointing to sit through the end. His blatant hatred and bias against A.I. assisted work became more and more obvious as the video went on, no matter how much he tried to hide it under the guise of" how is this for casuals'

He is entitled to his opinion and taste towards emulation and unofficial ports + re/de-comps but it was frustrating to see him grasping at straws at times to devalue them in the video.

He constantly passes unnecessary remarks about the nature of these "ports" and tries to paint them as unethically produced "slop", making an entire tier dedicated to "absolute slop" to hammer in the "a.i. slop" narrative that the anti-ai crowd loves to parrot.

I'm not a pro or anti-ai person to be clear, I believe the technology is just a tool, a means to an end and characterising it as one thing is not the wisest position to hold. Both Anti-Ai and the Pro-Ai crowds are insufferable people that don't have any room for nuance and discussion.

His verdict for the Windwaker port is just plain stupid. He turns on experimental features for increasing the framerate and then acts surprised that it broke some of the visuals, mind you it was some minor texture blinking in the distance with the ocean sprites, nothing major, and since it uses frame gen, he criticised it for introducing input lag......even tho the setting specifically warns him that the game will still run at 30fps internally and it's an experimental feature. DESPITE all of this the game is running smooth and very playable, with mod support and a crisp resolution with KBM controls and widescreen, and yet he still puts it in the "Not So Great" category just above the worst tier.

He does something similar with Ratchet and Clank, granted the port isn't the best and arguably slightly worse way to play compared to emulation, but it's still playable and looks great, but NOPE there it goes in the "Not so Great" category again.

He then blasts the Infamous Second Son port as well, which I can understand as it doesn't look very playable at all, but his comments about these ports make it so hard to take him seriously.

Its like he's not allowed to appreciate them on any level at all unless they are absolutely perfect to the point you can't lie about it, like the god of war III port.

The whole this is just from a casual player's perspective" guise is bullshit, because no casual player would jump through hoops to play the unofficial ports and then expect them to perform perfectly despite knowing these are unconventional methods, you're out of the casual space by then. And his argument that "there are better ways to play these with emulation" is stupid because he made a whole point about how these should be more accessible to newcomers than emulation (which is also stupid because emulation is also incredibly easy atp and highly accessible).

His bias becomes even more clearer during the Edge of Time section of the video where he has nothing but praises for it because it's "entirely human made" and not "A.i. slop", also mentioning how he's in touch with one of the creators.

He also has these weird tantrums about the launchers for these ports, trying to make it seem like a big deal that the launchers look vibecoded and not super unique and interesting. Its not even like the launchers look ugly and broken, they look clean and simple. At one point he even complains about how "complicated" it looks, like dude....you are the channel that's all about using complicated settings and methods to play console games on PC.

The whole video he has this agenda he wants to push that the influx of these new reverse engineered ports are "nothing special" and not as good as they look, ooooo don't trust those twitter posts guys they are lying to youuuuu, like come on bruh.....come on.

The blatant Anti-A.I. moral grandstanding is genuinely so exhausting atp, atleast the A.I. techbros mind their own business, can't say the same for the Anti-Ai crowd that seems to be on a crusade, to save the world from "slop"

There's also a point in the video where this dude acts suprised and alarmed that the "add to steam" options added the game in his steam library as a non steam game, he acts all dumb and shocked like " did it just hack my steam account"

Dude....

(Repost , because r/decomp deleted my post without providing any reason , maybe discussion is not allowed there so I'm trying here)


r/recomps • • 3h ago

Project - AI Yo-kai Watch (All 3DS games) recompiled for Windows, MacOS, and Linux!

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15 Upvotes

Hihi! I've been spending time on this recompilation of all of the YW engine games on 3DS, and would love some feedback! It currently has a few features implemented, but most, if not all games shoudl run pretty well!


r/recomps • • 15h ago

Project - AI FIFA Street (2012) is playable online again on PC: ReStreet v1.5.1 Online Beta, a fan recompilation with community servers

15 Upvotes

Hi everyone! I've been working on **ReStreet**, a fan-made Windows PC version of **FIFA Street (2012)**, built by statically recompiling the Xbox 360 game with ReXGlue. EA shut down the original servers years ago, so I rebuilt them: you can play the original online modes again, with real people.

**What works online**

- Street Season: Division Match (10-game seasons, promotion and relegation) and weekly Cup Match with a trophy

- Friend Match and Online Team Play

- Friends list, invites, News Feed and leaderboards (Top 100, Friends, Country)

- Two community servers: **Europe** and **South America**

**New in v1.5.1**

- **Automatic updates:** the launcher finds new versions, checks them (SHA-256) and installs them for you

- **Performance page:** FPS in matches and replays, the GPU actually used, crashes, and tips

- **Social hub in the launcher:** who's online, friends, server chat and private chats

- Laptops with two GPUs now use the **dedicated card** automatically (Direct3D 12 and Vulkan)

**How to play**

  1. Install ReStreet v1.3 (offline) using **your own** Xbox 360 copy of FIFA Street (2012). No game files are included.

  2. Run the v1.5.1 online patch (it also installs over v1.4 and v1.5), pick a name and a server.

  3. Press PLAY.

**Download:** https://github.com/samuelit0davila/fifa-street-pc-port

It's an open beta: free, no accounts, no payments. Known issues: no Rematch yet, video uploads are off, and Online Team Play can rarely hang on the loading screen. If you try it, the launcher can send an **anonymous** performance report (only if you agree), which helps me make it run better on more PCs.

This is a non-commercial fan project, not affiliated with EA, Microsoft or Xbox. Feedback and bug reports are very welcome!


r/recomps • • 8h ago

Project - AI Scooby-Doo: Refrightened v1.0.1

13 Upvotes

New in v1.0.1:

60 fps option, with the game still running at its normal speed

MSAA anti-aliasing (2x, 4x or 8x)

Built-in HD texture pack by dogerki, which you can switch off

Option to skip the intro movies

Fixed characters flickering with stretched triangles, plus other graphics fixes

Still included:

True widescreen (16:9, fill the screen or cinematic 2.39:1) or the original 4:3, up to 4K, with optional HDR

Gamepads and keyboard, memory-card saves, mods

A launcher that sets everything up from your own disc image

You need your own dump of the USA disc, v1.01 (GIHE78), as .iso, .gcm or .ciso. No game data is included. To update, unzip over the old version; your saves and settings are kept.

Download, screenshots and source: https://github.com/josiahg2502-glitch/Scooby-Doo-Refrightened

Feedback and bug reports are welcome!


r/recomps • • 11h ago

Project - AI LovePlus+ native Rust runtime with 15,499 mapped DS functions and a player supplied ROM

13 Upvotes

I made lp-engine, an open source native runtime for LovePlus+ on Windows, macOS, and Linux.

This is not a static recompilation. The original Nintendo DS game is used as a data source, while its hardware environment is replaced and key parts of its logic run natively in Rust. Scripts, models, animations, sounds, text, and other game data are extracted once from the player’s own Japanese LovePlus+ ROM. Nothing from the game is included in the repository or release. In the latest instrumented playthrough, 96% of game execution ran natively; the remaining ARM functions ran through lp-engine’s interpreter.

The project sits between an emulator and a total rewrite.

The game flow, script machine, event selection, save handling, DS hardware interfaces, rendering, sound protocol, touch input, microphone, clock, and other subsystems have been reconstructed and validated. Code that has not been ported still runs as original ARM code through an interpreter, sharing the same memory model with the native side.

The point is not to reproduce the DS image unchanged. The game logic and timing are preserved while the desktop runtime adds:

  • Up to 4× 3D rendering
  • GPU rendering, texture filtering, anti aliasing, and smooth toon shading
  • Optional smoother heroine animation
  • English dialogue, menus, and redrawn interface graphics
  • Keyboard, gamepad, mouse touch input, microphone support, and ordinary save files
  • Session recording and replay for reproducible bug reports

The reverse engineering work is documented publicly:

https://gage-marshall.github.io/lp-engine/

That includes a function map of all 15,499 functions, exact SDK and NitroSystem matches, direct call mapping, confidence levels for every name, and chapters on the game’s state machines, scripts, event selection, real time behavior, saves, rendering, audio, text, and hardware protocols.

A few validation examples:

  • 311,719 recorded emulator frames checked without a game flow divergence
  • 5.9 million calls compared across 63 real play recordings
  • 1,254 functions matched exactly against Nintendo SDK and NitroSystem libraries
  • 38,563 direct calls mapped
  • Script and event behavior checked against the original game over large generated state sets

AI disclosure: I used AI heavily as part of this reverse engineering sprint, including for analysis, implementation, and documentation. The project’s claims are backed by the function map, static analysis, emulator recordings, differential tests, and replay fixtures. AI made the iteration dramatically faster, but it did not replace the strategy or verification loop.

Source and releases:

https://github.com/gage-marshall/lp-engine


r/recomps • • 19h ago

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

13 Upvotes

r/recomps • • 5h ago

Project - AI Infamous Second Son on PC - Hybrid Port

12 Upvotes

I'm currently working on the hybrid port of inFAMOUS Second Son on PC and it is going great!

  1. I found a way to pre-compile all shaders at the first launch of the game so that we can play the game without any shader stutter during any progress of the game
  2. My port has native kbm support so the whole game is fully playable with kbm. Even the spray part!

The only part is the fps. It should be better and im working on it

Testing phase will open in a week or two

Disclaimer: You need your own dump to play and ai is used for learning!

Check out my YT channel for more videos


r/recomps • • 6h ago

Discussion DRIVECLUB PC Port – The Weather Effects in 4K Are RIDICULOUS! 😱 RTX 5080

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9 Upvotes

Based on new p2p release of the game, update the launcher to latest version fom the github below fix speed issue

https://github.com/ondrejeder/Driveclub-pc-wrapper


r/recomps • • 7h ago

Project - AI New Super Paper Bros. v1.0.2: controller-matched buttons

10 Upvotes

Update to my native PC port of Super Paper Mario.

- On-screen buttons now match your controller (Xbox, PlayStation or Switch)

- New Controls screen that shows your controller and every action, including stylish moves

- Fixed stylish moves on RB/RT (R/ZR, R1/R2)

Download: https://github.com/josiahg2502-glitch/NewSuperPaperBros/releases/tag/v1.0.2