r/decomps • • 2d ago

[OFFICIAL] Weekly MEGATHREAD: Port/Decomp/Recomp Requests

87 Upvotes

Hello everyone. This is the weekly Megathread for all requests or questions about if a certain game is being worked on or been done already.

We would also encourage people to post any projects that they have started for potential collaboration with other users who may be working on the same game


r/decomps • • 7d ago

[META] Building a wiki

128 Upvotes

Hi guys,

In order to get less "how can I port x, how to get involved without coding experience, what can I do to help, I want to get started in decompilations,etc .." posts, we're planning to build a wiki for this subreddit.

In this wiki we plan to gather resources for those who want to get started in the decompilation/recompilation process but also link common directories to find ports.

It's gonna take a bit to build so in the meantime I'll let this thread pinned in order to take your suggestions and any information that could help us.

Thanks for your participation!


r/decomps • • 9h ago

Review The Start of a Veritable Old-School Videogame Renaissance

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1.2k Upvotes

A big thank you to all the hard-working fans and their AI tokens for giving us access to games lost to time and industry bureaucracy


r/decomps • • 6h ago

Made with AI assistance Animal Crossing New Horizons running at 60fps on Android

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420 Upvotes

Hey everyone!

I've been working on a PC port of Animal Crossing for about a week now, and I’m currently bringing it over to Android. And yes, before anyone asks, I am using AI to help build this. If that makes it "AI slop" to you, feel free to just downvote and move along.

Right now, I'm hitting a solid 60 FPS using frame generation. I know FG isn't everyone's ideal solution, so I also included a native 60 FPS toggle, but my phone definitely can't handle native 60.

It's rendering at 900p upscaled to 1080p, which is honestly a pretty solid result for an old device that was just sitting in my drawer gathering dust for years.

Testing device specs: Galaxy S20 FE (Snapdragon 865, 6GB RAM)

GitHub repo:https://github.com/Nycolazs/ACNHRecomp

Discord server for updates and progress:https://discord.gg/hMCz4jTT2x


r/decomps • • 1h ago

Decomp My favourite games over the last few weeks...

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• Upvotes

r/decomps • • 2h ago

Recomp Sakura Wars V1.01 (PS4) Linux PC Port at 4K with FSR4 | PS4RT

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89 Upvotes

Hi all, back with another port!

This one was considerably tougher than my previous projects and took quite a bit longer, but we finally got there.

I've been working on getting Sakura Wars (PS4, v1.01, CUSA16429) running natively on Linux through a game-specific compatibility runtime.

GitHub: https://github.com/HekamiAeon/Sakura-Wars-PS4RT

Windows ports are not planned at this time.

Important: This port requires game version 1.01. I've bundled a launcher that can install the update for you, but you'll need to provide your own v1.01 update PKG or an already-updated game directory. Optional DLC is also supported.

I managed to play through Chapter 3 without any major issues, running at 4K output / 60 FPS with FSR 4.

A note about the 60 FPS patch

Sakura Wars was designed around 30 FPS, and unfortunately, unlocking the framerate isn't as simple as changing a few clocks. Assumptions about 30 FPS are baked throughout the game's logic, so getting 60 FPS working required considerable reverse engineering and fixes to gameplay timing, movement, combat, and other systems.

The results have been solid throughout my testing, but the game has eight chapters, and I've only tested the first three. It's entirely possible that later sections still have some 60 FPS-related issues. If you encounter any, feel free to open a GitHub issue or swap to 30 fps temporarily on those sections.

I've also retained the original 30 FPS mode as a fallback and lower end systems.

I know Sakura Wars has been troublesome for some people running it through shadPS4, so hopefully this gives a few of you another way to enjoy the game on Linux.

I also have a few other PS4 ports available on my GitHub if anyone is interested:

https://github.com/HekamiAeon/

What PS4 game should I try porting next? I'm primarily interested in console exclusives that have never received an official PC release are stuck in console hell.


r/decomps • • 1h ago

Preview RecompLauncher Beta launches this Friday, already at 10,000 signups! We also launched our Developer Hub for creators who can integrate their projects to our UI, track their recomp stats and get instant feedback from players.

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• Upvotes

Join the beta list https://recomplauncher.com/get


r/decomps • • 4h ago

Question Should we have a community rating system for decomps?

100 Upvotes

EDIT: F'kd up my terminology sorry about that

I know this might be a long shot, but would there be any interest in a community rating system for recomp ports? Something that tells you at a glance how stable and playable a port is before you sink time into setting it up.

Here's a rough idea:

Playability

  • Perfect: Plays start to finish with no known issues. Behaves like the original.
  • Great: Can be finished. Minor bugs or visual glitches, nothing game breaking.
  • Playable: Can be finished, but expect the odd crash or a workaround or two.
  • Partial: Boots and plays, but something stops you from finishing it.
  • Not playable yet: Decomp still in progress, or it won't boot or only gets to menus.

Setup

  • Easy: Drop in your own game files and go.
  • Moderate: Asset extraction or some config needed.
  • Hard: You're building from source.

Tags (optional)

Platforms (Windows, Linux, Mac, Android, etc.) plus extras like widescreen, high framerate, and mod support.

Ratings would be tied to a specific release or build. These projects move fast, so a port that was rough six months ago might be great now.

As for where it would live, a wiki page or pinned thread the mods keep updated could work, with people reporting in the comments. It could also be post flair on release threads.

Curious what everyone thinks. Would this actually be useful, and what would you change?


r/decomps • • 1h ago

News Pokémon Emerald 3DS is being ported to Switch

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• Upvotes

r/decomps • • 4h ago

Release Athelas (LotR Xbox Recompiled Games) Launcher 1.7.0

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71 Upvotes

Shagg here. Athelas 1.7.0 is out. It's a big update for the launcher and recompilations, with fixes since 1.6.0 included. Press Update in the launcher, or download it from the releases page and unzip it over your Athelas folder. Your settings, saves and achievements are kept.

New in the launcher

  • 11 languages: English, Spanish, French, German, Italian, Portuguese (Brazil), Polish, Russian, Japanese, Chinese (Simplified) and Korean. It asks on first start, and the Xbox ports' settings are translated too.
  • Save backups: back up any game's saves to a zip on your desktop, and restore them. Your current saves are backed up first, so nothing gets lost.
  • A log folder for every play session, with plain-English messages when a game closes unexpectedly.
  • Clear shaders for the Xbox ports. They're set aside, not deleted.
  • Mods from a .zip for Return of the King (PC), with a load order you set (Up / Down). Code mods get a warning first.
  • Desktop shortcuts for each game.
  • Resizable window: everything scales with it. F11 or LT + RT switches fullscreen from any screen, and there's a borderless option. On a Steam Deck-sized screen it starts maximised.
  • Controller on the carousel: LB / RB pick Play or Settings, and A presses it.
  • Play time now counts for the PC version of Return of the King too.
  • The Shire theme plays on Fellowship's box. The Two Towers plays its own menu music.
  • Box art without the black outline, and the version shown in the corner.

Fixes

  • Return of the King (PC) no longer closes at start on PCs without Vulkan (#27). It falls back to Direct3D 8.
  • The Two Towers' menu music now plays when you have more than one copy added.
  • Valar Boons: the first boon was on from the start (leftover from testing).
  • Several crash and safety fixes in all three Xbox ports, from an independent code review.

As always, no game files are included: you need your own copies. If something goes wrong, the launcher's "Make a problem report" button puts everything I need in one zip.

Download: https://github.com/Shagg88/Athelas/releases/tag/1.7.0


r/decomps • • 15h ago

Preview Switch 2 decomps seem to be happening including Mario Kart World and Donkey Kong Bananza

474 Upvotes

twistedvoxel.com
Nintendo Switch 2 emulation has made swift progress mere days after the console was hacked, with Mario Kart World, Donkey Kong Bananza and more reportedly running on PC. Multiple sources…

https://twistedvoxel.com/nintendo-switch-2-emulation-running-mario-kart-world-dk-bananza-on-pc/

https://x.com/CentroLeaks/status/2115255936277504050

https://x.com/CentroLeaks/status/2115273317003223536

https://x.com/chasmmmmmmmmmmm/status/2115057525238210589

It's looking like it's over every Switch 2 game will be on PC maybe Ocarina of Time remake not long after launch.


r/decomps • • 3h ago

Status: Optimized Production Crash Twinsanity PC PORT [4K60] 2026

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49 Upvotes

r/decomps • • 5h ago

Made with AI assistance An attempt at a NES FF1 Recomp

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61 Upvotes

I really hoped a Final Fantasy 1 Recomp project would pop up after the Pokémon Gen 1 Recomp, but to my knowledge, not much has been created. So here I am, trying to get something playable out of it as a side project. You can check it out at:

https://github.com/dr-pepper-408/ff1-recomp

The game is fully playable in 2D (it started as a C99 port of the NES disassembly), and in 3D there are some visual glitches (I'm a terrible artist, so no new assets have been created, just some different use of the already present assets and some voxels for a few others). It does require a US rom of the game, as all the game data is read from it. The video shows some of the game graphics. Let me know what you think =).

**Disclamer**: A lot of this has been developed using AI (especially the Lua scripts for the 3D part). I have mixed feelings about its use. It started as a test to check out the coding workflow with an LLM assistant, and I have to admit this fast prototype would not have been possible without it.

TLDR: a 3D mod for the classic NES Final Fantasy 1, mostly playable. It does still need some love with the pixel art for a lot of assets.


r/decomps • • 5h ago

Made with AI assistance Introducing ROMAtlas, a reusable toolkit for disassembling / porting 8- and 16-bit era games with AI, plus two proof-of-concept native ports (DuckTales NES and Super Off Road SNES)

51 Upvotes

Hello!

ROMAtlas is a toolkit (sometimes called a custom agent) to enable high quality disassembly and porting of games for second and third generation cartridge-based console games to cross-platform Rust code.

This means, if you have a ROM file, you can use the prompts and tools in the ROMAtlas repository to instruct an AI agent harness to disassemble and port the game and typically get very good results out of the box.

Disassembly / Decompilation

Disassembling works particularly well in the current release. ROMAtlas provides the AI with a preconfigured debugger and assembler / disassembler for the following platforms:

  • Game Boy / Game Boy Color
  • NES
  • SNES
  • Game Gear
  • Master System
  • Genesis
  • TurboGrafx-16

The debuggers have a built-in JSON-RPC server which allows the agent to "play" the game like a human would, observe accessed memory and registers, and use the current game state to build a rough map of where the code is located in the ROM file and the format of the data files (e.g. graphics, sound, enemy tables, etc.). It comes with a pre-made prompt that instructs an agent in goal mode to use a team of sub-agents, each of which builds on and challenges the others on their work. One sub-agent investigates with the debugger, the next reads the raw disassembled code and adds comments, labels and variable names, and the third reads the commented code and finds clues as to what the next pass of debugging should look for.

Disassembly is saved in a metadata format which describes the code locations / symbols / comments separate from the actual source code or ROM file, which means we can have a permanent record of the inner-workings of each game without running into copyright issues. This archive can be saved in the atlas directory, and each archive can then be used along with the original ROM to reconstruct the disassembled, fully commented source code.

With workhorse commercial LLMs at the level they are now, this process is so efficient that it's my hope to eventually build out a huge atlas of disassembled games for preservation purposes.

Porting / Recompilation

Disassembled source code is useful for finding glitches, making romhacks, etc., but I wanted to go further and see if I could improve the process of making native ports of these games easier and higher quality.

There are a few existing toolkits for recomps of systems like NES and SNES available, but my issue with how they work (or at least the ones I'm familiar with) is that they tend to be emulators in all but name. They take the disassembly of a ROM and translate it into a modern language like C, but the code they generate is essentially a 1:1 translation of the assembly instructions and thus can only operate in a strict virtual machine simulation of their original console. This limits the amount of customization or new features we can make to a game, because assembly language is very unmaintainable and even AI agents have trouble modifying it.

ROMAtlas takes a different approach; it tries to reproduce the original game's logic in modern, idiomatic Rust code, while still preserving as much as possible the low-level semantics that these games relied on. It does provide a shared library of common utilities that ports can use for convenience (e.g. an NES game is always going to have to do timing via the VSync interrupt and render a tilemap the way the NES did with its PPU), and to do common tasks like extracting assets from the original ROM file, but the code it tells the agent to write is a completely new implementation of the original game.

As you can imagine, this approach is not without drawbacks. Games of this era were always pushing the limits of their hardware, and they employed lots of crazy tricks to squeak out small gains in performance and especially to fit their code and data inside expensive ROM chips. Naively telling an agent to replicate the logic of an 8bit game in Rust will fail because it will miss obscure details of bitpacked data, game logic represented as side effects in carry flags or other registers, or even weirder hardware-specific hacks.

To get around this, the porting workflow in ROMAtlas first analyzes the commented source code and builds a map of low-level game behaviors, and for each behavior it writes a unit test in Rust that must pass once the final game is completed. Because each behavior gets analyzed individually and must be cross-referenced to lines in the original code, this effectively stops the agent from "cheating" and skipping over some low-level ordering or idiosyncrasy which could change the behavior of the game. Then, once we have a working, well documented, 1:1 Rust port of the original game, we can go back and do further "modernization" passes over the code to fix weird compressed data formats, unrolled loops, and other things that modern games don't need because they don't run on a 1.8MHz CPU!

Proof of Concept Ports

To show off what the system is currently capable of, I had it make ports of two of my all-time favorite games. Neither, to my knowledge, has a PC port yet (though I could be wrong; lots of new projects all the time these days).

Duck Tales (NES)

Source code here: https://github.com/weisserw/ducktales-port

Play the WASM build online here: https://weisserw.github.io/ducktales-port/

Enhancements from the original: I added native 16:9 widescreen to the game, as this is a commonly requested feature from games of this era. And I must say, it's really nice to be able to play the game un-letterboxed on an HDTV.

Super Off Road (SNES)

Source code: https://github.com/weisserw/super-off-road-port

Play online: https://weisserw.github.io/super-off-road-port/

This one is particularly beloved for me, I probably have played it for thousands of hours, but the original has a glaring flaw: you always play the same tracks in the same order every time, and there is no ending / victory, just an endless loop.

So I modified it to add two new game modes: a "random" arcade mode which features the original game but with the tracks randomized every time you play (there are sixteen tracks, and each one can be played forward or in reverse with different obstacles on the track), and a new "championship" mode modeled after Grand Prix mode in Mario Kart, where you compete to earn placement points over a set of races and try to end the season in the #1 position. Finally, this game has an actual ending!

Conclusion

This project is something I've been thinking about for a long time. I'm sure there are a lot of similar stories on this sub, but I've been a professional dev for 25+ years, and while I've always enjoyed romhacks, randomizers, etc., and occasionally dabbled in reverse engineering, it wasn't something I could justify spending a ton of time on. Obviously there is a lot of debate and controversy at the moment about the use of AI, and I don't want to get too in the weeds about that stuff other than to say, I like that AI has given me the opportunity to help preserve and bring new life to games I've loved since childhood.

Also, clearly there are going to be a lot of ports of this era of games coming out soon, and some are going to be better than others in terms of quality. I don't think it's possible to totally stop people from tossing up low-quality, untested "slop" ports, but I also think we are advancing to an era where instead of creating each port in a totally bespoke way, the community creates automated toolkits like this one which allow the sharing of pre-tested tools, prompts and workflows. These types of custom agents are the next generation of decomp / recomp, and I think as people start to develop and use them more, the quality of ports in general will increase.


r/decomps • • 52m ago

Made with AI assistance Cha-Cha: A MH3U Recomp

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• Upvotes

I've been working on a recompilation of MH3U for Wii U, it's got new QoL features such as item sets, hold to carve/gather and hp scaling for multiplayer quests, it's very early in development and it needs heavy testing.

I'm no programmer Claude did most of the work but I will be fixing most inconsistencies and bugs I do find.

It has graphical options to enhance the look, even replicating the tri shaders as an option, uncapped fps, internal resolutions, the works.

It also has support for Texture Packs and dumping textures all the ones that exist are for 3ds and are not fully compatible I think.

Online is planned, and a quest editor is planned because it also has that option you can load dlc quests and future custom quests from the mods menu and it will load them into the events tab inside the gathering hub.

Anyways, check it out, tell me what you guys think. Cheers!

https://github.com/BoyClinton/Cha-Cha


r/decomps • • 10h ago

Status: Beta-Testing Timesplitters: Future Perfect PC PORT [4K60] 2026

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107 Upvotes

r/decomps • • 11h ago

Release Colin McRae Rally 2005 XBE Recomp

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113 Upvotes

https://github.com/projectedan/McRae05-XBE-Recomp

Colin McRae Rally 2005's Xbox version, ported natively to Windows. This game already has a native PC version from back in the day, however that original PC version lacks 64bit OS support, and its controller support is lacking.

With that in mind, I put together an easily accessible plug and play port of the Xbox version for Windows (also runs on SteamOS/Linux via Proton). I included a host of QoL features accessible through a quick menu, like resolution scaling, anti-aliasing, brightness and gamma controls. Give it a try, and let me know what you think.


r/decomps • • 21h ago

Made with AI assistance Bloodborne PC Windows Port v0.7.2 adds Live FPS Patching and fixes several high-framerate physics issues above 30 FPS.

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640 Upvotes

Hey everyone,

Bloodborne PC Windows Port v0.7.2 is now out!

This update adds Live FPS Patching, letting you switch target frame rates in real time (30, 60, 90, 120, or Uncapped) directly in the in-game overlay settings without restarting the game.

It also addresses several physics issues when playing above 30 FPS:

  • Fixed character clipping, desync, and falling through moving elevators/lifts.
  • Buggy NPC animations are fixed
  • Cloth physics fluttering and mesh stretching have been stabilized.
  • Conflicting legacy FPS patches are now automatically disabled to prevent crashes.

It also covers more root causes behind common crash codes 139 and 140.

Download and Full changelog: https://github.com/Mrsuss60/bloodborne_pc_windows_port/releases
Discord server (help and report bugs): https://discord.gg/gTvrZZ75G


r/decomps • • 1d ago

Preview Preview: I made the Melee decomp run as a transparent overlay on my Mac desktop

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1.2k Upvotes

Been working on this for a while: Desktop Melee runs Melee over the macOS desktop. The Dock is the stage, the screen edges are the blastzones, and everything else stays clickable underneath.

It's built on 999sian's melee-pc, which runs the doldecomp/melee decomp natively (GX goes through aurora/Dawn to Metal). On top of that I added:

- a fixed camera that maps the screen 1:1 to game units, so fighters line up with the real Dock

- Final Destination's floor stretched to the Dock's width

- blastzones at the screen edges

- stocks and percents in a little island around the notch

- a menu bar app for characters, costumes, CPUs, controller ports, button remaps, tap jump and UCF

You'll need your own USA 1.02 disc, and no game files are included. macOS on Apple silicon first, Windows and Linux later.

Source and a first release coming soon. Huge thanks to 999sian and the melee-pc contributors and to the doldecomp team, none of this exists without them.


r/decomps • • 3h ago

Windows Sonic Dream Team port for Windows and Android

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21 Upvotes

r/decomps • • 5h ago

Made with AI assistance Witch-Time: Static recompilation of Bayonetta 3

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34 Upvotes

r/decomps • • 10h ago

Made with AI assistance MOTHER 3 Recomp v1.0.7 — BIG UPDATE: new launcher, true 16:9 widescreen, controller button prompts, and mods

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75 Upvotes

r/decomps • • 16h ago

Release SM64DS Port Final Major Update Before Release!

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234 Upvotes

Wow this was a big project and its still not even done. I wish Reddit would let me show you this in 1080p 120FPS like I'm seeing it. Buuut you can always try it yourself! (The stuttering in the video is from OBS not the port)

OH the multiplayer 32 player 24/7 adventure online is working so come test that out!
Join us in the discord!

Download: https://tangos.dev/downloads
Discord: https://discord.gg/4HSBd44Zz


r/decomps • • 1h ago

Made with AI assistance Resident Evil Code Veronica PC port for single player, with optimizations, many fixes, ammo counter, and QoL improvements

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• Upvotes

alikores version has many issues if you're using tank controls with third person camera. I modified it to be basically the same as RE4 and 5. (I should be clear you can totally play this with fixed camera the original way if you prefer and enjoy all the perks of higher fps and resolution on PC. the modern third person cameras are 100% optional)

1.Added an ammo counter, that was really easy all the information about the ammo count and max ammo count are in memory during gameplay then display it with the games default text. I wanted to add the weapon icon from inventory but its not reachable the same way in-game. you can turn this counter on or off in the gameplay menu.

  1. Added hotkeys in the controls menu to switch from third person to fixed cameras with a controller press. Before this was only in the F1 menu and you couldn't bind it to controller press.

  2. In enhanced menus RB/LB always change pages A always selects, B always exits. Before these would change if you bound RB/LB to something else. Other confirm and cancel buttons you bind still work too but you can always use A/B to cancel/confirm in the menu.

  3. The biggest change was removing multiplayer. And not just in the menus, I scoured the code to find every function and trace of multiplayer. It was severely tangled up in single player so i had to move a lot of variables and functions to new files if i wanted to keep it but its clean. I did this because I wanted the project to be smaller in scope and more easy to fix. Multiplayer is taking a lot or the original projects attention and that's fair, it is a great feature but I wanted to to preserve and refine a version with single player only. A side effect of this is the game runs better now as single player isn't using resources at runtime checking things that only apply to multiplayer.

The original project was mostly done by AI but all these fixes and improvements are mine. I am opening pull requests if anyone wants to contribute I would really appreciate it. Let's work together to preserve THE BEST resident evil game forever!!

https://github.com/camybiohazard/Project-Veronica/releases


r/decomps • • 8h ago

Nintendo SMB3PC - The Beggining of The End

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44 Upvotes

Hello everyone! I have come back to greet you with amazing news for my project, SMB3PC, As this month ends I am quite certain I will be able to finish this project once and for all and begin my enhanced fork of it, All worlds now load correctly with their respective enemies, rewards, minigames and events. I have also implemented audio as you can see in the video along with the 2-player feature.

Now when is it coming out? Currently, I have no plans for a realease date, But hopefully by the end of the week I will have something to give you.

Now what is missing?

Some stuff, Some missing sound effects here and there, Along with some bugs. But other than that, I can say we're very close to the finish line.

What about the linux and android ports?

Now don't you worry, I am still planning on making those, But honestly, It will take some time until i have finished the main project and begin to work on porting it, Though i do have one final surprise that will perhaps make the work for these easier.

What rendering engine is it on?

Well, From what i can tell, It is on directx 11, But worry not my low end and other OS gamers, I have a plan to add Vulkkan and OpenGL Graphic APIs onto the game along with SDL3.

Now honestly, This project has taken a very long part of my life that I belive will never come back to me, So for this goodbye I wish to give you people a decision.

Should I release this little project of mine onto the public only on windows? Or when maybe i finish porting to linux and others? Should I take my time adventuring myself onto this messy land to check all of the issues i probably did not find and give you the most polished experience a poor broke man can give? Or should i not rush it out and give a product that i believe will be good enough for view?

You can give me suggestions of what i should do, Or just questions, I can answer them in due time.
For another surprise, Here is some gameplay I took a while ago of when i first implemented Mario Bros. Battle system.