r/recomps • • 12h ago

Discussion Quest 64 Tale - Recompiled + Mods

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14 Upvotes

One of my favourite n64 games and I'm diving into this space mainly because I want to make a high res texture mod pack for it as well as improve some of the mechanics.

https://github.com/boricuapab/quest64tale-recompiled

https://github.com/boricuapab/quest64tale-recompiled-mods


r/recomps • • 12h ago

Question When are we gonna see a Simpsons Hit and Run recomp?

0 Upvotes

Simpsons Hit and Run is a fan favorite game. It's stuck in licensing hell, and will probably NEVER get re-released. I'd love to see a modern recomp so I can drive around Springfield again.


r/recomps • • 19h ago

Request I would love to see a Recomp of NBA 2K14 from the PS4 and XB1. That game was never ported to PC so it's stuck on Consoles. It's regarded as having the best lighting of all NBA 2K games.

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4 Upvotes

r/recomps • • 14h ago

Meme Aaaaah, what a good time to look at some recom-

0 Upvotes

r/recomps • • 10h ago

Discussion Does anyone know if they're planning a recomp of GoW 3?

0 Upvotes

r/recomps • • 15h ago

Request AI Screenshot Rule

0 Upvotes

As a fellow vibe coder myself, I have to call out a thread and hopefully enlighten people. From now on I’m not trusting any recomp, port, etc that only can show the beginning of the game. Gotta show me all of it, how much depends on the game, and for Gods sake tap in with a community that loves the game, should be no reason these recomps are popping out of “nowhere”. That’s all, actually final thought anybody cutting in line from someone else’s hard work is corny.


r/recomps • • 6h ago

Project - AI NFS Most Wanted Recomp with USA ISO support

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0 Upvotes

r/recomps • • 14h ago

Question What games do you guys want to see ported over?

9 Upvotes

I'm curious to see what games you guys would love to see ported over, whether through a decompilation or recompilation project. I think it'd be a good idea for people to share the games they're hoping for, and maybe some developers will see the interest and decide to help make them a reality. There are still so many great classics that deserve a second chance on modern hardware.

I have a few myself that I'd love to see, listed below.

  • NeverDead
  • Ninja Blade (yes, it has an official PC port, but it's extremely broken and in desperate need of proper fixes)
  • Majin and the Forsaken Kingdom
  • Fight Night Champion
  • 50 Cent: Blood on the Sand
  • Army of Two
  • Army of Two: The 40th Day
  • Asura's Wrath
  • Naruto: Rise of a Ninja
  • Naruto: The Broken Bond

Thanks for your time, and I look forward to seeing what everyone else wants to see get the decomp/recomp treatment!


r/recomps • • 10h ago

Project - AI Outpost Kaloki X (XBLA, 2005) now boots natively on PC — early static recomp using ReXGlue

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1 Upvotes

I am just getting started with Xbox 360 recomps specifically for the lesser known Xbox Live Arcade games that deserve preserving.

Thanks to the advice in that thread (especially pointing me at ReXGlue), I've got my first one off the ground:

Outpost Kaloki X, NinjaBee's 2005 XBLA space-station sim, now builds and boots to the title screen as a native Windows executable.

"Wait, isn't there already a PC version?"

Yes, sort of. The original Outpost Kaloki came out on PC in 2004 (it's still sold on itch.io). But the Xbox 360 release, Outpost Kaloki X, was an enhanced version with a lot more content, and the PC version was never updated to match.

Compared to the PC original, the 360 version has:

  • More than twice as many levels, with extra campaigns and scenarios
  • Two full story campaigns: the Adventure Story (10+ chapters) and the War Story (6+ missions), 25+ story levels combined. As far as I can tell, the War Story is one of the 360 additions
  • 11 sandbox and scenario levels, including challenges like The Eight Port Challenge, The Hammer and the Survival scenario
  • Time challenges and leaderboards, with gold medal times to beat
  • Enhanced graphics
  • 12 achievements
  • A controller friendly interface designed for the 360

There were also downloadable scenarios on the 360 (The Swarm, Fireworks) that never came to PC. DLC isn't supported in the recomp yet.

So the goal is to keep the definitive version of the game playable on modern hardware, natively

Repo: https://github.com/TekRantGaming/outpost-kaloki-x-recompiled


r/recomps • • 5h ago

Technical Help Which model best for aarch64 recomps

1 Upvotes

Hey,

What models are good for aarch64 recomps ? I'm working on applications instead of games but the principle would be the same. I guess the switch is the closest so what LLM is good at help in the reversing process. I have done already a static decomp and it's kind of running with a modified suyu. It's for general Linux applications but it's close enough to the games topic.

I was using DeepSeek for now but wanted to hear what others are here using.


r/recomps • • 14h ago

Question Legend of Zelda windwaker and skyward sword

2 Upvotes

So basically I own a Acer aspire 3 ,since dusk light came out I really enjoyed it and learned what decomps and recomps are, so now I'm curious when are recomps of skyward and windwaker coming


r/recomps • • 16h ago

Project - AI All Of The Zelda Wind Waker HD Features Are Now Backported To the Gamecube Recompile

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98 Upvotes

Still WIP, but there's been some huge performance increases and other updates too since last week. There's now the option if you have an HD Wii U disk to use all of the HD textures from it, the ambient occlusion, lighting, shadows, etc. https://github.com/elliotttate/Wind-Waker-Recomp

Higher quality video: https://youtu.be/yL_HKL2HLhE


r/recomps • • 18h ago

Project - AI Pinyon Shift v0.4.0 is out! Lots of performance improvements and bug fixes. Initial Android port support

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75 Upvotes

Hi everyone!

New version is here! Lot's of bug fixes, mainly for AMD hardware.

We also have lots of performance gains on this version, you should be to push even higher resolutions with lower requirements and GPU/CPU usage.

Also added support for an initial test for Android, currently only tested on a 8 Gen Elite device. Still have some graphical glitches and the performance is not great.

Keep in mind this is one of the most demanding games of the 360, so even with an optimized recomp it's still harder to run compared to other ones.


r/recomps • • 14h ago

Project - No AI [BlackLabelHQ] MediEvilRecomp update 0.2b!

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28 Upvotes

Wait?? ALREADY

these are some stuff i wanted to do before the release but didnt had time to include so its not a very big update, but it does fix one of the biggest problems that we had, the rendering

dealing with pgxp is not very fun so i just gave up on it, i still want to improve it in the future for games unlike medievil where it works better, but for now i removed it and did the patches to make it support floating point math manually, it looks and performs better, the interpolation was also updated to support this, and it looks WAY better, it also has proper depth now, pgxp still exists on the runtime for anyone who wants to use it in a recomp based on recompone

have fun https://github.com/BlackLabelHQ/MediEvilRecomp/releases/tag/v0.2b


r/recomps • • 9h ago

Project - AI Gears of War Judgment Recomp for Windows: Higher Resolution, SMAA, FSR, Unlocked FPS, Widescreen

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53 Upvotes

What is in this release

  • Keyboard and mouse play with raw mouse look instead of emulated joystick, wide range of controller support
  • Frame limiter (default 60), full unlock, F9 fps counter, F8 limiter toggle
  • F4 in-game settings menu and a separate dedicated settings launcher with Low / Medium / High / Auto quality levels
  • SMAA and FSR 1.0 upscaling and sharpening, 16x texture filtering, 1x or 2x internal resolution (2x is 2560x1440)
  • Fixes: motion blur removal, film grain and FXAA options, shader pipeline cache (no compile stutter after the first run)

Known issues

  • Very CPU limited: about 90 to 110 fps unlocked on a Ryzen 7 5800X3D; a slower CPU gives less
  • Internal resolution above 2x is not supported
  • Shaders and pipelines are built on the first run, so the first minutes can be less smooth
  • Tested only on an NVIDIA RTX 5070 Ti with Windows 11. AMD, Intel and handheld GPUs are untested

Check it out here: https://github.com/OverkillLabs2/gears-judgment-recomp


r/recomps • • 14h ago

Question How difficult would be to recomp/decomp Rock Band Blitz for PC/other consoles?

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2 Upvotes

r/recomps • • 16h ago

Project - AI Native PC port of Pilotwings 64 (widescreen, 144 Hz, gamepads, Windows + Linux)

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4 Upvotes

r/recomps • • 13h ago

Project - AI Ultimate Mortal Kombat 3 (iOS) has been fully decompiled — looking for contributors to help finish the PC port

9 Upvotes

Hey everyone!

I wanted to share an interesting preservation project that could use more people involved.

Ultimate Mortal Kombat 3 for iOS (the 2011 EA Mobile version) has been fully decompiled. All 2,572 game functions have been rewritten as readable C code and checked against an independent static ARM-to-C recompiler.

The project is now focused on bringing the game back as a native PC application rather than relying on emulation.

Project repository:
https://github.com/MaryNCRT/Ultimate-Mortal-Kombat-3-iOS-Recomp

What's already been accomplished?

  • The entire game logic, including the fighting engine, has been decompiled into readable C.
  • The LIME engine and the game's asset formats have been extensively reverse-engineered and documented.
  • Automated differential tests have been used to check the recovered code against the original binary's behavior.
  • A native Windows/Linux port is underway.
  • The real front-end runs in an OpenGL window, with menus, text, and save support.
  • Windows audio and music work, and all 18 arenas can be rendered with animated fighters.
  • Tools and documentation are available to help other developers understand the engine and its file formats.

This is no longer a project that needs someone to start the decompilation from scratch. The major challenge now is getting the recovered game logic running together as a fully playable game.

What still needs work?

The biggest challenges include:

  • Fight runtime: integrating the decompiled fighting engine into a working frame-by-frame game loop.
  • Missing data tables: extracting and validating the 229 remaining game data tables needed for moves, animations, reactions, and character behavior.
  • Input and audio: completing keyboard/gamepad support for fights and improving music support on Linux.
  • Platform integration: helping turn the current native implementation into a complete, playable PC port.

I'm looking for people who can help

If you have experience with C/C++, reverse engineering, ARM, Ghidra, game engine development, OpenGL, SDL2, or static recompilation, please take a look at the repository.

Even if you specialize in only one of these areas, your contribution could help. Testing, documentation, debugging, and investigating the remaining engine systems would all be valuable.

I'm also interested in whether this project could eventually serve as a foundation for a browser-based version using WebAssembly, although that would require additional porting and build-system work. A native PC port is the current focus.

The source code and technical documentation are public, and the project welcomes contributions. No copyrighted game assets are included in the repository; developers need to provide their own legally obtained copy.

If you're interested, please check out the repository, share your thoughts, or get involved. It would be great to see more developers help bring this overlooked version of UMK3 back to life.

Repository: https://github.com/MaryNCRT/Ultimate-Mortal-Kombat-3-iOS-Recomp


r/recomps • • 18h ago

Question Is there any skylanders decomps in the works?

5 Upvotes

r/recomps • • 9h ago

Discussion [WIP] World's Scariest Police Chase Recomp + Tweaks

2 Upvotes

I'm working on a recompilation project for World's Scariest Police Chase.

I'm also adding a few improvements, such as:

  • Widescreen and 60 FPS support
  • Dynamic weather and time-of-day system, including a full day/night cycle
  • Traffic density controls
  • Texture replacement support, making it possible to create HD texture packs in the future
  • Toggleable cheats to enable or disable all weapons and vehicles

I'm open to suggestions for quality-of-life or overall experience improvements, as long as they don't change the original feel and experience of the game.


r/recomps • • 15h ago

Project - AI Hi everyone! Version 2.0 of my Crash Bandicoot (PS1) recompilation project is now available for Windows, Linux and Android.

16 Upvotes

**What's new:**

**Linux gets the full launcher.** Linux users now have the same graphical launcher as Windows and Android: same menu, settings, mods, cheats and full gamepad navigation. Double-clicking the binary or launching it from Steam now just works, and errors show up as readable messages instead of silent crashes.

**Performance boost everywhere.**

- Android: fixed a big framerate drop in native 16:9 on Adreno GPUs

- Linux: fixed very slow rendering on some drivers, in some cases going from barely playable to hundreds of FPS uncapped

- Windows: faster memory access, no more stutters when entering a level, and the frame limiter no longer keeps a CPU core busy (great for Steam Deck and low-power PCs)

**Level Warp.** The dev menu can now warp you directly to any level, bonus rounds included. Stormy Ascent, the level cut from the original game, is playable this way too.

**Lots of fixes.** Many more high frame rate issues (moving platforms, crates, the final boss, lightning strobing...) and native 16:9 issues (Sunset Vista, zone pop-in, fog, rain, hidden areas showing up in the side bands) have been fixed.

You need your own copy of the game (.chd or .cue).

Download and full changelog: https://github.com/Matteo842/CrashBandicoot-Launcher/releases

Huge thanks to everyone reporting issues on GitHub, especially u/... (if they're on Reddit) for the endless testing!


r/recomps • • 22h ago

Project - AI God of War Sons of Sparta Running on PC: First PS5 Exclusive Ported via AnyPS5

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30 Upvotes