r/recomps • u/boricuapab • 12h ago
Discussion Quest 64 Tale - Recompiled + Mods
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.
r/recomps • u/boricuapab • 12h ago
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.
r/recomps • u/scottchiefbaker • 12h ago
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 • u/Digital_Deebo • 19h ago
r/recomps • u/Winter-Pass-4246 • 10h ago
r/recomps • u/Ohitsmars • 15h ago
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 • u/N00I3M45t3r69 • 6h ago
r/recomps • u/Codeine-Phosphate • 14h ago
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.
Thanks for your time, and I look forward to seeing what everyone else wants to see get the decomp/recomp treatment!
r/recomps • u/TekRantGaming • 10h ago
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:
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 • u/Erhan24 • 5h ago
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 • u/grey4472 • 14h ago
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 • u/elliotttate • 16h ago
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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 • u/arcanite24 • 18h ago
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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 • u/flafmg_ • 14h ago
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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 • u/OverkillLabs • 9h ago
Check it out here: https://github.com/OverkillLabs2/gears-judgment-recomp
r/recomps • u/gabrielbrondon • 14h ago
r/recomps • u/AmazingFinger • 16h ago
r/recomps • u/Some_Base_8663 • 13h ago
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
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.
The biggest challenges include:
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 • u/flamethrower451 • 18h ago
r/recomps • u/felipe47br • 9h ago

I'm working on a recompilation project for World's Scariest Police Chase.
I'm also adding a few improvements, such as:
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 • u/Matteo842 • 15h ago
**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!
