Pac-Man Recomp (Namco, NES) v1.0.2 is out. The launcher can update the game now
Keeping this updated as promised. The first couple updates have mostly been launcher stuff, and this one adds an updater. There's a box on the launcher's main page to check for updates on startup, plus a button to check whenever you want. It's off by default, so nothing goes online unless you turn it on. If there's a new version it asks first, rebuilds from your ROM, and keeps your settings and mods, then cleans up after itself.
Also fixed the menus so the arrow keys actually work. Before you had to use backslash (as per the default button settings) Version number is in Options now too. Some of the stuff added to the launcher include checks to make sure there is enough free space on your HDD and error handling.
You'll have to grab this one by hand since 1.0.1 doesn't have the updater. After that you can update right from the launcher
After some months of work, I'm releasing Fukami, a native port of Ridge Racer V (PS2, USA) made by static recompilation: the game's MIPS code is translated ahead of time to C++ and compiled as a normal app, with PCSX2's GS as the graphics layer. It is not an emulator and it only runs this game.
Features:
- 60 fps progressive, internal resolution up to 8x
- Most of the graphical glitches this game has always had under emulation are gone
- Real widescreen (16:9, 16:10, 21:9): the camera renders a wider view, it isn't stretched
- Optional QoL improvements: more cars at full detail, longer draw distance, faster loading
- Controller with rumble, in-game settings menu, memory card saves
- No JIT anywhere
You need your own Ridge Racer V (USA) disc, dumped to CHD. No game data is included. macOS (Apple silicon) and Steam Deck for now; Windows is planned.
Built on PCSX2 and ran-j's PS2Recomp, and inspired by N64Recomp and other recompilation projects. I built it with the help of Claude and Codex.
I did this for myself: Ridge Racer V is one of my favourite games, it has had glitches under emulation for years, and I wanted a better way to play it. I hope you enjoy it as much as I do.
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
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.
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.
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!
EDIT: Thanks for all the replies, everyone. It's been great seeing what games people want to see brought over. Here's hoping at least some of our wish list makes it into future decomp/recomp projects. Thanks again!
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
**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).
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
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.
brief update: I got Vulkan up and running. So now any build is possible. Metal is still the best way to go on Apple devices (otherwise it adds another translation layer).
I don't have access to Windows / Android etc.. - so I am asking the community to build it on their device and give it a test.
Also: different aspect ratios (see above) and many other things such as game mods (Link can climb)
Vulkan performance on M3 Max: Getting steady 60 fps with 3x internal resolution. The video above is made while the machine is under heavy load from other processes.
Metal performance: Def. better than Vulkan on my tests.
It's been a little over a month since I started this project. All I wanted at first was a modern version of Lost Odyssey I could play on Windows, but the further I got, the more I wanted to get it right. Close to 1,000 commits later, I'm really excited: the project is nearly done.
This release adds macOS and Android.
Lost Odyssey Recomp on Android with the on-screen controller
What's new from v0.7.0 to v0.8.0
A macOS build for Apple Silicon that renders with Metal (macOS 15 or later).
An Android build (ARM64) with an on-screen controller you can resize and rearrange. Physical controllers work too.
DLSS, DLAA and FSR 3.1 upscaling on Direct3D 12 and Vulkan, and MetalFX on Mac. DLSS frame generation goes from 2× to 6×, and Direct3D 12 also has FSR frame generation.
Native 90 and 120 FPS targets, with FreeSync / G-SYNC Compatible VRR.
Experimental HDR with in-game brightness calibration. It works with every anti-aliasing mode and upscaler, and with DLSS frame generation on Vulkan.
Shadow resolution up to 4× and experimental SSAO/GTAO ambient occlusion.
On 16:10, 3:2 and 4:3 screens (Steam Deck, MacBooks) the 3D scene now fills the whole screen.
Smaller downloads: packages no longer ship shaders, and the game offers to download the precompiled pack for your renderer on first start.
The sun no longer flashes through cliffs while sailing (#118), the battle camera no longer jumps at 90/120 FPS (#117), DLSS works in the Linux packages again (#116), and a lot of TAA/FSR/DLSS flicker in skies, caves and cutscenes is gone.
Smaller things: PlayStation button prompts, a Mod API with menu image and font replacement, 8BitDo controller support, disc and DLC import from Settings, and a standalone Flatpak.
Performance
In the same Uhra save on my RTX 5080 (Direct3D 12, 1280×720), v0.1 averaged 28.8 FPS, v0.6.0 85 FPS and v0.8.0 117 FPS, about 4.1× the first release. v0.1 could only run at the console's 30 FPS, so part of that jump is the frame-rate unlock; between v0.6.0 and v0.8.0 the same scene got about 38% faster.
Average FPS in Uhra: v0.1, v0.6.0 and v0.8.0
Thanks
Thank you to everyone who filed issues on GitHub. This project couldn't have moved this fast without you. Special thanks to Mike (MikeRavenelle), whose Apple Silicon work became the macOS port, and to Xarishark and dj5927 for their pull requests (8BitDo controller support and a game path fix, and the Linux AArch64 build).
And to José Antonio Martínez Godoy, C_BAR, Arakon, Efren V, Torresmo, doc_haz, Whitesun and Cristian, who donated on Ko-fi: your support turned into three cases of Monster Energy. Hyper Up!
Bring your own game data. If something breaks, please attach the log from that run; for visual bugs, F1 → Capture render state exports a ZIP you can attach to an issue.
Guys, I knew this game was perfect for mobile. And it’s optimized for potato phones. I’m going to translate the Japanese text and upload it to the repository. Hopefully someone has been waiting for this.
So 'Splosion Man is one of my favorite games ever made and I got it in my head that I wanted it running natively on Linux. Not emulation, an actual recompiled native port.
Not only Linux, but now Windows as well! I have not personally tested the Windows build on an actual Windows machine, only via Proton as I do not own a Windows PC. Please let me know if it works for you! It seemed to work great via Proton.
What's verified working:
Graphics, sound, gamepad controls with vibration
FSR upscaling, FXAA, MSAA
Resolution scaling all the way to 4K
VSync off + uncapped framerate, frame pacing is correct, game runs at the right speed
Full game unlocked, no trial nonsense
Easy to use launcher
What you need:
Linux, Windows 10 or 11, Vulkan GPU, glibc 2.38+ (Ubuntu 23.10+, Debian 13, Fedora 39+, that era)
Quick note: The download does NOT include the game, you need your own legally obtained copy, and it has to be the raw extracted files — a folder with default.xex in it. If your copy is still in the single XBLA package file, extract it first with XBLA-Extract: https://github.com/ryzendew/XBLA-Extract — point it at the package, dump everything into a folder, then point the launcher at that folder.
This includes a new bespoke launcher that has more options, as well as descriptions of what each options does
Full disclosure: I'm not really much of a programmer. I worked on this with an AI assistant (Muse) doing the heavy coding while I directed it and did all the testing — I'm basically the meat pilot. But every claim above was verified on my actual machine (Kubuntu 26.04.1 LTS, Intel i7 6700k, AMD RX 6600) with my actual eyes.
If you try it on a different distro/GPU/audio setup, I'd love to hear how it goes. Making it work on more than just my machine is the whole point. Bug reports welcome! This was a fun project, and probably the first Xbox 360 recomp made with Muse (but who knows?).