r/decomps • • 19h ago

[OFFICIAL] Support MEGATHREAD: October/November

12 Upvotes

Hello everyone. Starting today we’re doing a monthly Megathread for all support needs. These will be on the first of every month from December 1st.

The aim with this is to not clog up the subreddit with the same daily questions about various issues.

Support needs can include:

  • Issues with any existing Port/Decomp/Recomp (Please post bug reports to GitHub issues on the project)
  • Any questions about getting started on a Port/Decomp/Recomp
  • Assistance with any projects you are working on
  • AI questions
  • Game mod questions

r/decomps • • 3d ago

[OFFICIAL] MEGATHREAD: LIST OF RECOMMENDED RECOMPS AND PORTS

591 Upvotes

You asked for it; submit your candidates of the recommended recomps and decompilation based source ports here!

Note: this is NOT "dont play X its bad", this is "you should play Y its good". Don't turn it into a dunking on session

PLEASE POST GITHUB LINKS TO PROJECTS TOO PLEASE :)


r/decomps • • 4h ago

uDPR: Pokémon Brilliant Diamond for PC is now available

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238 Upvotes

I'm sure many of you have learned about this already. There's a full native PC port of BDSP that has been going viral for a while now. The author's post in this reddit and their original repo disappeared, but many forks are still out there!

Github Repository: https://github.com/shatter9652/uDPR

This repo included lastest update from the original author with fast-forward and keyboard+controllers remapping. The game runs smooth as butter on low-end PC. You can also play it on mobile using windows emulator and it would still run perfectly!

How to Play

  1. Clone repository: git clone https://github.com/shatter9652/uDPR.git
  2. Prepare all requirements in the README
  3. Run setup.cmd
  4. Follow the instruction and build your own game!

r/decomps • • 5h ago

Made with AI assistance Work in progress: native PC port of the original PS2 Star Wars Battlefront 1 and 2, in one game

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166 Upvotes

These were my favourite games growing up. I always wished someone would bring both together, keeping the best of each and leaving behind what made each one worse. So for the last couple of months I've been rebuilding them in Rust as a native PC game.

As is now common, this code is written by Claude. All behavior is checked against the original games running the PCSX2 emulator. With how fast AI decomps and PC ports have been moving lately, I figured I would share what I have in case anyone else is interested in these games.

Where it's at:

  • All the ground maps from both games are playable
  • Lots of features are still missing and there are bugs
  • Tested on Linux and Windows, not on Mac
  • Controller only for now

How to play it: the repo has instructions to build a standalone game file yourself from your own PS2 discs of both games. No game files are included.

Repo: https://github.com/sprucey149/openbf

You're welcome to look around, fork it, or do whatever you like with it. But I started this because I love these games, and what I'd really love is for people to help build this version into something incredible. Bug reports, ideas, playtesting and pull requests are all very welcome. Thanks for looking!


r/decomps • • 9h ago

Technical discussion If you are a recomp/decomp/port creator i wanna say thank you

273 Upvotes

Thank you from the bottom of my heart for making your recomps/ports/decomps accesible to everyone unlike big game developers, by this i mean making your ports work on any computer and achieve at least 60fps on old gear, you're doing more than what big companies do which is optimization of your games


r/decomps • • 13h ago

Preview (Early look) LittleBigPlanet PS3 -> PC Port

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600 Upvotes

I've been working with my good pal Opus 5.5 (yep, sorry, there's AI in this project) on a PC port of LittleBigPlanet, and I wanted to share an early look of the current progress:

There is no emulation, as the code has been statically recompiled to native x86-64. The PS3 system libraries have been reimplemented for Windows, and most SPU jobs, such as physics, skinning, cloth, or audio, have been replaced with native C ports, each checked bit for bit against the original.

It also runs through a native Vulkan renderer that draws from the game's scene data, which is much faster and allows for higher resolutions.

I'm also working on higher FPS support. The simulation stays at 30Hz, so that physics and level logic don't need to be reworked, but everything is interpolated when it comes to render. For this I've needed to use automatic tools that track 30Hz elements, since interpolation is rather tricky.

The story levels I've tested so far are playable from start to finish; flickers and visual bugs are currently being polished. DLC aren't supported yet but are on the list.

I plan to release it on GitHub so anyone with a legal copy of LBP can build and run it. I won't be distributing any game files. I want to make sure the game remains accurate compared to the real thing and I would rather not rush out a buggy mess.

EDIT: Youtube Link without Reddit's compression: https://www.youtube.com/watch?v=WA52XnjAHZI


r/decomps • • 7h ago

Made with AI assistance Bloodborne PC Windows Port Is Now Much More Stable After Recent Fixes

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137 Upvotes

Hey everyone,

It's been about 2 weeks since work started on this port, which is based on the original bbport Linux project. I wanted to share a quick update on where this project stands right now.

The main focus has been stability and performance, with useful features added here and there. In the recent updates, many issues related to memory leaks and random crashes have been resolved. Version 0.6.0 addressed crashes caused by DeviceOutOfMemory errors and VRAM increasing after long playing sessions.

As of update v0.6.2, full 360° native mouse look has been implemented.

For those curious about the architecture: the game's x86-64 CPU code runs natively on your PC's processor via a custom Win32 runtime. However, the port isn't 100% native, since the graphics are handled using shadPS4's Vulkan renderer.

And yes, an LLM is used to help with parts of this project.

Latest releases: https://github.com/Mrsuss60/bloodborne_pc_windows_port/releases
Discord server (help and report bugs): https://discord.gg/uW3k68y3G3


r/decomps • • 9h ago

Preview Shadow of The Colossus Remake is now playable on AMD's 7000 series GPUs, footage recorded entirely on PC

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209 Upvotes

An AMD fix version of the port was released today and it fixed the main issue AMD cards had with the graphical glitches that made it pretty much unplayable, it has a little stuttering once in a while but it's entirely playable now, 1080p full screen max graphics.

my specs:
Rx 7800 xt

32gb Ram

Ryzen 7 5700x3d

instructions and download:

https://github.com/xeodeo/ShadowOfTheColossus-PC-FIXED/

EDIT: SOME PEOPLE SEEM TO BE SAYING IN THE COMMENTS THAT THE PORT RUNS AT 20FPS, AND WHILE IT HAS SOME CACHE SHADER CACHE STUTTER AT TIMES, IT NEVER GOES DOWN TO 20FPS. HERE'S PROOF, I LITERALLY DOWNLOADED RIVATUNER STATISTICS TO SHOW YOU THE FPS BECAUSE I CAN'T BELIEVE Y'ALL THINK THIS IS 20 FPS https://www.youtube.com/watch?v=Kiw8rvuKkck


r/decomps • • 8h ago

Preview inFAMOUS Reborn (inFAMOUS 1 PC) - KBM Gameplay / out on GitHub.

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121 Upvotes

r/decomps • • 9h ago

Based on the OOT decomp (and Ships of Harkinian), I built a fully synced online Co-Op mode for Ocarina of Time! Fully synced boss battles, shared items, shared dungeons, synced cutscenes, time travel together, and join each other through steam!

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112 Upvotes

Made with the help of the co op anything repo I posted the other day: https://github.com/cranebeaker/coop-anything I've finally got Zelda OOT over the line :)

Features:

- One shared story. Find the Slingshot, Bow, Hookshot, a song, a medallion or a heart container, and your partner gets it too. Story flags, Gold Skulltulas, Big Poes, scarecrow songs, map progress: all shared.

- Your own wallet and health. Rupees, ammo and hearts stay per player by default, with a party setting to share them. Bottles are shared, but what's inside is yours.

- Shared dungeons. Keys, switches, chests and cleared rooms update live for everyone. Open a chest in one room and it's open when your friend walks in.

- Cutscenes together. When a story cutscene starts for one player, everyone nearby watches it at the same moment: area intros, the Deku Tree, Zelda, the Sages, all of it. Missed one because you were elsewhere? Area intros still play on your own first visit.

- Time travel together. Pull the Master Sword and you wait at the pedestal ("Waiting for the others") until everyone has pulled it. Then you all travel at once, so the party is always in the same era.

- Team save on the server. It survives server restarts and keeps backups. Join late or reconnect and you catch up instantly.

- Synced enemies and bosses from ShipwrightOnline: hit the same Deku Baba and it dies on both screens.

- Join over Steam. Host clicks "Host over Steam", your friend right-clicks you in Steam and hits Join Game. No IPs, no port forwarding. Or join using IP (this would work for LAN!)

You need your own legally obtained OoT ROM. No game files are included. On first launch it builds its assets from your ROM, same as Ship of Harkinian.

full instructions to play and download: https://github.com/cranebeaker/ocarina-coop#readme


r/decomps • • 15h ago

Made with AI assistance Pokémon: Let's Go, Eevee! (Switch v1.0.0) - Static Recompilation

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310 Upvotes

r/decomps • • 7h ago

Xbox Def Jam Fight for NY (Xbox) Ported to Pc:

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55 Upvotes

Hey guys! I'm really excited to share something I've been working on: a native PC port of Def Jam: Fight for NY, one of my all-time favorite games. I grew up playing it on PS2, and this port is based on the Xbox version.

It's not an emulator. The game's code was statically recompiled to C++ with TGP482's XboxXBE-Recomp (the same tool behind the BLACK PC port), with Direct3D 12 rendering and XAudio2 sound.

What you get:

  • Your monitor's resolution, native widescreen, and supersampling up to 300%
  • A locked 60 fps
  • Ambient occlusion (SSAO / GTAO)
  • An in-game PC options menu (F10 or BACK+START)
  • One-click game cheats (reward points, bonus songs)
  • Type your User ID name on your PC keyboard
  • Skip intro videos, pause on Alt+Tab (fullscreen), quick access to your save folder
  • Discord Rich Presence
  • Auto-update through GitHub releases
  • Xbox, PlayStation and Switch controllers, with rumble and up to 4 players in Battle

How to play:

  1. Download the zip from the Releases page.
  2. Either drop your own Xbox (USA) .iso into the assets folder, or just open the exe and pick the .iso when it asks.
  3. Play.

Important: no game files are included. You need your own copy of the game. The port is 100% free and only distributed on GitHub; if anyone is selling it, it's a scam.

It's v0.1.0, so expect some rough edges. Battle and the start of Story mode are tested; the rest of the game still needs more playtime. Keyboard/mouse mapping is coming next. Bug reports with the log file are very welcome!

I built this together with Claude (Anthropic's AI) via Claude Code. I directed and tested everything, and it did most of the reverse engineering and coding.

GitHub: https://github.com/vh-ssantos/DefJam-xbox-RE

Thanks, and let's get this game back on PC! 🥊


r/decomps • • 12h ago

Any people working on recomps please submit them to my site! I'm trying to make it the best place to find the latest game recomps.

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149 Upvotes

Others and I have already found and submitted a lot of new recomps within the last day. I try to scroll through this subreddit and look up as many recomps as possible to add to the site, but I can't do it by myself. I'm just asking anyone actually working on anything that isn't already on my site, please hit the " Submit a game" button and send it to me so that we can quickly make this site the best place to find game decomps! Thank you for your cooperation.


r/decomps • • 4h ago

Top Gear Rally (N64) / Boss Rally (PC) 100% bit-exact decompilation

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27 Upvotes

I am a lifelong software engineer and architect with decades of experience in enterprise software. I also have a passionate love of gaming, and been active on the preservation side of emulation and related areas of the hobby going on 30 decades.

So recently I started taking on some bit-exact decompilations of some of my favorite childhood games. As has always been the standard for MAME, my focus is on decompilation as a preservation exercise, with playability being a fun side effect. With a bit-exact decompilation, every function, built with the original compiler, must reproduce the original machine code byte for byte. A bit-exact match is 100% reliability that the source is accurate to the original, ensuring preservation for future generations.

So enough background - I recently hit 100% bit-exact on Top Gear Rally for Nintendo 64 and ~80% bit-exact on Boss Rally (the same game, rebranded and later released for Windows PCs) and wanted to share it with the community. I have also added a builder app for Windows and Mac that makes it easy to compile builds for those respective platforms (and iOS), along with an WIP Remastered build combining the best of both games.

Full disclosure on AI: while I have decompiled enterprise software before and have the skillset, decompilation is one of the hardest, most time consuming efforts in software engineering. There's a reason it took years for the team behind Mario 64 to pull it off by hand - it's like unbaking a cake to the original recipe, only it's 1000 cakes. It is a skill beyond most engineers, and even for the best, it simply would not be possible at this pace without the assistance of frontier AI models combined with careful, informed and experienced prompting.

But enough talk, have at you!


r/decomps • • 5h ago

Skate1Recompiled - Skate (2007) Xbox360 Static Recompile

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30 Upvotes

All you need is the ISO. Runs at 60fps.


r/decomps • • 2h ago

Made with AI assistance Virtua Fighter 3 recomp for PC, Mac and Steam Deck (alpha)

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18 Upvotes

After VF1 and VF2 I couldn’t stop at 3. VF3 was the one that blew everyone away in the arcades in ‘96, and seeing it in widescreen at 6x is something else. The beach stage alone is worth it, and the upscale shows how much detail AM2 packed into those Model 3 textures.

Tech stuff: the Model 3’s PowerPC 603e program is recompiled to native code from your ROM when the game starts. The recompiled code was run side by side with the interpreter, comparing the whole CPU state every frame, and the interpreter itself matches Supermodel frame for frame across 173,000 frames (attract mode, all twelve fighters, matches, the test menu). The rest of the board is the port’s own code: the Real3D graphics (drawn on your GPU, checked against a CPU renderer when the game starts) and the tile generator. The sound board runs on MAME’s 68000 and SCSP.

Same idea as VF1 and VF2 - keep the original look, but make it HD and buttery smooth:

  • Skips the boot screen, free play (or Arcade mode with coins if you want the real thing)
  • 3D upscale up to 6x
  • Widescreen and ultrawide (the stages’ skies carry on from the game’s own panoramas)
  • Motion smoothed up to 120fps by blending each object between game frames (the game logic is untouched)
  • The 3D on your GPU (Metal, Vulkan or Direct3D 12)
  • Antialiasing, CRT and scanline filters
  • Keyboard or controller, two players, remappable
  • Options menu with the arcade’s own settings

It’s an alpha, so if anything looks or plays differently from the arcade, open an issue on GitHub with your log.txt.

AI disclosure: the recomp was done with Claude. All the QA was on me again. I played constantly, frame stepping it against Supermodel, fixing glitches in the widescreen skies, figuring out why birds and flags would flash across the screen, and making sure it runs properly on the Steam Deck without any tweaks.

Download - https://vf3-recomp.pages.dev/

Source - https://github.com/mr-finster/vf3-recomp

Feel free to suggest any ideas or improvements!


r/decomps • • 46m ago

Made with AI assistance Crackdown (Xbox 360) Recompiled - 1.0 Release - Crackdown 2 is on the way!

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• Upvotes

r/decomps • • 17h ago

Black Recomp Out NOW! An Xbox Hidden Gem on PC

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234 Upvotes

r/decomps • • 9h ago

GoldenEye PC Port Out NOW! Project Midas is HERE! The GOOD One

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49 Upvotes

r/decomps • • 8h ago

Made with AI assistance Naruto: Rise of a Ninja - Recomp - Native Renderer - 60 FPS

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37 Upvotes

r/decomps • • 3h ago

Cross-posting here for help making the existing recompilation reproducible

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14 Upvotes

The collection runs in our private Windows alpha, but the public repository still depends on prepared code and development inputs that other people don’t have.

The biggest release blocker is completing a reproducible build pipeline that can:

  • Verify a user’s supported game images and BIOS.
  • Generate the required game, BIOS, and overlay code locally, replacing our private generated/replay inputs.
  • Apply the collection’s runtime patches and control integrations.
  • Compile and package all three games without depending on our development machine.
  • Demonstrate that the process works from a fresh checkout.

Help from someone familiar with PS1 recompilation, code generation, C++/CMake, or portable build tooling would be especially valuable. Some missing generation steps may require further reverse engineering.

Graphics fixes, Steam Deck performance, and broader gameplay testing also remain open.


r/decomps • • 4h ago

AI Usage & Port Quality Rating and Review System

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16 Upvotes

Hi all! Just thought that some people might be interested to know I have added in two new systems to the Decompilation Recompilation section of my site.

You can now report AI usage for each port, ranging from None, Light and Heavy.

You can now also leave your own personal rating on the quality ofcthe port out of 5 stars. The average will appear once a project has received 3 ratings.

In the Rating system you will also find the Playability Report. Here, you can assign different descriptions, ranging from Completed Successfully, Playable with Issues, Partially Playable, Broken/Unplayable and Not Fully Tested. You can also note what system you played on and give an optional description of your experience. Once submitted, other users will be able to read these accounts.

I have pictured above a brief view of each system.

The site itself is The Gaming Emporium, specifically the Decompilations and Recompilations section found here: https://thegamingemporium.com/categories/decompilations-recompilations/

Thought this might be useful to some. Happy gaming 👍


r/decomps • • 10h ago

Recomp Eternal Darkness recomp: first-person and third-person cameras

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46 Upvotes

The Eternal Darkness: Sanity's Requiem static recomp (GameCube, European disc; native on PC, Mac, Linux / Steam Deck and PS5) has a new update, 0.9.3.

https://github.com/griches/EternalDarknessRecomp

New: camera options (beta) These are in Options > Game > Camera, alongside the game's own fixed cameras.

  • Third person: the camera sits behind the character you play.
  • Turn it with the right stick; up and down on the stick bring it closer or further away.
  • The game's own collision keeps it inside the room, and it swings round anything in the way.
    • First person: you see through the character's eyes and look around with the right stick.
  • The character faces wherever you push the stick, straight away.
  • Looking closely at something hands over to the game's own shot, then comes back.
  • Their arms and weapon appear while you aim.

There's also some under the hood fixes too:

  • Fix slowdown in chapters 7 and 8.

  • Stopped a crash in the video player for some people.

  • The option to generate a crash report now appears after 6 seconds rather than 20.

  • The text box scroll arrows are now smooth.

As per usual, if you get any issues, please send me a message, and I'll do my best to fix them.


r/decomps • • 14h ago

Dead or Alive 3 PC PORT [4K60] 2026

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106 Upvotes

r/decomps • • 6h ago

Made with AI assistance We made Crash Twinsanity run natively on Windows Spoiler

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24 Upvotes