r/decomps • u/NedLeeds1 • 2h ago
r/decomps • u/AutoModerator • 1d ago
[OFFICIAL] Weekly MEGATHREAD: Port/Decomp/Recomp Requests
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 • u/cams0400 • 5d ago
[META] Building a wiki
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 • u/glyiasziple • 12h ago
Preview A mario kart world recomp is in the works and is set to release in 2 weeks
r/decomps • u/McShagg88 • 7h ago
Release COGBox - Launcher for the Gears of War Franchise PC Ports
Hey everyone, I'm Shagg (Creator of Athelas). I've been working on my second franchise project for a while and it's finally ready for people to try: COGBox, Coalition of Ordered Governments, which are my original native PC ports of Gears of War 2, Gears of War 3 and Gears of War: Judgment, with a launcher that sets everything up for you. These are 100% Static Recompilations, no emulators involved whatsoever. I built a native renderer from the ground up to be able to bring these original ports to you.
**Gears of War 1 will be added soon, but since there are already 3 or 4 PC versions it wasn't a priority for me in the beginning.
These games are one of my favorite franchises, so this project is near and dear to my heart. I absolutely played the hell out of these games.
Getting in
- One launcher for three games. Gears 2, 3 and Judgment sit on one carousel.
- Drop-in setup. Drag a disc image, Games on Demand copy or extracted folder onto the window. COGBox recognizes the game, unpacks it and checks it's the right release.
- Title updates in a click. It adds them the same way, and you can switch between the title update and the disc version.
- Chapter select. Start any chapter straight from the launcher, no save needed.
- Box art and backgrounds for each game, downloaded on request.
Looking better than ever
- Up to 4x resolution (5K), or matched to your monitor. That's real extra detail, not a stretched image.
- Modern anti-aliasing and upscaling: SMAA, AMD FSR, NVIDIA DLSS and Intel XeSS, with upscaling modes for weaker GPUs.
- HDR10 with brightness controls.
- Ultrawide 21:9 support.
- Sharper textures: 16x anisotropic filtering, smooth detail steps, a bigger texture pool and longer draw distance.
- Your choice of effects: turn motion blur, depth of field, lens flares and roadie-run camera shake on or off, and change the field of view.
Playing smoother
- The 30 fps cap lifted. Choose 60, 120 or unlimited.
- Vsync tuned to your monitor, with a cap that keeps input lag low.
- Lower input lag: one frame in flight, plus NVIDIA Reflex / AMD Anti-Lag 2.
- Near-instant shaders. New areas show up almost at once instead of freezing, and everything built is kept for next time.
Quality of life
- In-game menu (Back + Start, Share + Options, or F1): change settings mid-game, restart to apply them, or quit.
- Every setting explained in plain English.
- Quality presets (Original, High, Ultra), with each game's settings remembered separately.
- Full controller support in the launcher, Xbox or PlayStation, with button names that match your pad.
- Keyboard and mouse in the games.
- Split-screen in Gears 2.
- Fullscreen launcher with F11 or both triggers, a borderless window option, and it scales to any screen size.
- Play time tracked per game.
- One-click save backups to your desktop.
- Plain-English crash messages, and a problem report zip that leaves out saves, game files and your username.
- Clear shaders and reset settings buttons for quick fixes.
- Self-updating. An "UPDATE TO…" button appears when a new version is out, and your games, saves and settings are kept.
- Portable. Everything lives in one folder, with no installer and no registry clutter.
Coming soon (plans, not promises)
- Gamer tag login
- Achievements, saved on your PC
- Mod and texture pack loader
- Background art from your own copy of each game
- Mac, Linux and Steam Deck. Linux and Deck work now through Proton (experimental).
- Online co-op, hopefully
- Better frame generation, OptiScaler-style
- DLSS frame generation and DLSS 4/5 on supported NVIDIA cards
- Multi-core rendering and no first-visit hitches
- More controllers, button remapping and accessibility options
- More of the Gears series
- Vulkan renderer, a choice on each game's Graphics tab. Close to Direct3D 12 already.
- Linux / Steam Deck through Proton. Untested on real hardware so far.
- AMD FSR frame generation. Rough for now; a better one is planned.
What you need
- Windows 10/11 64-bit (or Proton, experimental), a CPU with AVX2, a DirectX 12 GPU
- Your own copy of the games. No game files are included or ever will be.
- For Gears 2 and 3, Title Update 6 is recommended
Download: https://github.com/Shagg88/COGBox/releases/latest
It's fully playable with a few hiccups. So far it's only been tested on my own PC (RTX 3080 Ti), so AMD/Intel GPUs, laptops and older CPUs are a big unknown. If something goes wrong, the launcher can make a problem report zip (no saves, no game files, your Windows username removed). Attach it to a GitHub issue and I'll try to get to it.
Huge thanks to the Xenia, Xenia Canary and Xenia Edge projects, the rexglue SDK, and every open-source project this is built on. The full list is on the GitHub page.
This is an unofficial fan project, not made by or connected to Microsoft, Xbox Game Studios, The Coalition or Epic Games. Please only use copies of the games you own.
r/decomps • u/joshendyne • 12h ago
Release Forza Motorsport 5, 6 and Horizon 3 now playable in Azimuth on PC.
Update didn't long come out, I'm currently playing Motorsport 5 and it seems to run really well
r/decomps • u/GusPredador • 49m ago
Preview Working on a God of War II PC project with tons of modern features (Trophies, HD Models, MP4 Cutscenes, Modern/Classic Combat toggle, and more!)
Hey everyone! I’m Gustavo Predador, a Brazilian content creator. I’ve been making God of War content and mods on YouTube for about 10 years now, and today I want to share a project I've been working on: a God of War II custom version for PC packed with a ton of improvements that people didn't even think were possible on the original engine!
I wanted to bridge the gap between nostalgia and modern standards, giving players the best of both worlds. Here are some of the main features I've implemented so far:
🏆 PS3-Inspired Trophy System: Brought a full achievement/trophy system to the PS2 version, heavily inspired by the PS3 Remastered collection.
🎬 MP4 Cutscenes & Upscale Support: Replaced the legacy video playback with MP4 support, allowing cutscenes to be upscaled and look crystal clear on modern high-res displays.
🧠 Memory Optimization & HD Models: Increased the native memory limits to support high-detail models and HD assets, while heavily optimizing memory usage so it runs smoothly on PC without eating up too many resources.
🖥️ God of War III-Inspired Menu System: A completely revamped menu interface for anyone who loves the sleek look and feel of God of War III.
⚔️ Classic vs. Modern Toggle: Added an option where you can toggle between enhanced modern/classic graphic styles or stick to a 100% original purist experience.
🎁 Custom Extras & Mods: I'm also including my own custom models and God of War III mods as optional extras for PC players to check out and have fun with.
🛠️ Quality of Life Features: Custom HUD options, screen-hiding features, and general technical refinements.
It's been an incredible journey bringing this classic to life with these modern amenities. Let me know what you guys think, or if there's any other feature you'd love to see in a project like this!
r/decomps • u/SweeneyT0ddd • 57m ago
Technical discussion There are 14 launchers…
Just a meme, all the competing launchers for launchers has been pretty funny, reminded me of this
r/decomps • u/Gamer_8887 • 4h ago
Technical discussion Please recomp/decomp devs, normalize adding graphic setting presets to your PC ports
I am very happy to be getting pc ports of games that never had one on pc specially the PlayStation, Xbox and Nintendo exclusives. I noticed that the PS ports are quite demanding and use a lot of VRAM like 8gb at 1080p depending on the game, some use lower about 2gb or 4gb. So to my knowledge, these ports are running at max settings including textures, shadows, level of detail, etc. It would be great to have tweakable graphics settings like official pc ports do. The common settings of course.
I get that in the initial phase of the pc ports, the devs have to prioritize optimizing them but with time please add graphics settings presets for scalability and to boost performance on low end system. Using upscaling methods, FG or lowering resolution is not enough for scalability. For instance I have a rtx 3050 4gb laptop with 24gb ram so these ps4 games should run on 4gb of vram. My pc can run Red Dead Redemption 2 or The Last of Us Part 2 Remastered by tweaking settings accordingly so I expect the same for the unofficial ports. Please find ways to lower vram usage as well as ram usage. Keep up the good work on your projects. Thank you!
r/decomps • u/NedLeeds1 • 1d ago
Release Recomp Store has now expanded to PC. Native Launcher is coming soon!
https://recompstore.com/pc https://recomplauncher.com/
EDIT: I truly appreciate the feedback and concerns over the name and i completely agree with every single point. It will be removed and readjusted, for those saying there's already multiple frontends and launchers, yes and i think Quiver is an excellent site and program. That said i do believe we've barley scratched the surface of the recomp/decomp scene and i have my own ideas for what can be improved and done with an all-in-one plug and play BYOD launcher hub for both hardcore and upcoming players.
r/decomps • u/godofknife1 • 10h ago
Preview An Update to Tokyo Mirage Session FE Encore Recompilation Project
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For the current state: It is at least in a playable state but I still think there are improvements that I need to do.
- Some kind of halo effect on characters, shadows.
- Uncapped FPS makes the menu, loading effect too fast (but the character and battle are properly smooth now)
- Optimization (Although for 4K resolution, that FPS is okay but still if can optimize more, the better)
- Trying to implement more QoL (faster walk or run Itsuki, HD texture, Uncensored patch)
Hopefully it will be done soon :)
r/decomps • u/zzaldd • 19h ago
Preview testing botw native port
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savage wind now has steamdeck build appimage, yes i know many people just recommended cemu, it is better and more mature. but here we are, and i am so excited for this, looking in my own eyes playing botw natively
*note im using lossless scaling 2
here’s link to the project:
r/decomps • u/kanapitsas • 2h ago
Recomp I statically recompiled Portal 2 to run natively on Apple silicon (Mac and iOS)
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I would have dreamt of that when the game came out ! Claude thought it would take weeks if not months. It took 48h.
portal2-recomp translates Portal's 2 x86 machine code into C (~125,000 functions, 15 million instructions), then compiles it to native ARM64 for macOS and iOS. Both are fully playable (at least in the rooms I tested). There are still a few bugs in menus on iOS.
On iPhone 15 Pro Max, I get a stable 60 fps with 4× MSAA (~117 fps uncapped in the heaviest scene I tested). I'm experimenting with a feature that allows you to fire portals by tapping the left or right side of the back of the phone.
Video: https://youtu.be/YWX2BeMnlQI
Repo: https://github.com/kanapitsas/portal2-recomp
You need to own the game on Steam and build it yourself on an Apple silicon Mac (a setup script does it). The repo contains no game files and no Valve code; please don’t share the generated code or built apps.
Limits: iOS is single player and offline (no co-op or achievements), only tested on a 15 Pro Max, and with a free Apple account you rebuild and reinstall every 7 days.
Made in two days with Claude Code and Codex writing most of the code under my direction; the full development log is in the repo. Unofficial, not affiliated with Valve.
Feedback is welcome !
r/decomps • u/Specialist-Onion1998 • 16h ago
Release Zelda Oracles Decomp Just Got a Huge Upgrade: Living Neighbouring Rooms, Wider Text, Variable Width Font, etc.
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Thanks to u/thibautbus for this amazing work.
The Zelda Oracle of Ages and Oracle of Seasons port for PC, Mac, Linux and Android just got version 1.3.0, and it brings two big improvements to the way you play and read the games:
- Living neighbouring rooms: in widescreen, the characters and objects in the rooms around Link now move as the game moves them, instead of standing frozen in the pose the view captured
- Compact text: a variable width font where each letter takes its own width, so more words fit on a line and dialogues need about a fifth fewer boxes
- Wide text box: a longer box that holds half as much again per line, so with compact text dialogues take about a third fewer boxes
- Text size and instant text: make the text larger for small screens, or show each line whole with much faster pages
It also adds a wide layout for the status bar, a smooth camera, save import/export, zipped ROMs and more.
For anyone interested you can get the latest release from here: https://github.com/thibautbus/top/releases
Also you can contribute to this project or report issues in its GitHub.
Thanks a lot.
r/decomps • u/nickyyZero • 5h ago
Release Ratchet & Clank on Android — OpenRAC v0.9.0
There are a few R&C1 PC projects around now. Most of them either rewrite the game's systems, or recompile the PS2 code and run it on an emulated PS2 CPU. OpenRAC just compiles the decomp. The game code is the C from our two matching decomps, rac1-decomp for PAL and Lombyte for US, built natively for whatever CPU you have.
Right now over 99% of the code is byte-matched, for both PAL and US (99.5% and 99.6%). The tiny rest is translated from the original assembly, or is C that has to behave the same and gets checked against it. Rewritten code can drift from the original in small ways, matched code can't, the compiler output has to be the same bytes as on the disc. So the PS2 bugs and the speedrun tricks are all still there.
Since it's plain C built for your CPU, it builds for ARM too, so v0.9.0 adds Android. Preview from our channel: OpenRAC on Android
What still has bugs is the renderer. It's new, so most of what we fix now are visual glitches from it, and those fixes land on the development channel pretty fast. The game logic itself should be basically perfect.
It's a small team, a few people, but a pretty big part of the community tests and reports bugs, and that's what we need most before 1.0.
- Discs: PAL and US both work. You need your own disc image, the launcher builds everything from it.
- Platforms: Windows, Linux, macOS and Android.
OpenRAC (repo and downloads) · rac1-decomp (PAL) · Lombyte (US)
r/decomps • u/six1sotrue • 53m ago
Preview HoiHoi-San - Cute Bug-Killing Game (WIP)
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The project is almost complete, just working on refining the English translation and some cutscene bugs. I used to love playing this game on emulator, but playing it on PC with keyboard and mouse controls feels amazing. I'm trying to add other QOL features that still maintain the game's charm.
r/decomps • u/Kitchen_Honey_7375 • 11h ago
Preview Icewind Dale 2 Resurrected
Looking for more agents to push the Icewind Dale II decompilation across the finish line!
iwd2r is a cross-platform (Linux and Windows) port of the decompiled IWD2 engine. The source code of this isometric classic was famously never found after Beamdog started revamping its D&D siblings, so we’re recovering it function by function and checking each one against the original game. About 80% of the code by size is recovered, verified through oracle cases, replay checkpoints and Frida traces.
Once the engine matches the original, the plan is an optional HD mode you can toggle in-game, à la Diablo II: Resurrected. It’s built on an SDL3 GPU renderer (Vulkan through SDL3, no OpenGL) and rolled out in stages:
- the world drawn from a GPU atlas
- camera zoom with smooth scrolling
- HD UI, sprites and tiles from asset packs you install yourself, including AI-upscaled ones
- optional lighting over the pre-rendered scenes
The original look stays one toggle away
https://github.com/thierbig/iwd2r
Recovery status
Generated by tools/re_status.py compute on 2026-10-24 UTC; --check in the gate keeps it current.
| Measure | Value | What it counts |
|---|---|---|
.text code recovered |
80.1% (3,168,415 / 3,953,190 bytes) | Byte-weighted, over the 11,728 functions Ghidra lists minus 19,632 SEH funclets and 7 thunks. |
| Functions recovered | 55.7% (6,534 / 11,728) | By count, same denominator; a function counts once its body is more than a stub (a TODO, an empty or assert(false) body); a one-line body with a return or an assignment counts. |
| Verified against the original | 2.9% (336 / 11,728; 478,145 bytes) | Recovered functions whose evidence is an oracle case (178), a replay checkpoint (153) or a Frida trace of our build against the original (5); the rest depend on a reading of the decompile. |
| Scenarios matched | 12 | action_bar, biography, chargen_replay, equip_shots, first_fight, inventory, level_up, replay_click, save_load_screens, walk_and_talk, world_entry, world_map: scenarios with recorded original state dumps (scenarios/*.expect.json), replayed identically at every checkpoint. |
r/decomps • u/NebulaBetter • 14h ago
Release The Lost World - Arcade (PC)
Sega's 1997 arcade light-gun game, running natively on PC. Not an emulator: the original code, recompiled to C++, with a modern Vulkan renderer.
This arcade was a fun one for me back in the day, so I thought it would be nice to have a native PC version:
- True widescreen (16:9 or 21:9), not stretched. Any resolution.
- Ray-traced sun shadows, ambient occlusion, distance haze, bloom (and procedural sky/clouds).
- New weather: dense rain, wet ground, lightning in the T-Rex storm.
- Modern flashlight in the night stages.
- Sharp image: MSAA or NVIDIA DLAA, HD text and HUD, texture packs.
- Smooth motion at 120 / 144 Hz and above.
- Arcade sound, with surround and headphone modes.
- Mouse, gamepad (gyro too) or two mice for 2 players.
- New modes: Boss Fight, Survival, achievements and stats.
There is some more stuff like a new main menu, normal mapping, rim lighting, etc... you can enable/disable all that stuff in the settings panel, just in case you want a more true classic feeling.
https://github.com/snicolast/LostWorldNative
Cheers!
r/decomps • u/killermike523 • 10h ago
Made with AI assistance F-Zero X 3DS (gdx-3ds) v1.1: Wireless & Online Multiplayer
Hi all, I've shared the F-Zero X 3DS port before. Giving the latest (and probably last big) update, which is the addition of local wireless & online multiplayer. Also adds QR code and SD card imports for the track editor, 64dd EK support for o3DS, and bug fixes.
The port runs on o3DS and n3DS at 60fps (but multiplayer is at a mostly 30fps for o3DS, still plays great).
Hope you all give it a try.
I will host the default matchmaking server for the next month or two, after that you'll have to host your own from your PC or 3DS.
r/decomps • u/ynoootnA • 8h ago
Decomp Bug before first encounter with Hefestos
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I'm playing the PC port of GoW 3; it's the latest version of the launcher (2.7.0). I've already tried everything, changing the frame rate, aspect ratio, turning off VSYNC, and other settings just to fix it, but nothing works. PC specs: Ryzen 5 5500 / GTX 1660 Super / 16 GB RAM.
HELP ME PLEASE!
r/decomps • u/ninjacornix • 18h ago
Recomp Resident evil outbreak - static recompilation playable on PC
I've been working on a native PC port of Resident Evil Outbreak File #1 using static recompilation.
Complete game code is translated to C++ and it's working on Windows and it uses Vulkan for rendering. I also added few features like co-op via openSnap with account generator, randomizer mod and cheats, controller support and higher internal rendering resolutions.
You need your own copy of the game (NTSC-U ISO) so the launcher extracts it, recompiles it and applies the patches.
I am currently working on File #2 port so stay tuned :)
Have fun! https://github.com/Ninjacornix/reo
r/decomps • u/santiago109 • 6h ago
Made with AI assistance WarioRecomp 0.2.0 – Wario Land: Shake It! native PC port [UPDATE] full 16:9 and bug fixes
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r/decomps • u/Nice_List5705 • 15h ago
Preview In under a day the Mario Kart World Recomp team got it to the main menu
r/decomps • u/SireEvalish • 19h ago
News Fan Decompiles Shenmue 1 and 2 on Dreamcast, Xbox and PC
r/decomps • u/seru_mano • 11h ago
Recomp Metroid Dread recomp on linux
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Made some adjuts to make metroid dread recomp project to play on linux natively. Feel free to test it https://github.com/DaniSald/Metroid-Dread-Recomp
video with better quality: https://www.youtube.com/watch?v=w-ZUainH6PY