r/decomps • • 10h ago

Made with AI assistance Bloodborne PC Windows Port v0.7.2 adds Live FPS Patching and fixes several high-framerate physics issues above 30 FPS.

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361 Upvotes

Hey everyone,

Bloodborne PC Windows Port v0.7.2 is now out!

This update adds Live FPS Patching, letting you switch target frame rates in real time (30, 60, 90, 120, or Uncapped) directly in the in-game overlay settings without restarting the game.

It also addresses several physics issues when playing above 30 FPS:

  • Fixed character clipping, desync, and falling through moving elevators/lifts.
  • Buggy NPC animations are fixed
  • Cloth physics fluttering and mesh stretching have been stabilized.
  • Conflicting legacy FPS patches are now automatically disabled to prevent crashes.

It also covers more root causes behind common crash codes 139 and 140.

Download and Full changelog: https://github.com/Mrsuss60/bloodborne_pc_windows_port/releases
Discord server (help and report bugs): https://discord.gg/gTvrZZ75G


r/decomps • • 11h ago

Release Ratchet and Clank Future: A Crack in Time released 19 years ago today. Now you can play it native on your PC:)

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474 Upvotes

Thank you to anyone who plays this, I genuinely appreciate it and I hope some very cool things come out of this. Please make some cool mods. I am also working on an Android version. Have fun:)

To install, download the .zip and extract, and then run the .exe . The launcher will prompt you to either import your .iso or to direct it towards your USRDIR folder. (Option 2 is my recommendation) PS3 games required a decrypted EBOOT.elf file to run, if for whatever reason your EBOOT.elf file reads as encrypted, the simplest fix is using the decryption tool in RPCS3. After, you can adjust settings in the launcher directly, as well as controller options. If you are playing with a dualsense/ps5 controller, it is HIGHLY recommended to turn on "Dualsense Plus" in the launcher before playing.

In game, with dualsense hitting the touchpad button will open a secondary options menu that features the additions/changes available in this port. On keyboard this menu is also accessible with F1, and when using other controllers by long pressing the select button. This is the most effective way to apply things like AA and higher internal resolution. Some changes require restarting the game for it to fully take effect.

Other controllers should work as plug-n-play, however I obviously am unable to test on every controller. Known compatibility issues with certain controllers please make me aware of and I will do my best to fix.

Features include built-in launcher and import instructions as well as a dualsense plus mod that works with dualsense/ps5 controllers, adding gun sounds and other features to the dualsense similar too it's implementation in rift apart. This is experimental and a work in progress and will be further tweaked and adjusted with future updates.

There is also an option to export and import saves from other ps3 emulators to use with this. Game is fully playable from start to finish in it's current state, however is not 100 percent finished and has several known bugs that will be addressed with future updates.

Known issues include-several environments (most consistently moons in space exploration) can sometimes render odd/boxy looking shadows, lighting in some areas is affected similarly.

-Ratchets ship (and Azimuth in some scenes) tends to awkwardly land/stutter on the last few frames when landing on a planet. Similar issue with hydra floating in during Gold Cup match.

-Performance is pretty consistent for most areas of the game, however certain levels like Axiom city and Zanifar still need work done during heavy battle scenes to prevent more consistent 60 fps gameplay. Any issues in certain areas, please give as much detail as possible when describing major fps loss during gameplay so I can best diagnose and find out how to fix.

-Volume and overall sound implementation with weapons and dualsense speakers is not fully integrated, need to do more scaling with volume and also properly source the weapon sounds themselves better with some weapons.

https://github.com/HighDrexler/RACiT/releases/tag/v0.8


r/decomps • • 3h ago

Preview Switch 2 decomps seem to be happening including Mario Kart World and Donkey Kong Bananza

181 Upvotes

twistedvoxel.com
Nintendo Switch 2 emulation has made swift progress mere days after the console was hacked, with Mario Kart World, Donkey Kong Bananza and more reportedly running on PC. Multiple sources…

https://twistedvoxel.com/nintendo-switch-2-emulation-running-mario-kart-world-dk-bananza-on-pc/

https://x.com/CentroLeaks/status/2115255936277504050

https://x.com/CentroLeaks/status/2115273317003223536

https://x.com/chasmmmmmmmmmmm/status/2115057525238210589

It's looking like it's over every Switch 2 game will be on PC maybe Ocarina of Time remake not long after launch.


r/decomps • • 13h ago

Preview Preview: I made the Melee decomp run as a transparent overlay on my Mac desktop

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858 Upvotes

Been working on this for a while: Desktop Melee runs Melee over the macOS desktop. The Dock is the stage, the screen edges are the blastzones, and everything else stays clickable underneath.

It's built on 999sian's melee-pc, which runs the doldecomp/melee decomp natively (GX goes through aurora/Dawn to Metal). On top of that I added:

- a fixed camera that maps the screen 1:1 to game units, so fighters line up with the real Dock

- Final Destination's floor stretched to the Dock's width

- blastzones at the screen edges

- stocks and percents in a little island around the notch

- a menu bar app for characters, costumes, CPUs, controller ports, button remaps, tap jump and UCF

You'll need your own USA 1.02 disc, and no game files are included. macOS on Apple silicon first, Windows and Linux later.

Source and a first release coming soon. Huge thanks to 999sian and the melee-pc contributors and to the doldecomp team, none of this exists without them.


r/decomps • • 5h ago

Release SM64DS Port Final Major Update Before Release!

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117 Upvotes

Wow this was a big project and its still not even done. I wish Reddit would let me show you this in 1080p 120FPS like I'm seeing it. Buuut you can always try it yourself! (The stuttering in the video is from OBS not the port)

OH the multiplayer 32 player 24/7 adventure online is working so come test that out!
Join us in the discord!

Download: https://tangos.dev/downloads
Discord: https://discord.gg/4HSBd44Zz


r/decomps • • 8h ago

Made with AI assistance Perfect Dark XBLA PC Recomp

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82 Upvotes

Hello again everyone,

I've now been working on a native PC port of the Perfect Dark XBLA remaster I think it's at a point where I'm happy to share it with anyone interested. I've done this by using static recompilation through ReXGlue with the help of AI to implement features and fixes.

Like a lot of you I also grew up playing PD with friends, so making this and going down the memory lane trying to beat a team of dark sims has been really fun (and frustrating!).

I know Perfect Dark already has great community support through the N64 version of the game but for me personally I wanted a nicer way to play the XBLA version with a few quality of life changes.

Features:

  • 4K 60FPS with adjustable render scaling and FSR upscaling.
  • Keyboard and mouse support.
  • Xbox controller support.
  • Online multiplayer via LAN, direct connect or virtual LAN up to 8 players (12 with simulants).
  • 2 player Co-Operative and Counter-Operative modes through online (LAN) or local.
  • Setup with optional unlocks for cheats, 100% missions and multiplayer content.
  • Various bug fixes over the original game, performance improvements and removal of outdated Xbox Live features.

Installation is straightforward. Download the latest release, extract it, run Perfect Dark.exe and select your Perfect Dark XBLA package. No original game files or assets are included, so you'll need to provide your own.

This is still a WIP and chances are there will be bugs to work through. For example I've not had the chance to test on multiple devices, older laptops or PC's.

If you do run into any issues please report them on Github along with log files inside Perfect Dark\resources\runtime\logs

Feedback and testing are always appreciated!

GitHub: https://github.com/CaiusCodes/Perfect-Dark-XBLA-PC-Recomp


r/decomps • • 18h ago

Preview Ratchet & Clank 2016 (PS4) minimal HLE runtime layer for PC (Linux & Windows)

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485 Upvotes

Have you ever heard that theory about people with 0 posts, 0 followers, and their private passion projects that only they know exist?

Well, I'm one of those people. Hey everyone!

Honestly, I wasn't planning on showing this to anyone either, but this is the first time I actually felt proud of what I built - and it is genuinely in a very playable, working state.

Introducing a minimal HLE runtime layer (which many PS4 translation projects tend to call a "PC Port", but let's be real - all these projects, mine included, fundamentally rely on ShadPS4's GNM translation layer, so let's call it what it is: a tailored derivative) built specifically for the EU release: Ratchet & Clank PS4 (CUSA01073 v1.09).

Architecture foundation:

  • bloodborne_pc (HLE syscall/loader base)
  • shadPS4-GR2fork (high-performance GPU translation backend)

The guiding design principle here was to "negotiate with the engine", rather than turning it into a swiss cheese of ad-hoc hacks and brittle hook trampolines.

What was fixed compared to running on standard ShadPS4?

  1. Wavefront64 fix for Intel GPUs / iGPUs: In upstream ShadPS4 (including current main / 0.20.1 at the time of writing), missing execution barrier synchronization when handling wave64 compute/pixel shaders causes severe rendering artifacts on Intel hardware simply because... Intel was omitted from the vendor whitelist requiring the barrier. Funny, but true.
  2. Fixed page-table "panic attacks": Eliminated aggressive memory manager page sweeps that were forcing full-pipeline CPU/GPU synchronizations, which previously caused jagged, choppy frametimes.
  3. Fixed camera rotation stutters: Eliminated micro-hitches during camera sweeps and streaming chunk queries.
  4. General render pipeline stability: Improved descriptor-set binding plans and state caching.
  5. Massive stability overhaul against crashes: The most important win. On the standard emulator, the game has been notoriously crashing during in-engine cutscenes, level transitions, and ship travel since 2025. In the current build, I can no longer reproduce these crashes under any normal gameplay scenario - the engine now gets the memory and state guarantees it expects on real hardware, without sacrificing framerate (check the video to see 14+ minutes of continuous gameplay with planet travel and cutscenes!).

Integrated components & credits:

  1. 60 FPS & 1440p* patches: Sourced from the community patch database.
  2. ELF/PRX offline linker & loader architecture: Huge thanks to the bloodborne_pc developers for the probe loader foundation.
  3. Optimized page/descriptor cache: Inherited with the GPU backend from GR2fork.

\Note on 1440p / 4K: The game engine can run at 1440p, but I haven't done a full stability and FPS analysis yet, so I cannot guarantee completely correct behavior at this moment. As for 4K, the engine is simply incapable of outputting it without external intervention into its memory allocation logic.*

Known Quirks & Issues (Full Transparency):

  1. Minor Texture / UI Glitches: (You can spot a rectangular noise artifact around the HP bar in the footage) - likely a byproduct of my own pipeline tweaks rather than inherited from upstream. It doesn't affect gameplay (except very rarely on shadows, in which case quickly entering/exiting your ship refreshes the stage). It also occasionally randomizes the color tint of Ratchet's armor - think of it as a free Gold Bolt skin roulette! :)
  2. Lights bleeding through walls / geometry: Inherited from the upstream compute lighting / Liverpool pipeline. I personally call these "year-long problems" (classic in emulator development), so as a solo dev, I'm leaving that beast alone for now.
  3. Bink Video Tearing: Pre-rendered video cinematics suffer from slight tearing/pacing hitches (also inherited from upstream video core). Doesn't really impact much since there aren't many pre-rendered clips, and you can always just watch the 2016 movie instead - the shots are literally identical.

Important Clarifications & Acknowledgements:

  • Once again, huge thanks to the teams behind shadPS4, bloodborne_pc, and shadPS4-GR2fork for the incredible open-source foundations and materials used during development.
  • This is entirely a solo, independent project developed by me. I have no co-authors or affiliates.
  • If you have seen another project targeting the US release (CUSA01047 v1.00) - that is not me. That project has zero relation to my work, and I am not associated or affiliated with it in any way.

I can't link the repository just yet because my newly created GitHub account got flagged by their automated abuse bot-detector (appeal currently pending review). If they don't resolve it within the next day or two, I'll mirror it to GitLab. Either way, full source code and standalone release packages will be available very soon!


r/decomps • • 1d ago

Preview This is RecompLauncher. Auto Updates, Cloud Saves, Mod Support, One-click installs with supported titles and graphic settings and enhancements are all built inside the launcher and our Big Screen mode. Coming to Windows, Mac & Linux.

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1.9k Upvotes

r/decomps • • 10h ago

Recomp [Update] BOTWRecompAndroid 0.2.2 beta: Experimental Native Mode is here!

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82 Upvotes

Recording note: FPS dips slightly while recording this video. Without recording, this test runs at a stable 60 FPS, with only occasional drops.

I’m releasing BOTWRecompAndroid 0.2.2 beta, and the biggest addition is Native Mode. The game’s ARM64 code now runs directly on the phone’s CPU, so this mode skips the lengthy game-code compilation during setup. You can choose it when adding your game files, or switch to it later if you already set up the recompiled mode.

This update also adds an experimental 60 FPS option for in-engine cutscenes and fixes the white water and Link sinking into the ground while standing still.

Native Mode is still experimental. I’ve tested it with game versions 1.0.0 and 1.9.0, including saves and restarts; 1.6.0 and 1.8.2 still need testing in this mode. Expect bugs and performance differences across devices. The video was recorded on a POCO F7 Ultra with an Adreno 830 and a Turnip driver.

No game files are included. You’ll need your own legally obtained game dump. Download and details: BOTWRecompAndroid releases. If you encounter a problem, please open an issue and attach a log.


r/decomps • • 9h ago

Release Resident Evil Code: Veronica X PS3 HD Recomp PC (New HUD, Quick Weapon Switching & Manual Reload!)

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66 Upvotes

I've just released v1.1.9 of RE-Code-Veronica-PS3-HD-Recomp-PC! This update adds some optional modern touches while keeping the original experience available.

GitHub & downloads:
https://github.com/kastieloficial/RE-Code-Veronica-PS3-HD-Recomp-PC

Here's what the project offers:

  • 4K rendering support and adjustable graphics settings.
  • Original 30 FPS mode, with interpolation and FSR 3.1 Frame Generation options for smoother output up to 120 FPS.
  • Keyboard and controller support, with remappable controls.
  • New in-game HUD showing health, condition, equipped weapon and ammo.
  • Quick equipment switching without opening the inventory, with shortcut slots you can edit during gameplay.
  • Manual reload without opening the inventory: aim and press your assigned button.
  • DXC/FXC shader compiler selection for compatibility with different systems.
  • Built-in SRT overlay with real-time player stats, enemy and boss health, and other gameplay information.
  • Built-in trophy support, with in-game unlock notifications and a trophy list in the launcher.

and more....

The HUD, equipment shortcuts and manual reload are optional and disabled by default. Enable whichever features you want in the launcher's HUD tab!

The screenshot shows the new HUD and equipment shortcuts in action. Feedback is welcome!

My PC specs:

  • CPU: AMD Ryzen 5 5600X
  • GPU: AMD Radeon RX 6700 XT — 12 GB VRAM
  • RAM: 32 GB DDR4
  • OS: Windows 11

The project is still a work in progress, so you may encounter bugs, graphical issues, or compatibility problems on some PCs. If you run into anything, please report it on GitHub and include your PC specs and logs—it helps improve future updates!

GitHub & downloads:
https://github.com/kastieloficial/RE-Code-Veronica-PS3-HD-Recomp-PC


r/decomps • • 2h ago

Status: Beta-Testing 1080 Snowboarding PC PORT [4K60] 2026

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19 Upvotes

r/decomps • • 21h ago

Release The Order: 1886 on PC — now fully playable!

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540 Upvotes

The Order: 1886 is now fully playable on PC!

I’m testing on my RTX 3070. The latest updates fix the aiming and smoke issues, improve character rendering, and add FSR 3.1 native AA, NVIDIA DLAA and background shader compilation.

Built on work from FelipePrado0’s God of War III PC project and shadPS4.

If you want to try it or help out, the code and downloads are here:
https://github.com/JulioCacko/The-Order-1886_pc

Thanks to everyone following along! Would love to hear how it runs on your setup.


r/decomps • • 11h ago

Recomp COGBox 0.2.0 UPDATE: Windows 10 fix, Steamdeck fix, Mouse fix, Language packs, DLC, Mods, are all added...

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83 Upvotes

COGBox 0.2.1

Extract over your current COGBox folder (close COGBox first), or use the launcher's updater.

Fixed

  • Gears of War 2 mouse look (Title Update 6) now uses the game's own mouse aiming, like Gears 3 and Judgment. It no longer falls back to the right stick.
  • Camera shake Off now works in Gears 2 with Title Update 6. The update carried its own camera setting that put the roadie run shake back on.
  • In-game menu (Back + Start) no longer pauses the game or controls the game's menu behind it.
  • FPS counters (NVIDIA overlay, RTSS) now match the game's real frame rate. Before, the fps bar and the shader note made them read your monitor's refresh rate instead (#18, #23).
  • Audio crash (#19): if your audio device won't open, the game falls back to DirectSound, then runs silent, instead of crashing.
  • Steam Deck / Proton (#15): the launcher uses Vulkan under Proton, where DirectX 12 doesn't start yet.
  • Steam Deck problem reports are saved in COGBox's reports folder, which opens for you. Proton hid the old desktop location.

Changed

  • WASD and the arrow keys both move you. The mouse turns the camera.
  • Render resolution lists 1080p in size order.
  • The PLAY button in settings says why it's greyed out when you hover it.
  • FSR, DLSS and XeSS are marked highly experimental. SMAA is the tested option.
  • The frame-rate tooltip explains the V-Sync cap.

Thanks

Thanks to everyone who sent logs and reports, and to Flippage (gow3-recomp) and Santiago Quiroz Upegui (gears-of-war-2-pc-port) for the mouse input research.

As always: you need your own copy of the games. No game files are included.

https://github.com/Shagg88/COGBox/releases/tag/0.2.0

Shagg here again: Some of you seem confused about the origination of these ports. I didn't just build a pretty launcher to house other people's projects; these are all 100% my ports that I built from the ground up, not just the launcher. But I am glad it's receiving feedback so far! This is a big update that should help alot of you with your issues.

A huge thanks to everyone who sent logs, screenshots and feedback after the last release. Most of this update came straight from your reports.

The big ones

  • Real mouse look in all three games. The mouse now turns the camera through the games' own PC mouse controls, so there's no more stick dead zone, speed cap or drift. Start sensitivity at 0.5 and adjust from there.
  • DLC support. Add your DLC from the About tab, or just drag the package or its folder onto the window.
  • Mod loader. Add a mod's .zip, turn mods on and off, and set their load order.
  • COGBox in 11 languages, plus a game language setting covering every language the US and EU versions have.
  • 21:9 ultrawide for Judgment, so all three games have it now.
  • "1080p" render option, which upscales and sharpens 720p, for weaker GPUs.

Fixes

  • Black screen on Windows 10 with DirectX 12
  • Gears 3 crash with AMD FSR
  • Steam Deck: games greyed out after unzipping, and the "Error initializing network layer" error (should be fixed, so let me know if you still see it)
  • Camera shake Less / Off now work

Other stuff

  • Rebindable keyboard keys
  • Button hints follow what you last used, controller or keyboard and mouse
  • A Gears-style in-game menu
  • COGBox comes back to the front when a game closes
  • Desktop shortcuts
  • Title update reminders, with a "Don't show this again" option

Updating: hit the UPDATE button in COGBox, or unzip over your old folder. Your games, saves and settings are kept.

Still working on: the DLSS/DLAA/FSR image quality (it's the motion vectors), Gears 2 texture pop-in, and a way for COGBox to build the games on your own PC from your copy.

As always, you need your own copy of the games. Nothing from the games is included.

Big thanks to the gow3-recomp (Flippage) and gow2-recomp (Santiago Quiroz Upegui) projects, whose open-source work showed the way for native mouse look.

If you run into problems, please open an issue on GitHub with your log from the game's logs folder. It makes fixing things much faster. Enjoy!


r/decomps • • 39m ago

Question Possible for Leaked/Unreleased games to be recompiled?

• Upvotes

Like instead of a 67th Recomp of Black, would it be possible to Recomp an unreleased game like Neversoft’s Call of Duty Future Warfare (NX1)?

That game is only playable on a modded 360 and I’m sure many would love to be able to actually see what could have been.

Or even Free Radical’s Star Wars Battlefront 3! There’s a 360 build that’s got the multiplayer with bots intact and an almost fully complete Wii version… don’t those deserve a chance instead of the 3rd Tears of the Kingdom Recomp this week?

How about Twisted Metal Harbor City? The sequel to Twisted Metal Black that never got finished. We have 2 main builds I believe that leaked plus the extra twisted edition stuff from TM Head On!

There are holy grail games that never saw the light of day that with the recent interest in this could finally be played by many! I just ask that before you put your many human hours (or your hundreds of ai tokens) into another Recomp of a game that has several already thinking it’s because you can do it better… maybe consider some games that are lost media and will be lost to time.


r/decomps • • 11h ago

Made with AI assistance Introducing Skybound, my work in progress native PC and web port of Zelda Tears of the Kingdom.

55 Upvotes

This is a dev/beta release, as there are still many bugs which will be ironed out in the coming days/weeks. If you would like please contribute here! https://github.com/NotRexed/SkyboundTotk


r/decomps • • 18h ago

Release I’ve been making a native PC port of Resident Evil: The Umbrella Chronicles, and finally i'm glad to share it

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205 Upvotes

Hi everyone!

I've loved the Resident Evil series since I was a kid. There are a lot of games in it, and unfortunately some of them are locked to their original consoles. I always liked Umbrella Chronicles and Darkside Chronicles, especially because they let you see your favorite locations and events from a different angle, in a 3D environment, have a great replayability, and also because it's just plain fun to shoot things in those sets. I enjoyed playing these games in the Dolphin emulator, but with a locked low FPS, not great performance and really awkward mouse controls. It always seemed strange to me that games so perfect for PC (looking at you, The House of the Dead) never came out on that platform.

Some time ago I started building a PC port of Umbrella Chronicles with AI. After a some time of work it has reached the point where I'm not ashamed to show it. The video above shows how it looks.

This is not emulation. The game's code is translated into a regular native Windows program, and uses Vulkan or DirectX 11 / DirectX 12 renderer for the graphics. That's why loading is very fast, and the frame rate is no longer stuck at 30 (it goes up to 240, or you can remove the limit entirely).

Aiming matters the most to me. The game feels really nice with a mouse, and the on-screen prompts show mouse and keyboard icons instead of Wii remote buttons (not every prompt atm). Every action can be rebound.

There's been work on the graphics too (Most features available only with Vulkan or DirectX 12): DLSS and FSR upscaling, frame generation (FSR works on any GPU), ray tracing (only ray-traced shadows atm), HDR, an improved bloom, ambient occlusion, SMAA. You can switch almost all of it right from the in-game menu.

There's also a launcher in 13 languages that updates the port by itself, mod support (yes, really) for almost everything (textures, models, audio, text, Lua and JS scripts, even native DLLs), and online co-op for two players. Co-op is still pretty rough and barely tested, so please don't expect too much from it yet.

A few honest notes:

- This is an early build. It's already quite playable, but I've only tested it on my own PC (RTX 4080, Ryzen 9 7950X), so a lot of you will probably run into bugs.

- There are no game files in the project and there never will be. You need your own copy of the game (NTSC-U), which you unpack yourself. The README explains how, step by step.

- For now it's Windows only, and you need a GPU with Vulkan 1.3 support.

- The project is open source (GPL-3.0), and anyone can take part in it.

- I'm not affiliated with Capcom or any other rights holder.

If you decide to give it a try, I'd really like to hear your feedback and how it went: bugs, ideas, anything. You can open an issue on GitHub.

GitHub: https://github.com/solleo95/reuc-recomp - you can find source code of the project, releases and installation guide. Latest release is here https://github.com/solleo95/reuc-recomp/releases/latest

Thanks for reading! And enjoy the game if you decide to try it.

P.S. Once Umbrella Chronicles is in good shape, I plan to start on Darkside Chronicles right away, and then most likely Dead Aim.


r/decomps • • 16h ago

Made with AI assistance Tokisaki Port: Killzone 2 on PC without emulation - Static Recompilation (First Preview)

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125 Upvotes

r/decomps • • 9h ago

Made with AI assistance Killzone 3 // Unofficial PC Port (Static Recomp)

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30 Upvotes

r/decomps • • 10h ago

Made with AI assistance Lol, just recompiled Sneak King (OG Xbox version) and gave him a skateboard and guns. Doing it for the memes :)

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35 Upvotes

r/decomps • • 2h ago

Release Not sure if this was posted, but someone made a recomp for DOA4 and was released a week ago.

9 Upvotes

https://github.com/redC0rvus/doa4-recomp-suite

Tested it on my rig, apart from the usual stutters, on my end it runs really well, just posting this here in case anyone was requesting this one.


r/decomps • • 5h ago

Preview Sloppy Yuuyami Doori Tankentai: A PS1 Decompilation 100%

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15 Upvotes

Yuuyami Doori Tankentai decompilation: status 100%

This is a byte-matching decompilation of the PlayStation game Yuuyami Doori Tankentai (Spike, 1999, SLPS-02274). Every function of the game’s own code, in the main executable and all 12 overlays, is rebuilt from C and compiles to the original bytes with the original toolchain (GCC 2.8.1 and Psy-Q). Sony’s library code is kept as labeled assembly. A build check and a set of negative tests guard every commit; the game and SDK files are not included and must come from your own disc.

Yes, the C was written with AI (Claude), working from the original machine code, with every stuck function worked by hand until it matched. Yes, everything matches: a fresh clone rebuilds all 13 files byte for byte. What it has not had yet is a human readability review or runtime testing beyond the byte match.

The repository stays private until the code has been looked over. The plan after that is a PC/Linux port with an English translation, built on this source. Documentation of the methods used, written for other decomp projects, is in docs/for-decompers.

youtuber DungeonChill has a great video about the game: https://www.youtube.com/watch?v=TMrL8nKJGQw&list=PL9SHglFonDMT-giBq2NLSnDBM6M8krLm4&index=16


r/decomps • • 10h ago

Review UFC 2 Native PC Port using Prime Mike Tyson In Career Mode.

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39 Upvotes

r/decomps • • 14h ago

Forza Horizon 3 PC Port Out NOW! More Xbox One PC Ports

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87 Upvotes

r/decomps • • 1h ago

Question Decomps for potato PC (intel integrated graphics)

• Upvotes

Hey all,
I am not a technical person, so I just wanted to ask all of you what decomps, would you all recommend for potato pcs. I use an intel Ci5 8thgen laptop, And If there is someway to check for myself I don't know it.


r/decomps • • 16h ago

Made with AI assistance Castlevania: Harmony of Despair — static recomp for Windows, online co-op (no Xbox Live)

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113 Upvotes

Static recompilation of Castlevania: Harmony of Despair (XBLA, title ID 58410A7A) for Windows x86-64 — built on the ReXGlue SDK (derived from Xenia), modelled on NocturneRecomp.

The PowerPC code of default.xex and all six character modules gets translated to C++ at build time and compiled natively. No emulator involved.

The interesting part: the game's co-op only ever worked over Xbox Live, and those servers are long dead. So I wrote a Live replacement in src/netplay/:

  • sign-in with your own gamertag + XUID
  • session/matchmaking via LAN broadcast instead of a server (lobby service on UDP 47658)
  • game traffic as plain UDP on port 1000
  • works over Radmin VPN / ZeroTier automatically, Tailscale via netplay_peers

Up to six players. Tested with a friend over Tailscale through several rounds until the logs were clean. 🧛

Graphics menu (F6), FPS counter, DLC support, crash reports in logs/.

Repo: Wrexxial/HarmonyRecomp

No game code/data included — bring your own dump (BYOC, as is tradition here).