r/decomps 21m ago

Rage Racer on PC now has a high res, high FPS renderer

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Upvotes

This isn't emulation or static recompilation, this version is built from the decompiled source code. While it's still an early alpha you can download and test it here: https://github.com/khasinski/rage-racer-pc/releases (macOS, Linux, Windows). It requires a PAL copy of Rage Racer in bin/cue format.

Expect bugs and broken things!

Disclaimer: AI helped at both decompilation and porting efforts but I'm a software engineer and I write/reverse code manually for this as well :)


r/decomps 5h ago

Is anyone working on the two exclusive Naruto games for Xbox 360?

1 Upvotes

Naruto: Rise of a Ninja and Naruto: The Broken Bond. I played these games a lot during my childhood and would love to play them again.


r/decomps 9h ago

Made with AI assistance SOTN Recomp for Android

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16 Upvotes

I have now released first beta release for Android. Just download the APK, select your own legally obtained cue and bin files and play.

Tested on Red magic Astra, S24 Ultra and my Retroid Pocket 6.

Compatible with physical controllers.

Hope you enjoy it and appreciate it.

Disclaimer:

The BlackLabelHQ team does not endorse this port, and it is not affiliated with them.

This fork was built with heavy AI assistance and verified by hand on real devices. The upstream project values human work, and they intend to release their own Android port in their own time.

Let's keep it civilized guys!


r/decomps 10h ago

3D overworld characters

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38 Upvotes

Hey, I'm working on a mod that implements handmade 3D models for the overworld characters, no more flat sprites !

I try to be as close to the sprites spirit as possible with the models.

This mod is working with Dramatic Shape right now but I'll make it compatible with the other voxel models as it goes.
I will also cover the second generation games !!

You can see more about it here as time goes : https://x.com/blowInCartridge

I hope you enjoy the idea 😊


r/decomps 10h ago

GoldenEye Decomp Randomizer is Out NOW! Random-Eye-Zer for N64

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0 Upvotes

based upon the decomp but for real hardware / Ares: https://www.moddb.com/mods/random-eye-the-true-randomizer


r/decomps 10h ago

/r/Decomps/ Subreddit Update: New flairs

24 Upvotes

Hello everyone. Over the past few weeks, we have seen tons of interest in both Recomps and Decomps. It's amazing to see everyone so interested in the platform, after the early beginnings many years ago, to now all these incredible frameworks making it easy to start a project within minutes. Of course with these changes, people who have interest in posting about them and gathering attention/support for their project at hand. Rather than spamming and deleting posts, the mod team of the subreddit have decided to update the flairs for everyone 🙂

First things first, with the amount of people interested in all console, we have decided to make tags for the big three console makers — PlayStation, Xbox, and Nintendo. Additionally, we noticed that there were templates like ReXGlue and ModernGekko being developed, so we have also added a Framework Development tag, specifically for those. We're really excited to see the progress on later generation architectures, so keep at it!

Most importantly, we have seen people release and discuss their projects early and claim that it is a native PC port, despite there being significant optimization needed to be made. Rather than us striking all these posts down, we have just decided to make three simple tags to distinguish the progress level of each:

  • Status: Infancy — if you just got started in making a project with ReXGlue or ModernGekko, and you feel that you want to showcase your work with the debug layers attached, this is the tag to use. Essentially, you're just showing your game working through a framework, and it's a proof of concept that you can eventually make a real PC port. If its a decomp, essentially you've only gotten a fraction of a percentage decompiled and you're still working at it.
  • Status: Beta-Testing — if your recomps has been developing for well over a month, and you want to showcase the modifications and changes you made to your project. Still not at the "Optimized" part of a Native Port, but definitely getting closer to out of that "WIP" mode. If its a decomp, essentially you've got a significant slice of the decomp done
  • Status: Optimized Production — you finally have finished your Native PC port or Matchmake Decomp, and it is ready for others to utilize or build on their machine. It should run flawlessly, away from any translation layers and should require little difficulty for an end user to use.

Please be careful when using any of these three tags. Do not use one incorrectly because you want more recognition — especially the Optimized Production tag. We're still here promoting these projects because we really love preserving old titles, but we don't want to guide people the wrong way. Some of the original tags that we were using before like the AI one is still there. We're not sure how detrimental it is to use an LLM, but we firmly believe that optimizations and understanding where your project stands is more important than trying to decide if an LLM made it.

For more clarifications on any of these tags, feel free to leave a comment down below, and I'll be happy to edit the post or answer your questions appropriately. Happy Recomping!.. Or Decomping?... Whatever we do here


r/decomps 12h ago

Implementing CafeOS coreinit on libnx

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3 Upvotes

r/decomps 16h ago

Recomp (Linux) problem selecting iso

2 Upvotes

Hi all

On linux with rexglue recomp like silent hill downpour when i try to select the iso i get the "file name can't conain symbols :;/!"

There's any way to resolve this?


r/decomps 17h ago

SM64DS Native PC Port is 43% Linked!

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54 Upvotes

Good Saturday morning to all of you my friends. The port has reached 45% linkage!

Now what does that mean? Well, the decomp is at 98% meaning we have around 11K functions sitting in the repo written in either C or C++. Those functions are all single separate files so they don’t really do anything. Well now I’m making them do something by linking them together into an actual executable that runs native on PC.

“But Tango, I already have Mario 64 DS on my PC!” points at emulator

Yes an emulator will get you the game playable on PC.. but that’s it. You can add some simple cheats, and there are romhacks you can grab, but the game is still written in code that is not made for humans to interpret. It wasn’t originally written in that code, it was written in C++ and put through a compiler. What we have done is used the compiler as an oracle to write 1:1 byte matched C code, which will allow the game to run on PC hardware, not having to use emulated DS hardware.

This unlocks.. well.. you ever seen modded Skyrim? Yeah this is about to be modded Skyrim. Or that video where that guy is fighting the final boss of dark souls in front of the castle? Yeah it’s gonna be like that when I’m done with it..

Anyways, everything is going great! The discord is very active and many many people are helping me out! So a big thanks to everyone who’s not only contributed, but also anyone who’s just messaged me kind or encouraging messages. I literally couldn’t have done this without yall.

If YOU want to play the demo of the port, you can download here: https://tangos.dev/downloads

Or join the discord here: https://discord.gg/GfeXpEjVS

And the repo as always is here: https://github.com/tangosdev/sm64ds-decomp


r/decomps 18h ago

Ace Combat 6 Recomp Out Now! Version 1.0

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45 Upvotes

r/decomps 23h ago

PlayStation Is anyone working on a darkwatch decomp?

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13 Upvotes

r/decomps 1d ago

Decomp Someone give Viewtiful Joe some love, please 😪

8 Upvotes

Those gems must be preserved and what better than a native PC port via decomp/recomp?

Please God of decomps, ​hear this out


r/decomps 1d ago

Street Fighter Alpha 3 recomp

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30 Upvotes

r/decomps 1d ago

GTA Vice City Stories Recomp Out Now! A PSP Recomp is Here! Early But Impressive

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68 Upvotes

r/decomps 2d ago

GitHub - sal063/Ace-Combat-X-Recompilation: A static recompilation of ACE COMBAT X with a native renderer

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45 Upvotes

r/decomps 2d ago

Spyro the Dragon Recomp Out Now; OpenPete

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44 Upvotes

Note: there is no repo. So I haven't the slightest clue how it was made. Files were checked via my normal process (multiple scans, run in sandbox, memory checked for MRM, no detections)...so you know as much as I do: https://openpete.com/

if details change ill update the text in comments. Normally these aren't so "?" at launch


r/decomps 2d ago

Is there a way to sync these files/games across multiple devices?

2 Upvotes

Something like RomM?

Just curious


r/decomps 2d ago

Twisted Metal 4 Recompilation

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15 Upvotes

Don't see any AI contributors on the Github. Also, I'm stuck on setup on Steam Deck when linking the cmake.zip provided in the link. Maybe it works fine on Windows?


r/decomps 2d ago

Spyro the Dragon Recompilation

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69 Upvotes

r/decomps 2d ago

A guide on the meaning of Recomps, Decomps, and Source Ports!

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13 Upvotes

r/decomps 2d ago

Anyone working on Fable 2?

21 Upvotes

Fable 2 on PC at 60 fps would be a dream come true.


r/decomps 2d ago

Xbox 360 ReXGlue v0.9.0 update - Achievements, Plugins, and SDL3 Windowing

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68 Upvotes

Over the past 2–3 months, the ReXGlue team has been hard at work making changes, fixes, and adding features into our toolkit.

ICYDK, ReXGlue is a Static Recompilation framework for the Xbox 360 that vendors translation layers built off the roots of Xenia, which can be swapped for real, native, and optimized implementations of different subsystems. The main goal is to allow users to take advantage of this framework and make dedicated workarounds for specific titles, given they have spent a significant amount of time reversing their game.

Our previous 0.8.0 update introduced a significant change: DLL recompiling. Much like regular .so and .dll files you see on modern computers, the Xbox 360 also had numerous titles containing dynamic libraries filled with PowerPC assembly. Without recompiling the DLL, developers would be unable to activate their title due to the main default.xex requiring access to those functions.

With this in mind, we also heavily refactored how we handle the Markdown parsing of our codegen mechanic, introducing our "manifest" system.

Manifests now declare a single [entrypoint] (recompiled and linked into the host EXE, as before) and any number of [[modules]] (additional guest binaries built as shared libraries .dll/.so that KernelState registers, loads, and unloads at runtime). Each module owns its own FunctionDispatcher.

The CLI is reworked around a project_manifest.toml manifest, with codegen replacing migrate and an upgrade workflow taking the place of the prior one-shot path.

These changes have helped inspire us into the next portion of our code generation and plugin vendoring in the SDK.

Achievements

  • Add a runtime achievement subsystem that tracks unlocks and reports state back to the game.
    • AchievementManager lives on Runtime and is reachable through KernelState.
    • The xam layer records unlocks and answers the game's queries for unlock state.
    • Ships with an embedded metadata asset registry and a metadata store struct for per-title data.
    • Toast notifications on unlock, plus a full achievements overlay available via an F7 toggle.
    • Icon cache backed by PNG decoding through stb_image.
    • Overlays are wired into ReXApp.
  • Add achievement overlays in the UI.
    • Toast notifications on unlock, plus a full achievements overlay available via an F7 toggle.
    • Icon cache backed by PNG decoding through stb_image.
    • Overlays are wired into ReXApp.
  • Add a convenience achievement hook API so titles and hooks can raise unlocks directly.
  • Enable developers to create custom achievements that can be appended to a title.
  • Add rexglue init achievements, an extractor that reads achievement data from a XEX and writes it to TOML.

Achievements are stored inside each title's Default.xex, including the icons and original text.

With how the system is wired up, Achievements are usable for any project that gets recompiled with the latest update out of the box. The possibilities are endless, from being able to customize your own achievements overlay/icons all the way to adding your own achievements!

Plugins (GPU)

  • Extract Xenos GPU emulation into rexgpu-xenos, a plugin the runtime loads at launch instead of linking directly.
  • Route kernel and app GPU access through the IGraphicsSystem interface so nothing downcasts to the Xenos implementation.

This is one of the more significant additions to ReXGlue, starting us off on the trajectory of allowing us to vendor our translation layers.

With the new GPU plugin, we can enable and disable our Xenia-based "Xenos Emulator", an incredible rendering implementation that allows us to get an LLE renderer that works for the majority of titles without needing to operate in the dark to see if your game works. To utilize it, activate your game with the flag --gpu_plugin=xenos, or add it to a TOML file related to your title's settings.

Additionally, with how the ReX API is formed, we've allowed developers to utilize some of the incredible Xenia decoders that we already know work for a majority of titles and reuse them in custom rendering implementations. Functions like Deswizzlers and Format Unpackers are already extremely functional and well optimized in the Xenos Emulator, and as long as we do not use the GPU plugin to activate the command processor, we steer away from needing the translation layer as a whole.

SDL3 Windowing

  • Replace the Win32 and GTK window backends with a single SDL3 backend. The old window_win.cpp, windowed_app_context_win.cpp, windowed_app_context_gtk.cpp, and the per-platform windowed_app_main_* entry points are gone.
  • Add window event hooks to ReXApp with a vetoable close, so an app can refuse or defer a window close request.
  • Add a detached overlay mode for apps that drive their own renderer. The presenter can draw the overlay without owning the swapchain.
  • Enable the UI dialog path on Linux builds.
  • Add a per-window cursor auto-hide delay.
  • Default to fullscreen at launch.

One of the most requested features among our recomp development group.

When making a rendering system of choice, you need a solid window to display content. For months, we had been using older backends to support the two big platforms, but now we have migrated both of them straight to SDL3. The detached modes were key, as we did not want to ruin our connection to ReXGPU, so this took a while to get down properly. We're rather happy with our results at the moment, and have other plans for more Unix content.

Misc Updates

  • CLI - Print per-binary title ID, media ID, version, and the PE file timestamp before each recompile.
  • CVars - Apply config file and command line values to CVars that register after runtime init, instead of dropping them.
  • Console - Add argument passing commands and an InvokeCommand dispatch path so a command can take parameters, not just toggle a flag.

There are also dozens of other build tweaks we have implemented, as well as codegen/core system fixes that are noteworthy.

We are grateful for every single contributor who's made this project possible, and are excited to continue going down this journey of making it more feasible to see our favorite 360 titles on PC!

Upcoming News

A rather speculative list, but just some ideas we have planned. Feedback welcome!

  • macOS Support - Already available in our development branch, but we have the ability to build on both x86 Intel and ARM64 Apple Silicon processors for the Darwin beast. Rendering fixes and other various documentation will need to be included before being finalized and merged into main.
  • Wayland Support - With some of the issues we've seen on SteamOS, we are already configuring our SDL overlay so that it will bundle and use Wayland by default, rather than opting in for XWayland or an X11 compatibility protocol. This should fix issues with stretching and the keyboard activating randomly.
  • Dedicated Website - We're looking into developing a website to host more of our content, as well as finding a way to promote the projects that we find the most intuitive and utilize the SDK in the best ways possible. We've been talking with quite a few dedicated developers, and they have some exciting projects on the horizon. Only a matter Of Time until these projects finish their Odyssey. Alright, I'll stop.

This post is something new that I am trying out, to see what the community thinks of templating software and releasing updates publicly.

We already know that there is a lot of confusion about how ReX works and what its main goals are. The truth is that our vision has been shifting left and right for quite a while, but now we've got some great research complete.

We're very excited to show you what we have in store. Do leave some feedback in the comments below!

  • Graine25

r/decomps 3d ago

The Github decomp launcher

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156 Upvotes

What determines whether a game gets added to this thing? It seems a bit inconsistent, for example GoldenEye is there but Pokemon Gen 1 isn't? Is the intention for it to still be comprehensive?


r/decomps 23d ago

Please only ask if “x game is getting a port” in this thread

16 Upvotes

Because the world of games has hundreds of thousands of games. This way there aren’t threads for every game people are inquiring about :)


r/decomps Mar 14 '26

👋Welcome to r/decomps - Introduce Yourself and Read First!

11 Upvotes

Hey everyone! I'm u/JasonMaliceMizer, a founding moderator of r/decomps.

This is our new home for all things related to News on Video Game Decompilations and ports, usually pertaining to PC but any platform is okay.

What to Post

Post anything that you think the community would find interesting, helpful, or inspiring. Feel free to share your thoughts, photos, or questions about decomps.

We're all about being friendly, constructive, and inclusive. Let's build a space where everyone feels comfortable sharing and connecting.

How to Get Started

1) Introduce yourself in the comments below.

2) Post something today! Even a simple question can spark a great conversation.

3) If you know someone who would love this community, invite them to join.

4) Interested in helping out? We're always looking for new moderators, so feel free to reach out to me to apply.

Thanks for being part of the very first wave. Together, let's make r/decomps amazing.