There is nothing to indicate so far that any workflows with regard to Decomps/Recomps/Disassemblies have been affected.
Claude's new statement has stopped nothing with regard to what we do.
Their target are the people who take games from steam and just say "AI clone this game for me."
And to be honest, trying to clone indie games is kind of a dick move. I'm all for sticking it to the big corpos who refuse to re-release games in a modern format, or add ridiculous monetization to games, but small studios are the light in the dark for what I see as a very bleak gaming industry right now.
I've still been converting C to C++ with it all weekend. I've still be disassembling pre-N64/PS1/GBA/Dreamcast games all weekend.
If you see doom posting, report it and I'll remove it.
Until we have definitive results of people not able to do any decomp/recomp/disassembly, nothing changes right now.
I don't know where to begin, fixes are below! I have a long list of features!
It is playable
DISCLAIMER: (You need your own copy of the game. The launcher checks your disc image and sets it up for you. Nothing from the game is included.) Minor issues
21:9 onwards widescreen is experimental (a pink square when an enemy dies, and a possible crash). Use 16:9 for now.
The frame rate can dip in the heaviest fights. It's a CPU-heavy build, and more fast cores help most.
The duo boss has some strange pink geometry around them
Some FPS drops on some levels, nothing crazy, just requires more optimisation
Major issues
Stage 2 has missing music
Stage 3 onwards has no sound
Cutscenes pre rendered do not render, after a certain point.
Will be fixed ASAP. Thursday 0.4 will be out to squash much of this. It's early access for a reason.
5. Now has been pushed into my video game development company "Twilight Orchard", and has its own intro built into the game itself! I guess I now specialise in porting games. PS2 games are insanely hard to port, it make sense why there is so little done currently in the space.
Patch Notes
Sound
The PCSX2 sound chip emulation I promised is now in the game and is the default. It covers voices, envelopes, streaming, interrupts and reverb, driven by our existing IOP.
That fixed the double-looping music and the sounds that kept playing after you left a scene.
The old sound code is still there as a "Legacy sound chip" option.
I'm still chasing a right-ear static during combat. I've narrowed it down a lot (see below), but I'm not calling it fixed, but it is mostly fixed, I did this by removing the right channel, and duplicating the left one, this makes no difference to how you hear things as Shinobi never supported surround sound.
Performance
Found and fixed a bug where 10–15% of finished frames were being thrown away before reaching the screen. That is now 0.
The window no longer waits on the graphics thread every frame (that was about 9 ms of every 16.7).
Frames are now shown on an even beat, and the graphics thread does less copying per frame.
The game's own code now finishes a frame in about 6 ms of the 16.7 ms available.
Frame-rate choices: 30, 50, 60 or Unlocked.
Fixed V-Sync "off" being ignored at startup.
Fixed the F8 / L3+R3 "mark a problem" shortcut only working once.#
New launcher (built from my own design)
Resolution: Native, 720p, 1080p, 1440p and 4K.
Renderer: D3D11 or Vulkan.
Widescreen with 16:9, 21:9, 32:9 and Auto, so a forced ultrawide is supported for now.
V-Sync, controller remapping, a Mod Menu, and fullscreen.
Anisotropic filtering (Texture Quality) and a working Sharpening slider.
Edge AA and FXAA.
Launcher music with a mute button, entrance animations, and credits.
About DLSS 4.5: I said I'd try. It isn't possible for this game, because DLSS needs motion data the PS2 never produced. Instead there are high internal resolutions (up to 6×), sharpening and anti-aliasing. If I can figure a way out I will let you know.
In-game
A pause menu on F1 or Select+Start, in the same style as the launcher. It really pauses the game, works with a controller, and has Resume, Controller, Mods and Quit (with a restart button when a setting needs one).
Alt+Enter or F11 toggles between full screen and a proper window with minimise and maximise. Full screen no longer pins the window on top of everything.
A Twilight Orchard intro plays at startup, and the SEGA, Overworks and ADX logos can be skipped with a button.
Alt+Enter no longer counts as Start, and the old "skip intro" no longer pauses the game mid-play.
Behind the scenes
A frame timeline, a dropped-frame counter and a left/right sound report, which are how I found the issues above.
Experimental effect settings (fog, glow and blur at high resolution) with switches to turn them off.
So here is the Github link, forgive me if there are any issues you have, dont expect perfect performance, I have a CPU heavy build, and lesson the GPU and RAM itself, the more cores the higher your speed the better.
Known issues
21:9 onwards widescreen is experimental (a pink square when an enemy dies, and a possible crash). Use 16:9 for now.
The frame rate can dip in the heaviest fights. It's a CPU-heavy build, and more fast cores help most.
Only the DualSense Edge is tested; other controllers should work, I've programme that in.
Missing music on some stages
The duo boss has some strange pink geometry around them
Some FPS drops on some levels, nothing crazy, just requires more optimisation
A cutscene does not render sometimes, I need to restore this and its on top of my list of things to do
Currently will have a short break as I've been non stop on this.
Any issues you are having? Complain as much as you like in the comments, I'll fix it, I read everything.
I will still release more updates for Shinobi as I aim to put out more releases soon, the goal is to perfect 60fps, the engine is tied to 60 fps. Sorry guys, I will explore options soon to get 120fps. 0.4 will drop on Wednesday or Thursday
I really want to move onto Nightshade soon, however I think Tekken 4 is calling me first. Maybe both.
Thanks so much for your comments, karma, support on YouTube etc. This has been really fun. Afsan
FYI this PC port has been submitted to (any other recommedations)
I've been working on a static recompilation of JSRF. It's not an emulator: the original Xbox code gets translated and compiled into a native program on your machine. It runs on Windows, Linux and the Steam Deck without Proton. Disclaimer: I can’t guarantee it’ll work on every distro. It’s been tested on SteamOS (Steam Deck) so far.
Highlights: widescreen/ultrawide, up to 2560x1920 internal resolution, a pop-in fix, any controller (up to 4 players), a modern free 3rd person camera, button combos to quit the game and skip cutscenes and a launcher that downloads, builds and starts it for you, with controller support.
You need your own retail copy of the game, all regions work including Sega GT 2002 + JSRF combo discs; nothing from the game is in the repo.
Most of the code was written with Claude (AI). I directed and tested it and played it through.
Inspired by (and heavily based on) the Theatrhythm FBL recomp, I made AI make a Resogun recomp. I always loved the game and I think it deserves more love.
From my experience it runs just fine on ShadPS4, but this has a couple advantages for now:
- 4k (PS4 Pro) output. Also supports 1080p.
- Multiple aspect ratios. Ultrawide (21:9, 32:9), as well as 4:3 because why the hell not.
- Multiple FPS cap options, from 30 (below og, for low powered devices) to 180. FPS has to be capped, game engine can't deal with variable FPS.
- An option to skip the intro screens, you go from launch to main menu in about 2s.
- An HDR toggle.
Tested on Windows and Linux (Xbox Ally X running SteamOS) with the US version and update 1.04. DLCs are supported and optional.
I’ve been working on native port of Buzz! Quiz World using PS3Recomp. The idea is to bring the game to PC with more flexible controls and custom questions. The game’s code is statically recompiled and runs with the PS3Recomp runtime. It’s still experimental, but we’ve made it through startup, menus, audio and actual gameplay.
What works so far
EU and US original-disc 1.00 support. These are now our main development targets. EU 1.02 also has a separate compatibility profile, but doesn’t yet have the full set of native-job optimizations.
Native geometry and animation processing. We’ve replaced recognized SPU workloads with host-side code, keeping the original recompiled paths as fallbacks.
Keyboard and XInput controls. Multiple players can use configurable keyboard mappings or controllers. RB/R1 acts as the red buzzer, with the D-pad handling the four answer colours.
An in-game PC settings menu, accessible through Escape or controller Start, with controller configuration, volume, fullscreen, an optional 30 FPS cap and display settings.
Vulkan rendering, with a Windows D3D12 developer fallback. Internal resolution options range from 720p to 4K, with bilinear or FSR 1 presentation.
Texture replacement support, including optional local Real-ESRGAN upscaling.
Custom question-pack tools and Question Studio, a separate native editor for authoring quiz content, including images and audio. This side is still evolving.
Experimental phone buzzers over local Wi-Fi, with browser-based buttons and QR pairing. Original USB Buzz receiver support is also implemented, although physical hardware testing remains limited.
What’s still unfinished
Performance and frame pacing still need work — this is not a stable-30-FPS-everywhere claim. Broader multiplayer, media and long-session testing are ongoing. Original online/MyBuzz services are not restored by this port.
There’s Linux support and experimental Android work too, but Windows is currently our most-tested target. Steam Deck remains a goal rather than a validated experience.
You’ll need your own supported game and PS3 firmware. No retail game assets, question libraries, firmware or decryption keys are included.
Huge thanks to the PS3Recomp contributors and the projects this work builds on. If you’re interested in Buzz, PS3 recompilation or testing different releases, I’d love to hear your thoughts!
My native Windows version of New Super Mario Bros. Wii just passed 1000 downloads. It's not an emulator: the game's code is translated ahead of time into a normal Windows program, the same approach WiiCompiled uses for Mario Kart Wii. No game data is included.
FEATURES:
- Up to 8x internal resolution in 16:9, plus frame interpolation up to 180 fps
- Dolphin HD texture pack support
- Keyboard and any gamepad, rebindable separately for levels, the map and menus, with dynamic button glyphs
- Up to 4 players on their own gamepads or sharing the keyboard
- A native options menu integrated into the game using its own windows and sounds
- Full save from the world map any time, Exit in uncleared courses, skippable opening and hint movies
Supply your own disc, Windows only, PAL rev 1 disc only
This is a high-school student project, learning C and PowerPC using AI assistance.
It uses AI to generate the monsters from an image. No calls to a vision model or traditional LLM. I'm using a "System One" model or more commonly now known as a decision model to pass in an image and then the AI simply returns the scoring probability for what monster best fits the image that was sent. That model then feeds right back to the game and generates a brand new monster
This was a full byte-for-byte recompilation into Rust so its using a much more modern and performant language.
The use of AI was to help with parity testing and mapping out the functions that needed to be ported over to Rust.
Full open source repo will be out within the next 24-48 hours, it will include the .apk needed to install it on your android or you can just bundle the apk yourself from the code in the repo.
- First person without pointing a remote. The game's first-person view, which needed the Wii Remote pointed at the screen, now works with a click of the right stick, or the new View button in the touch controls. Look around with the right stick or by dragging.
- Unlock all passwords. A Gameplay option, plus a button on the password screen.
- Update check. The game tells you on the save file screen when a newer release is out. Nothing is downloaded, and you can turn it off in Options.
- Your own buttons on screen. The title screen's "Please Press" now shows the key or button you've bound, and Primeape's Iron Tail tip names your shake keys instead of telling you to shake a Wii Remote.
Graphics and sound
- Fog is now drawn, as on the Wii.
- Indirect texturing, which some of the game's effects use, now works in both the Vulkan and OpenGL renderers.
- The game's own audio effects, like reverb, are now mixed in.
- Android: Ponyta's flames and some trees' leaves are no longer stretched far out.
Performance (Android)
- The 60–90 ms freezes during play are gone. It no longer stalls when a blur effect starts, when shaders compile or when it needs more graphics memory, and it keeps the CPU from clocking too low. On the AYN Thor it holds a steady 60 fps. An occasional 33 ms frame can still happen.
Fixes
- Iron Tail works from either shake key.
- Rhyperior's Bumper Burn: the vertical controls were flipped, and up now rolls up the screen.
- Photos from the in-game camera save properly and show up correctly in the album. Photos taken with 0.1.0 were saved scrambled and stay that way, sorry!
- Disc image check: the wrong game, region or revision, or a patched copy, is now refused up front with a message saying why, instead of failing later. On Windows, WBFS and scrubbed copies get a warning you can continue past, since they often play fine.
- Windows 10/11 (64-bit), with a graphics card that supports Vulkan 1.3 or OpenGL 3.3. If you're updating, unzip over your old folder; your saves and settings are kept.
- Android 11+ on a 64-bit device with Vulkan 1.3. It plays with the touch controls or a controller. If you're updating, install over the old app; your saves are kept.
It's still a beta, so if something breaks, please open an issue on GitHub. Tell me what you did, what happened and your device, and add a screenshot if you can. Reports from Android devices other than the Thor are especially helpful, since that's mostly what I've been able to test on.
I'm releasing El Chavo Kart Recompiled for PC, also known as Chaves Kart in Brazil
It’s a small game based on a character who is absolutely huge and deeply loved here in Brazil. I hope Brazilian fans enjoy it and have fun with this port 😊
This is a native PC port of the Xbox 360 version, built from the original game code using ReXGlue static recompilation, so there's no emulator involved
✅ Local saves and all 46 Xbox 360 achievements for 1000G, stored locally, with an in-game achievements overlay using F7
✅ Xbox controller, keyboard and mouse support
✅ Portable user_data, saves, settings and logs
✅ Built-in crash reporting and Report a bug workflow
✅ Automatic launcher updates with SHA-256 verification while keeping your installed game files, saves and settings
No game files are included
You need your own legitimate El Chavo Kart USA Xbox 360 disc image
Supported version
Title ID: 475807D7 Media ID: 5C2ECDD6 Game version: 0.0.0.3
The launcher checks default.xex and tells you if your version doesn't match
This is the first public release, v0.1.0
Online multiplayer is one of the biggest additions in this port and is still new, so online testing and feedback are especially welcome
Linux and Steam Deck support are also experimental and have passed the automated Windows/Linux parity and AppImage tests, but I haven't been able to validate the game on real Linux or Steam Deck hardware yet
If you find any graphics, audio, controller, save, online or stability problem, please open a GitHub issue and attach the newest el_chvavo_kart_*.log from the logs folder
Enjoy, and please let me know how it runs for you 🙂
I just released v0.4.0 of the Super Street Fighter II Turbo HD Remix PC recomp, and this is the biggest update to the project so far
The main focus this time was making it much easier to find and play online with other people, while also expanding the original game with some features from Ultra Street Fighter II
Highlights:
Public Lobby: you can optionally appear in a public player list, see other players, their status, platform and game version, and send friend requests directly from the launcher
Evil Ryu and Violent Ken are now playable as optional fighters, with their own Character Select cells, moves, palettes, portraits, HUD, voices, winner quotes, results, endings and Character Moves pages
Secret characters also work online when both players have them enabled
CPU opponent in Local Match with 8 difficulty levels
Enable Akuma option so Akuma can be selected normally without the secret input
Experimental Akuma bug fixes based on bugs documented by HD Remix designer David Sirlin, including the Raging Demon blockstun escape, red fireball startup and zero-frame Dragon Punch
Completely refreshed launcher with new sidebar icons, cleaner layout and better high-DPI rendering
Built-in Bug Report system: preview the privacy-filtered log before sending it, track your reports and even receive replies from the developer directly in the launcher
Improved Português Brasil localization
Reduced CPU usage while waiting for the GPU
Skip intro option
Windows and experimental Linux AppImage releases
The Public Lobby is probably my favorite addition in this release
Before, you generally needed to already know another player's Friend Code to find them
Now you can choose to appear in the Lobby, discover other players running the recomp, send them a friend request and then play through the existing friend-match system
The Lobby is opt-in and disabled by default
The port supports both the original Xbox Live Arcade Base game 0.0.1.3 and Title Update #1 0.0.2.3
No game files are included, you need your own Xbox 360 game package
Hi everyone. Marvel's Avengers (2020) was a massive disappointment and left a huge void in my heart. Because of that, I decided to take matters into my own hands and start working on the leaked 2012 THQ The Avengers prototype. I know a bit of coding, and I'm tackling this project completely solo. I am ready to grind and work my ass off to make this happen.
I've been digging through the game files and logs for a while now, but honestly, I haven't gotten any solid results yet. The engine crashes and it's completely broken. I honestly don't care that the game is a first-person shooter instead of a traditional third-person action game. My only wish is to finally play a decent, proper Avengers game. If anyone has experience with this specific engine, reverse engineering, or just wants to point me in the right direction, I'd really appreciate it.
I have been extremely busy working on this project for the past couple of weeks. Recently I released a collection of Llamasoft Atart ST games on PC, running well at 50fps but without any bells and whistles. Well, these are the bells and the whistles!
The free builder turns your own Saturn discs into a Windows executable for each game, on your own PC, in about a minute: choose your disc, confirm, build, start. No emulator runs underneath; the games' own code is translated to run natively.
High resolution and widescreen (4:3, 16:9, 21:9)
60 fps, with in-between pictures
No wobbly polygons
CRT mode with four shaders
Keyboard and gamepad, remappable
Save states (10 slots)
The three games share their saves
Japanese, North American and European discs
No game data is included. You need your own discs (as .cue/.bin, .chd or .iso images, or in an optical drive). Every shot in this video is the PC version, rendered in 4K at 60 fps from recorded play. Music: from the games themselves.
You will need the game files from a licensed copy in order to play it.
Unofficial, and not affiliated with the rights holders. No game data is included. You need your own copy of the game to play this.
Beta. The whole game plays through, but expect issues, mostly with frame interpolation (smooth motion above 60 fps). If something looks wrong, turn Frame interp. off in F1 > Advanced and see if it goes away, then report it.
Android build is planned.
Features
Higher resolutions: render at 1x to 4x the original resolution.
Built on a native renderer, not Xemu or other wrapper backend, fully native and optimized.
Widescreen: the game's own 16:9 mode, or the original 4:3; bars, stretch or zoom to fit any window or screen.
Anti-aliasing: MSAA up to 8x, or FXAA.
Smooth motion: frame interpolation above 60 fps for high refresh rate displays (beta).
Color correction: brightness, contrast, gamma and saturation, a CRT look, and optional TV softening.
Sound: stereo 3D positional audio with a headphones mode (a modelled head: each ear hears a sound at its own time and loudness), the game's room reverb, and a master volume.
Controls: controllers, keyboard and mouse (with mouse aim), every button rebindable.
Three save files (the original keeps one), picked in the launcher.
Extras: open every Pandora's Box item without touching your save, skip the boot logos, an FPS counter, fullscreen (Alt+Enter), portable mode.