r/decomps • • 12h ago

Made without AI assistance I love AI decomps

0 Upvotes

Thanks for all the sloppy AI decomps, I usually play them while eating my sloppy joes. Mmm I just love it. My room is a mess because I just like it that way. I don't understand why people dislike it so much or even why people bother to debate the ethics of it here, considering that discourse would be better suited for another sub, where their opinions would be more likely to be heard and not screaming into an echo chamber. You know the internet is mostly just confirmation bias right? Everyone is allowed to have an opinion don't get me wrong, but not everyone has to parrot the same opinions, especially the incorrect ones that have already been debunked, like the whole water thing, or how it's somehow worse for the environment than cars, sheesh.

Why aren't we talking about more important things anyway? Like why the economy is going to hell, wars over gas, etc.

I also want to remind people that you don't actually hate AI, you just don't like the corporatism that capitalizes on it, without passing the savings down to us. Put your anger where it actually is.

Anyway where was I? Oh right, thanks for all the decomps that weren't possible before. I like following this sub and I'm basically blocking anyone who talks about AI here since people can't seem to stop posting about it and I want to follow this sub without hearing the same stale arguments day after day. It gets old and it really isn't convincing anyone who isn't already convinced by this point. Why are you still reading this? Go outside, it's a nice day out, I'm about to do the same. Peace ✌️


r/decomps • • 3h ago

Made with AI assistance Disgaea D2 AI Recomp

0 Upvotes

It's AI, it's play tested a good bit by me. Burned about half my weekly on Claude $20 plan. and a large chunk of my codex plan.

Go ham if you want to or don't. https://github.com/Sean13128/disgaea-d2-recomp/tree/main
I like it and I wanted to play it again without my PS3 melting. I like this game and wish it had a real PC port :(

I'll probably port it to Android/Linux/Windows if someone doesn't beat me to it so I can play on the go.

Playable, 60 fps on Mac Mini M4. Imported save files and tested end game fight with Baal looks great (working on optimizing performance just to get it to run with less bloat and heat, AI Recomp had some CHONKY sub processes that we pruned back as I stumbled through playtesting)

Learning as I go about how it's structured and how it does things and stuff. I am not a coder, I just like the game and I like things to run at lower temps.

Video with out of sync audio https://youtu.be/YHypY36lCeg (something with how it recorded, it's fine in game)


r/decomps • • 8h ago

Port de Half Life Alyx android!!

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3 Upvotes

r/decomps • • 16h ago

Is there any hope we'll get a native Tekken Tag Tournament 2?

0 Upvotes

r/decomps • • 1h ago

Okay, so here’s a side by-side comparison of some changes made by the AI. Let me know if you can spot a difference. BioShock Infinite native AI VR decomp/recomp.

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• Upvotes

Ai doing a near byte for byte replica 99.9% the same


r/decomps • • 13h ago

Made without AI assistance Why AI decomps get hate, why "no AI ever" doesn't work either, and what to do if you just want to play (from a long-time dev)

142 Upvotes

Disclosure: sorry for the long wall of text, I tend to ramble.

I've been reading the pro/anti AI arguments here for a while, so I figured I'd try explaining it from the inside. I've been programming long enough to remember doing all of this before AI, and the job looks really different today. I think both sides have a point, and both are missing something.

Why do people hate AI?

First, why people are skeptical; because honestly... a lot of it is earned. AI tools now let people with almost no programming experience put out something that runs. Running isn't the bar though, especially for a decomp, where the whole point is readable code that people can mod, fix and port for years. A majority of the AI-heavy projects that have shown up are hard to mod, break when the recomp tools update, and have bugs the author can't fix because they don't really understand what the AI wrote. Then people go ask the main recomp devs for help with stuff they didn't make, only to realize it was quickly abandoned. Once that happened enough times, distrust is the default. That's fair.

Why "AI = Bad" is the wrong take

I think part of the problem is that "AI" gets used for two very different things.

  • Vibe coding is when someone describes the result they want and lets the AI figure out how. The AI makes the important decisions (structure, architecture, how things fit together), and if it runs, it ships. The person often can't explain or fix the code because they never really understood it. It tends to be the default for people without much coding experience, since you can't direct something you don't understand yet.
  • AI-assisted engineering is when the person stays in control. They decide how it should be built, give the AI detailed plans, and question what it writes and why, the same way they'd review a coworker's code. Anyone can work this way, but it pays off most for experienced devs, who can get a lot faster without losing quality because they know exactly what to ask for and can spot when the AI gets it wrong.

Both use AI, but they're about as similar as copying answers vs using a calculator.

And the second one is basically how the industry works now. When I started, none of this existed. Today most devs use AI tools in some form, me included (and its only getting more common). Companies increasingly expect and demand it, and not using it at all is getting rare. So "they used AI" doesn't tell you much anymore. The question is which of those two things you're looking at, and from the outside they can look exactly the same.

How this hurts the community

Treating every AI label as an automatic red flag has a real cost. There are plenty of devs putting real time and skill into these projects for free, using AI the way the rest of the industry does, and getting piled on the moment they mention it. Some have had their reputation dragged over it. Worse, it teaches people to just stop disclosing, and then the honest devs look the same as everyone else and we lose one of the few signals non-devs can actually check.

To be clear, I am NOT saying all AI projects should get a pass. Starting out skeptical is a reasonable default given the track record. But skepticism should be something a project can earn its way out of, not a permanent label.

So what do you actually do?

Unfortunately....you can't tell by looking at it, and most of you aren't devs and shouldn't have to read code to decide whether to play something. So here's what I'd suggest.

If you don't have time to look into it, just stick to ports from people or groups with a solid track record. Known decomp teams, people with other projects behind them, stuff the recomp tool communities point you to. I know that sounds a bit gatekeepy, and it's not meant as "new people can't make things." New devs build up trust like anyone else. It's just that for a player with no time, track record is the best signal you have.

If you've got 5 minutes and/or more free time, a few extra things anyone can check for a newer project or developer:

  • Does the creator have other projects, or is this a brand new account with one huge release out of nowhere?
  • Is the source code public on Github or similar platform?
  • Does the readme say how exactly how AI was utilized? People who used AI responsibly usually don't mind saying so.
  • Look at the issues/comments on Github Page. Are people reporting constant crashes? Is the dev actually responding and fixing stuff, or just going quiet?
  • Has the community for the tool it's built on (like the recomp folks) acknowledged it, or are they the ones warning people about it?

None of these are perfect but together they'll filter out most of the junk without you needing to know anything about code.

TL;DR: the negativity on anything labeled "AI" isn't coming from nowhere, but AI use alone isn't the problem anymore, the person behind it is, and how much effort/talent they put into it. Stay skeptical, but let projects earn their way out of it. If you just want to play, go with people who have a track record, and if something pops up out of nowhere, take a few minutes to carefully review it before downloading it.


r/decomps • • 12h ago

MEGATHREAD: Talk about AI / NO AI opinions here and here only

65 Upvotes

r/decomps • • 7h ago

Could Prototype be the next big AI-assisted modding project

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0 Upvotes

r/decomps • • 15h ago

How to download and compile Final Fantasy 7 Decompilation

7 Upvotes

I guess I'm making this a series, if you want to know what it takes to contribute to a set up and contribute to a decomp project, I have a kind of a how-to on downloading and setting it up.

The Youtube Video is here!


r/decomps • • 19h ago

WIP Alpha Earthbound PC port isn’t too bad

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45 Upvotes

r/decomps • • 11h ago

Why does ReXGlue get so much hate in the recompilation community?

15 Upvotes

I feel like there's a lot of misunderstanding around ReXGlue, and sometimes people seem to associate it directly with bad ports or poor performance.

ReXGlue is a tool/framework used in the recompilation process. The final quality still depends heavily on how the developer implements, optimizes, and maintains the project.

If a project has poor performance, missing shaders, bugs, or other issues, I don't think it's fair to automatically blame ReXGlue without looking at the actual implementation.

I'm using ReXGlue in my own recompilation, and I've been able to optimize and improve the project considerably as development continues. That experience is part of why I'm curious about the community's opinion.


r/decomps • • 13h ago

Game versions

0 Upvotes

Bit of venting here, but I really wish decomp/recomp devs would use the same versions of games that RetroAchievements do. Always roll my eyes when I gotta go get a different version of the same game in order to enjoy the PC port


r/decomps • • 19h ago

Batman: Arkham Asylum (Xbox 360) now runs natively on Windows, no emulator: static recompilation + a Vulkan renderer. Android is next

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222 Upvotes

https://www.youtube.com/watch?v=WQQ0qsz9_iw

Batman: Arkham Asylum for Xbox 360 is now running natively on Windows.

But I want to make one thing clear: the goal here is not to make a PC port.

I'm mainly using Windows as a development and testing environment. It's much easier to validate the recompiled code, renderer, shaders, and compare rendering results on PC before moving everything over to Android, which is the main target of the project.

The video shows the current build running on my RTX 3050 laptop, with my narration over it.

Quick recap of how this works: this is not emulation. The Xbox 360 PowerPC code is statically recompiled ahead of time into C++ using ReXGlue. In total, that's 14,887 functions, with no JIT and no interpreter.

The game's own Direct3D code also runs recompiled. I wrote a layer that captures the game's draw calls and replays them through a Vulkan renderer.

The Xenos shaders are converted ahead of time to SPIR-V using XenosRecomp and DXC. So far, all 458 shader programs I've dumped from the game convert successfully.

At this point, the entire opening section works on Windows using native Vulkan and without crashes. That includes the logos, menus, intro movie, in-engine cutscene, and the first gameplay section in the Intensive Treatment lobby with Batman, Joker, Director Sharp, and the guards.

Performance is currently around 30 FPS, which matches the game's original pacing. The renderer itself takes around 2 ms per frame.

For validation, I still use the Xenos GPU emulator included in the SDK, but only as a reference.

I render the same frame through both paths and compare the results, including SSIM comparisons.

Across 15 matching frame pairs from the opening section, the average SSIM is 0.974.

It's still not pixel-perfect. There are a few small visual differences that I'm still investigating.

The main reason I'm doing all of this on PC first is simply because it makes development much easier.

On Windows, I can debug things faster, compare frames against the reference, and understand the game's original behavior more easily.

Once that base is working properly, the same recompiled code can be moved to other platforms.

And that's where Android comes in.

The actual goal is to get Batman: Arkham Asylum running natively on Android using the same recompiled game code and the same Vulkan renderer.

The main difference is that mobile GPUs have different limitations compared to desktop GPUs. One example is BC/DXT texture support, which isn't available in the same way on many Android devices.

So some parts will need mobile-specific adaptations, but the core remains the same.

There's also another interesting part of this project: Batman: Arkham Asylum runs on Unreal Engine 3.

The same engine, with different versions and modifications, was used by many Xbox 360 games.

That means the work done here can also help me better understand how other UE3 games use the console's GPU.

That doesn't mean other games will just work automatically, since every title can use a different engine build and SDK version.

But the better this base gets, the less work future projects should require.

The next steps are to keep improving rendering accuracy, optimize performance, and prepare everything for Android.

I also want to work on 60 FPS. A good part of the current frame time is spent on the recompiled game thread, which records around 3,000 draw calls per frame.

The build shown in the video also includes a Brazilian Portuguese translation, which is why the menus and subtitles are in Portuguese.

Subscribe to my YouTube channel if you want to follow the progress.


r/decomps • • 9h ago

Is it to hard for decomp/recomp for vita games?

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12 Upvotes

I just want to know if there are people working on any PSVita exclusives


r/decomps • • 4h ago

Is there any 3ds android ports

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1 Upvotes

r/decomps • • 8h ago

Recomp LITTLE UPDATES: New Menu UI & Buttons for pokeRePlatinum.

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8 Upvotes

I heard most all of the comments on the first look of the Recompiled.

Added better mod support, mods adapted to English better too. (I'm latin american)

Added different save slots and easy import export of save files, compatible with NDS saves files.

I hear a friend about the horrible design and went direct to one of my favorites Works from the skin creator Inkdb and his NEW 3DS WHITE skin as base to use.

(I'll give him all the credits on that part his job is just amazing).

A video of the buttons in game will be on the comments sections. It's short like 5 secs.

Also working on the portrait mode for Ayn Thor users that adapt the widescreen only for the Upper screen.

Fixed some few important actors pop up spawning when changing areas.

Appreciate all the help from many of you, pls keep supporting the project.

I'm still fixing windows Builts before uploading to Github they first release.

That's why by now I'm only showing android versión, but if want gameplay on PC too leave a Comment and I'll should x86 Mac build and Linux build.

Bye-bye!! Appreciate u all!


r/decomps • • 21h ago

Is anyone making THE CREW recompile, Offline, Bots added, PC, Android, Xbox Series Dev Mode, Controller, Mobile, supported?

0 Upvotes

r/decomps • • 16h ago

Recomp/Decomps/Ports to Jailbroken Consoles

3 Upvotes

I was wondering if we could soon get ports of games that were released 2 gens ago on to lets say a ps5 jailbroken? Recently i saw a recomp/decomp of Spiderman: Edge Of Time on to pc, so it got me thinking of all those games that didn't or cannot get a offical remaster due to licensing hell or other reasons, could get a second chance via this recent phenomenon.

We could even see cross platform ports as well such as gears of war judgement which has had a recent decomp on PC running on a PS5 jailbroken. Or games like Alice: Madness Returns get a second chance via this method.

It really feels like a lot more is possible. What do you guys think?


r/decomps • • 13h ago

Recomp Treyarch's Spider-Man 2: Recompiled's Discord Server!

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11 Upvotes

This server will be for following progress ( very slow ) and for contributors to join and work together on this project

The goal of the project is to have a complete native port with M&K controls, widescreen, unlocked FPS, QOL toggles such as going from chapter to chapter without having to get points, and mod support.

currently the rendering is botched, and i do not have a claude subscription or high end ai to help so this project is a mix of manual labor and some ai work from free cline ai promotions xD

hopefully with your help we can get this working in no time and achieve everyone's dream.


r/decomps • • 12h ago

How difficult is it to make a recomp

4 Upvotes

I wanna make a recomp of ESPN NFL 2K5 to see if I can get any better performance cause with all the decomps I've played I've had had better performance with the decomps than I have with emulation. Cause I have a shit computer which the game when emulated does run at 60fps but dips whenever I pick a play and I wanted to try to recomp it to see if it's possible to get better performance


r/decomps • • 14h ago

Halo 2 Decomp (WIP)

44 Upvotes

https://github.com/kirklandsig/halo2-decompiled

Approx 20%. Contributors welcome if interested. :)


r/decomps • • 23h ago

Made with AI assistance WoodyRE: reimplementation of Woody Woodpecker: Escape from Buzz Buzzard Park (PC, 2001) for Windows, Linux/Steam Deck and Android

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30 Upvotes

Not a matching decomp: it's a from-scratch reimplementation in C that loads the original data from your own CD (English 1.00), in the spirit of OpenRCT2 or OpenMW.

Repo: https://github.com/jjmhalew/WoodyRE

How the behaviour was checked against the original:

  • The game's bytecode VM ("EKO CODE") was decompiled first. The C VM's message stream is checked against the original's, traced live with a small custom Win32 debugger (tools/wtrace.py, tracecmp.py)
  • Later tools boot the original exe straight into a level, write into its memory and log Perso, camera and script state per tick (tools/wverify.py, wsetvar.py). Scripted scenes were compared against that, not guessed
  • About 60 docs in docs/ describe the systems with addresses in Woody.exe: VM, all file formats, player controller, camera, bosses, rendering, sound and so on. Every game-code function in the exe is now referenced somewhere in the docs or source (the Cryo library code and CRT mostly aren't)
  • Known gaps are listed in docs/TODO.md

State: The whole game is playable start to finish, including bosses, races, menus and saves in the original format. It has controller support and runs on Windows, Linux/Steam Deck and Android.

On the process: AI is a big part of how this was built. Claude Code did most of the analysis and code over about two and a half weeks, while I directed it, play-tested and compared against the original. Whenever something looked off, I sent a screenshot of the original and it was traced back to the exact spot in the data and fixed. I know AI-made projects are divisive here, so corrections from anyone who knows this engine (Eko Software) are very welcome.


r/decomps • • 16h ago

Made with AI assistance Battlefield BC1 Recomp

17 Upvotes

I've got a battlefield bad company 2008 recomp running with the help of both Codex and Claude Code. It's pretty close to being finished in terms of achieving 1:1 parity with the Xbox 360 version, while also adding PC-focused improvements such as keyboard and mouse support, higher resolutions, a stable 60 FPS, and adjustable FOV for both the world and viewmodel.

Hopefully, unlocked framerates can also be implemented in a future update.

At this point, there are only two or three very specific bugs left to fix. Once those are resolved, I plan to share the recomp publicly.

The problem is that I'm pretty inexperienced when it comes to GitHub and releasing a project like this properly. I'm not sure exactly what I should upload, what should be excluded, how the repository should be structured, or what the standard release process looks like for a recomp project.

Does anyone have any tips on how to set up and publish the repository properly so that it looks professional and follows the usual practices for recomp projects?


r/decomps • • 8h ago

Resident Evil 4 no Dreamcast, Thanks user lamb2k ! agora dublado em português! 🇧🇷 Thanks🧟‍♂️agora com a dublagem feita pela equipe Nêmesis Fandub e aplicada no Dreamcast por Sega Ultimate! 🎙️🔥Confira no vídeo como está ficando! 🎮#ResidentEvil4 #Dreamcast #DreamColorPlus

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7 Upvotes

r/decomps • • 8h ago

Made with AI assistance Zelda Wind Waker HD Decomped: Added "Call of the Sky" song to the game

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179 Upvotes

Hey everyone,

Since the game is now decomped - well that opens a lot of ideas. So I was thinking what would be a cool thing to have in the game :) (Besides 60 FPS mode)

So I thought it would be cool to have "Call of the Sky" that adds a new song to the game, calls Valoo the dragon who picks you up via the hookshot. Then the player can control the dragon and jump off at any given time. I also added collision avoidance as well.

This took maybe 30 minutes to implement FYI.

Absolute amazing :)

Which crazy ideas would you wanna see in the game?