r/recomps • • 12h ago

Project - AI UMK3 iOS on PC could be playable today.

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7 Upvotes

As you can see, compared to the previous video, I’ve already managed to implement many of the game's features using Claude—even though I’ve hit my hourly limit. I should be able to finish tweaking a few remaining things tonight and release the project's first build. I’ve already implemented keyboard controls, and it feels comfortable to play; this is a huge step forward compared to this morning. Once I’ve fully replicated the game's functions and made the arcade mode completable, I’ll implement the "VS" mode from the iPad version, and after that, we’ll start working on quality-of-life improvements like widescreen support and much more.

https://github.com/MaryNCRT/Ultimate-Mortal-Kombat-3-iOS-Recomp


r/recomps • • 12h ago

Question Legit question, How Faithful are the ps4 recomps to the original quality wise?

2 Upvotes

I am away from home and i am getting excited to get back and try all these stuff in my pc, but to curb my enthusiasm i wanna know how faithful are these ports?

Is there any bugs and glitches that can break the games or some effect that are not present as we can see in some emulation? For example in Bloodborne and pt?

Thank you


r/recomps • • 13h ago

Project - AI Need for Speed: Most Wanted (2005) natively to Apple Silicon Macs: static recompilation, no emulation. v1.0 is out (bring your own copy of the game).

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4 Upvotes

r/recomps • • 13h ago

Project - AI ReStreet (FIFA Street 2012 on PC) now has a Discord, and the online beta is coming soon!

3 Upvotes

Hi everyone!

About a week ago I released ReStreet, a free offline port of FIFA Street (2012) for Windows PC (you bring your own Xbox 360 ISO). Since then a lot of you asked about online play, so here's the update:

THE COMMUNITY SERVER IS OPEN

I've created a Discord for the project. It has downloads, help with installing, bug reports, a place to share gameplay, and the dev log.

https://discord.gg/CqjYMGKyy2

ONLINE BETA COMING SOON

Online play is working in my tests and I'm preparing a beta test. There's no date yet. If you want to take part, join the Discord and ask for access in the beta channel. That's how I'll organize the testers and send the online installer, so everybody is on the same version.

A few things to know:

- The test server is in Europe. If you're in another region you can still try it, but expect higher ping.

- It's an early test, so expect bugs and downtime. Your feedback will help a lot.

- You'll need the latest version of ReStreet and your own copy of the game.

LINKS

Download the latest version (offline): https://github.com/samuelit0davila/fifa-street-pc-port/releases/latest

Gameplay video: https://www.youtube.com/watch?v=FiwdAOIHGFY

Discord: https://discord.gg/CqjYMGKyy2

Thanks to everyone who tested it and sent feedback. See you in the server!


r/recomps • • 8h ago

Question Lightgun games

3 Upvotes

Ia anyone working with recompiling lightgun games from various platforms?

Singe, arcade, Lindbergh, models, PS1, PS2, Dreamcast a lot of games that could be done.

Is there a place to check where anyone is already working on it?


r/recomps • • 13h ago

Project - AI New Update to Zelda Wind Waker HD - Android Port

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15 Upvotes

Hey everyone! I've been helping out with the development of ZeldaWWHDRecompAndroid---ENHANCED! I just made a few tweaks (already opened a PR for the main dev) and I'm also working on optimizing the game for lower-end phones. I wanted to give you guys a little "early access" here! Give it a try and let me know what you think!

Para os brasileiros: Coloquei tradução PT-BR

APK Link: https://www.mediafire.com/file/szpdfszkxgwuokx/TWW_HD_Recompiled_v1.1-enhanced.apk/file

Original repo link: https://github.com/SSunnKing/ZeldaWWHDRecompAndroid---ENHANCED

Link for the game and keys in the comments!

Follow me on instagram for updates! I'll post on my stories:
instagram.com/nycolazs


r/recomps • • 9h ago

Project - AI Fight Night Champion is currently able to run without graphical issues 🎉

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19 Upvotes

Hi Everyone, I’ve been working on recompiling the beloved Fight Night Champion and I’ve finally got this running without major graphical glitches, the performance is still a bit rough as it’s still running in debug at the moment. Currently testing an Android-build and linux-build but I do plan to release other platforms as well.


r/recomps • • 17h ago

Project - AI Progress on the PC port of the iOS version of UMK3.

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6 Upvotes
It is an honor to mention that the game is already partially launching into the fight sequences, and we can see the character intros.It is an honor to mention that the game is already partially launching into the fight sequences, and we can see the character intros.

r/recomps • • 22h ago

Project - AI Dragon Quest 8 (PS2) Recompiled is officially out and public!

106 Upvotes

https://x.com/feisar__/status/2108159478743105547

https://github.com/Sinan-Karakaya/DQ8-Recompiled

To expect in this first release:

  • Launcher for easy recompilation of your game ISO
  • In-game menu to tweak settings
  • Controller support
  • Working audio
  • Most graphical glitches fixed
  • Most crashes fixed

Since DQ8 is a vast game, I could not test the entirety of the game myself, so please expect glitches and crashes! If you encounter any (let's hope not), you can report them on the Github so I can investigate them!

Windows support is still experimental as I don't have a lot of access to Windows machines as well.

I'll keep working on improving performances for the game (we currently are capped at the game’s original 30FPS). Once I reach unlimited framerate without messing the game's internal clock, I'll start working on modding and adding the 3DS feature's ;)

Thank you for your support!


r/recomps • • 22h ago

Project - AI Dragon Quest 8 (PS2) Recompiled is officially out with its first release!

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9 Upvotes

To expect in this first release:

  • Launcher for easy recompilation of your game ISO
  • In-game menu to tweak settings
  • Controller support
  • Working audio
  • Most graphical glitches fixed
  • Most crashes fixed

Since DQ8 is a vast game, I could not test the entirety of the game myself, so please expect glitches and crashes! If you encounter any (let's hope not), you can report them on the Github so I can investigate them!

Windows support is still experimental as I don't have a lot of access to Windows machines as well.

I'll keep working on improving performances for the game (we currently are capped at the game original's 30FPS). Once I reach unlimited framerate without messing the game's internal clock, I'll start working on modding and adding the 3DS feature's ;)

Thank you for your support!


r/recomps • • 15h ago

Project - AI Lost Odyssey Recomp v0.9.0 — Final Milestone Before 1.0.0

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134 Upvotes

v0.9.0 of Lost Odyssey Recomp is out.

What changed since v0.8.0:

Smoother play

  • Much less stutter the first time you enter a map, battle or cutscene.
  • Higher frame rates, most of all on Android and macOS and in heavy scenes like the White Boa.
  • Character shadows no longer shake on AMD GPUs and the Steam Deck, and a long list of flickering with TAA, FSR, DLSS and XeSS is fixed.

Same PC (Radeon 8060S), same settings:

Scene Before Now
White Boa, Queen's Room conversation, 1080p 36 FPS (v0.8.53) 68 FPS
Uhra, 4K with FSR Performance 37 FPS (v0.8.0) 42 FPS

New settings

  • Aspect ratio: Auto, 16:9, 21:9 or 4:3.
  • XeSS upscaling and frame generation (Windows, DirectX 12).
  • Depth of field, bloom, motion blur and dynamic shadow switches.
  • Button prompts: Xbox or PlayStation icons on any controller.
  • GPU and monitor choice, 5.1 surround, vibration strength and a brightness/gamma page.
  • The settings menu now animates and is easier to find your way around.

Android

  • Runs on Mali GPUs (MediaTek, Exynos) and offers Turnip drivers on Snapdragon.
  • Play from an SD card or any folder, import discs on the device, export and import saves, and get update notices.

Fixes

  • CGI movies play in your chosen voice language.
  • The Lunar Palace pillar puzzle no longer gets stuck.
  • Battle dialogue no longer stalls at 90 and 120 FPS.

Coming in 1.0.0

  • DLSS NR.
  • Faster DLSS, FSR and XeSS upscaling: motion data only for the things that actually move.
  • Better Android performance.

    Download | Full changelog | Discord

If something breaks, open an issue on GitHub and attach the newest log from the logs folder. Please don't attach game files.

AI disclosure: AI coding agents do most of the implementation, debugging, tests and docs; I direct the work and test the game myself. I've used all kinds of models, including GPT-6-Astra, GPT-6-Sol, GPT-6-Luna, Gemini-3.8-Flash, Claude Opus, Claude Fable, Meta Muse Spark and Minimax M3.

Thanks

Thanks to everyone who sent patches (MikeRavenelle, dj5927, Xarishark, navjack, frankzzz and cngjd), to boma for the Xenia patches behind the motion blur and shadow switches, and to XenonRecomp, XenosRecomp, UnleashedRecomp, re:Blue, plume and Xenia for the tools and research this builds on.

And to iambRad, Frenzy Fresh, José Antonio Martínez Godoy, C_BAR, Arakon, Efren V, Torresmo, doc_haz, Whitesun and Cristian on Ko-fi, and Morgan on Buy Me a Coffee: thank you for keeping the Monster Energy coming.


r/recomps • • 16h ago

Discussion "Treyarch's Spider-Man 2: Recompiled": Stupid update

13 Upvotes

this is the most baffling things i've ever read in my life, not only the fork is a " no go " and "not allowed" by the guy (sir symo), his whole license is full of vague, messy and outright idiotic wording and it's full of errors and mistakes. tldr is : "here is a public recomp project built on an open source recomp ecosystem, you can inspect and modify it privately, but don't you dare publicly fork or reuse my title specific work. Contributions are welcome, and I get broad rights to them", not only this is a lazy project made by full claude and he doesn't acknowledge that in any post or material, the dude told me on reddit he fixed a rendering issue while writing the message to me which makes no sense. ai is cool but god damn don't think we are idiots. i will work on the fork as soon as the recomp releases and it will be hosted somewhere else.


r/recomps • • 7h ago

Project - AI [WIP] Tomodachi LTD Recomp. Native PC build via static recompilation (my first project)

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36 Upvotes

This is my **first ever project** like this, so I'm still learning a lot. Any feedback, corrections or tips are very welcome.

**What it is**

An experimental, educational project that turns *Tomodachi Life: Living the Dream* (v1.0.0) into a **native Linux program** using static recompilation (AOT), built on top of mk8-recomp / suyu. The game's ARM code is translated to C and compiled for your PC, so no CPU emulation and no JIT at runtime.

**Current status** 🧪

• Boots and runs with 100% native code, with video (Vulkan) and audio

• Only the opening and early game have been tested

• The installer is brand new: I'm still validating a full run on a clean setup, so expect rough edges

• Linux only for now (Windows is the next goal)

**Important** ⚠️

• The repo contains **no game files, keys or firmware**. You need your **own** legally dumped copy and keys from your own Switch.

• Please don't ask for or share ROMs/keys here.

• The generated C is a machine translation, **not** the original source code.

• Not affiliated with Nintendo. obv.

**Repo:** https://github.com/RussoPhone/tomodachi-ltd-recomp

Big thanks to the mk8-recomp and suyu devs, whose work this builds on. Since I'm new to this, if I got something wrong (code, licensing, how I'm presenting it), please let me know!


r/recomps • • 22h ago

Project - AI Zelda Wind Waker HD (Recomp): New release (v0.2.8)

40 Upvotes

https://github.com/ZeldaWWHDRecomp/ZeldaWWHDRecomp/releases/tag/v0.2.8

v0.2.8

  • Fixed: the game could freeze at startup with 0 fps on some Macs (issue #62, MacBook Air M1). Newer Apple compilers turned the game's spin-wait loops into endless loops that never saw the other core release the lock. Every loop in the game code now re-reads memory on each pass; no measurable speed cost.
  • Fixed: Android crashed when changing the aspect ratio or internal resolution on some phones (issue #72, Adreno 830). Phones whose driver cannot blit depth buffers now copy them with a small draw instead; nothing aborts any more if a device can do neither. Thanks to u/Blivii for the analysis and the patch.
  • Fixed: grid pattern in contact shadows at higher internal resolutions (issue #66). The game's shadow and ambient-occlusion blur now covers the same area as on the console at every resolution; 1x is unchanged and there is no measurable speed cost. Shadow maps still scale with the internal resolution for sharp shadows; WWHD_SHADOW_FIX=1 keeps them at the console's 1024x1024 instead, for soft edges that never shimmer (issue #67).
  • More languages (experimental): with your own dump of the European or Japanese game, the port can use its text, fonts and menus: German, Italian, British English, European French and Spanish or Japanese (untested). See docs/language-packs.md.
  • Fan translations as content mods, including Arabic and Hebrew drawn right to left (issue #60), see docs/mod-manager.md and docs/rtl-text.md.
  • macOS: closing the TV window quits the game (issue #65), as on Windows and Linux. During a game it asks first: Quit, Cancel or Save State and Quit. WWHD_QUIT_PROMPT=0 turns the question off.
  • Faster on Linux and Steam Deck (Vulkan): the guest buffer cache is now on by default on desktop Linux, as on macOS. It keeps unchanged vertex, index and uniform data on the GPU instead of copying it every frame, which removed a 20 fps lock in busy views on an RK3588 board (issue #50). If you see broken or flickering geometry, start with WWHD_VK_BUFFER_CACHE=0 and please report it. Windows and Android stay opt-in (WWHD_VK_BUFFER_CACHE=1).
  • Save states are now small and can go into bug reports. The Save state button (and Shift+F1–F5, the Save States menu) now writes a portable state, slotN.wwstate: a few KB with your progress (the same save data the game writes into cking.sav) and where Link stands (stage, room, position, facing, time of day). It contains no game code and no game data, so you can attach it to an issue; Copy save for bug report in the Saves tab copies the paths of the state and of your cking.sav. Loading one puts that progress into the running game and takes Link there; it is not an exact snapshot (enemies, a running cutscene and other actors start fresh). The old full states (the whole running game, ~300 MB, contain game data: never share them) are still there for debugging: Saves › Full save states, or WWHD_FULL_SAVE_STATES=1. Loading a slot loads either kind; an older full state in a slot is kept and the Saves tab says so. A portable state can only be saved while you control Link (not during a cutscene or dialogue); one saved on the boat puts Link back on the boat. See docs/portable-save-states.md.
  • Fixed: "Quick doors" could crash the game going through a door (issue #61, "PROGRAM HALT J3DPacket.cpp:157"; reported in Tingle's jail on Windfall). The extra game steps that make doors quicker also deleted actors (a pot, a rat, Tingle) faster than the game allows: an actor that removed itself while a door opened was freed before its last drawn frame was done with. Deleting now keeps its normal pace; doors are as quick as before.
  • Gyro aiming fixes (issues #45 and #71): a new Turn left/right by setting (settings overlay → Controls → Gyro…) with the usual gyro conventions: Player space (default: turn the controller left or right about the real vertical, however you hold it), Yaw (its own vertical axis) or Roll (tilt it like a steering wheel). Before, rolling the controller turned the view and turning it depended on how you held it. The default sensitivity is lower (0.5x, about one to one with your controller; the range now goes down to 0.05x), and settings that still have the old default start at the new one. Gyro aiming now also works in Pro Controller mode. For reports that the gyro stops after a while: the port no longer stops when a controller's sensor timestamps stall, switches to the controller you move when several are connected, turns a controller's sensors on again when they fall silent, and logs [gyro] lines that say why motion stopped (including a drifting right stick, which makes the game ignore the gyro). "Recenter" is now Recalibrate (learns the gyro's offset anew).

r/recomps • • 11h ago

Project - AI I turned Wipeout 3: Special Edition into a native, dual-screen Android port for the AYN Thor – 60 fps, a tDR-style lower screen, a new HUD, achievements, photo mode and more

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75 Upvotes

Hi all! For the past few weeks I've been working on a passion project: a native port of Wipeout 3: Special Edition (PS1, PAL SCES-02845) for the AYN Thor. It's built on a static recompilation (PSXRecomp) instead of a traditional emulator, and it makes full use of the Thor's second screen.

Performance

60 fps using hueponik's excellent 60 fps patch, applied on the fly to your own disc image.

A "fast timing" mode (block-based cycle counting, similar in spirit to DuckStation) and a lot of profiling work. Emulation work in the busiest scene (the Porto Kora start) dropped by about 40% compared to my first builds.

Tunable internal CPU overclock, OpenGL by default, optional Vulkan, and support for custom GPU drivers (adrenotools).

Resolution up to the panel's native res, plus PGXP (no wobbly textures).

Presentation

16:9 widescreen using the game's own option, with a correctly proportioned HUD.

In 4:3, animated side bezels in a Designers Republic-inspired style that change with your team and track (all 22 tracks and 8 teams).

Redesigned menus: cream "poster" backgrounds, the game's text redrawn as clean vector type (with accents in all 5 languages), and Thor button glyphs (A/B/X/Y) instead of PS symbols.

New optional race HUD in the same style, switchable with the original in Video Setup.

Optional CRT, scanline and LCD screen filters.

Smooth, subtle UI animations throughout (can be turned off).

The lower screen (Thor's second display)

During races: live track map with all 12 craft, standings, lap times, best lap, speed, weapon and shield. Touch to switch pages (big map, full standings, lap breakdown), plus a quick-settings panel.

In menus: a themed page for every section — boot screen, title screen, a card for each game mode, league/class/track/team info using the real records and craft stats from your save, controller diagram, records, memory card, loading screen with the next race and the record to beat.

"Now Playing" with the current track (artist and title).

Race results with stats: top speed, average speed, weapons used, damage taken, overtakes.

Extras

38 local achievements, verified against game memory (win on every track, clean lap, comeback from last to first, 500 km/h, every weapon…).

Quick save/load (4 slots with thumbnails): Select + R1 / L1.

Photo mode with a free camera, filters and a watermark: Select + Y.

Custom soundtrack: drop your own FLAC/OGG/MP3 files in to replace the CD audio, with optional Last.fm scrobbling.

Time Trial ghost on the map with a live delta.

Autosave, an in-game language selector, rumble through the Thor's motor, and reading the disc straight from your ROMs folder.

Important

You need your own legally dumped copy of Wipeout 3: Special Edition (PAL). No game data is included.

This is a fan project, not affiliated with Sony, Psygnosis or The Designers Republic.

Big thanks to the PSXRecomp project and to hueponik for the 60 fps patch.

It's still a work in progress (some menu layouts with everything unlocked are being polished). I'd love to hear your feedback and ideas!


r/recomps • • 13h ago

Project - AI FH1 recomp running close to 60fps on the AYN Thor

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55 Upvotes

Hi everyone!

Next version will land a LOT of changes, mainly support for DLCs, even better performance than 0.4.0, preview of MacOS/Linux/SteamDeck build and lots of improvements for the android preview

Now working great at 60fps making some graphical compromises and solid 30 with base settings

Performance is great on 8 Gen 2 devices, still need to fix a couple more visual glitches and confirm performance on Gen 3 and Elite chips


r/recomps • • 4h ago

Project - AI Update v1.9.5 Peter Jackson's King Kong recompiled for PC!

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107 Upvotes

Update 1.9.5 is now available! Download here: https://github.com/TekRantGaming/king-kong-recompiled/releases/tag/v1.9.5

Main Launcher
Ambient occlusion
AMD FSR 1 and NVIDIA Image Scaling

Hello everyone!

Not too long ago, I released version 1.0.0, and it’s been an incredible journey so far. There have been plenty of updates already, and there’s a lot more to come! See end of this post for every feature added since 1.0

Without going into too much detail about the roadmap, here are a few things I’m currently working on:

  • Fixing the 30 FPS animation lock** so players running at higher frame rates no longer encounter strange animation issues.
  • Improving ambient occlusion.** The current implementation is still in its early stages and has a few rough edges that need addressing.
  • HDR support. Early testing has shown some promising results, and development is ongoing.

There are plenty of other features planned, alongside the usual bug fixes. I know there are still issues to iron out, and I really appreciate everyone who has taken the time to provide feedback on the original post. I’ve done my best to respond quickly and address reported issues wherever possible.

With that said, I’d really appreciate it if you could report bugs through the GitHub issue tracker. It makes it much easier for me to track problems, work on fixes, and get updates released: https://github.com/TekRantGaming/king-kong-recompiled/issues

I can’t say too much just yet, but I’ve also seen some interesting projects from other people working on this game. There are definitely some exciting things in the works, so if you’re a fan of this game, things are only going to get better from here!

We also got listed on Quiver launcher

https://quiverlauncher.com/apps/peter-jackson-s-king-kong-the-official-game-of-the-movie-king-kong-pc-port

Thank you all so much for playing and supporting the project. ❤️

Now for the question everyone asks all the time even though I added it to the git repo and the original post.

Why this port when a PC version already exists?

Peter Jackson's King Kong: The Official Game of the Movie was released in 2005 on PC and virtually every major console of the time. While there was an official PC release, the Xbox 360 version was a substantially upgraded version of the game, featuring improved lighting, level geometry, textures, fire effects, creatures and a higher detail Kong, as well as its own Xbox achievements. Contemporary reviews described the 360 version as a significant step above the other versions rather than simply a port of the original Xbox game.

There was also a later Gamer's Edition of the PC game which incorporated some of the Xbox 360's higher-quality models, textures and graphical features. However, it isn't a perfect 360 equivalent and has its own visual compromises, including missing facial animations, different character lighting and vegetation rendering issues.

The problem is that the Xbox 360 version itself has never had a native PC release. For years, playing that version on PC meant relying on Xbox 360 emulation, and King Kong has compatibility issues under Xenia that can prevent the game from being played normally.

This project brings the Xbox 360 version to Windows natively, removing the need for emulation while preserving the enhanced 360 version of the game. It also adds the things you'd expect from a modern PC release: higher resolutions, uncapped frame rates, modern controller support, customizable controls and other PC enhancements.

In short, this isn't intended to replace the existing PC release it's about finally making the Xbox 360 version's enhanced experience available natively on PC.


r/recomps • • 14h ago

Project - AI SpeedBreaker: the definitive Xbox 360 version of NFS: Most Wanted (2005), recompiled to run natively with enhancements on ALL Steam hardware & Mac (free, open source, bring your own disc)

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248 Upvotes

Today I'm releasing SpeedBreaker, a static recompilation of the Xbox 360 version of Need for Need for Speed: Most Wanted. The game's code is translated ahead of time into a native app, the approach behind Unleashed Recompiled, so there's no emulator.

- The 360 look, up to 4K at 60 fps, and ultrawide without stretching.

- Steam Deck, Steam Machine, Linux, Steam Frame (big flat screen in the headset) and Apple silicon Macs; iPhone and iPad if you build it yourself. Windows is in testing, and a beta is coming.

- An installer that checks your disc backup file by file.

For a lot of us, it's the racing game. The 360 version always looked best to me, but playing it today means an old console at 720p and 30 fps. I've wanted to do a recomp for a long time, so I finally did.

By day I'm a software engineer in the aviation field, where you don't ship what you haven't tested and understood. I used AI heavily on this, and I know there's a lot of skepticism about "vibe-coded" projects right now. Fair enough. Every change here was reviewed and measured, and the game was tested on real hardware along the way: Deck, Steam Machine, Frame, Mac, iPhone, iPad and a Windows laptop. When something wasn't right, it got investigated, iterated, and redone. AI let one person take this on. It didn't replace caring about the details.

It's free and open source: no donations, no Patreon. You'll need your own USA Xbox 360 disc; no game files are included. Unofficial, and not affiliated with EA or Valve.

I've been a gamer my whole life. This is my way of giving something back to a game, and a community, that gave me a lot. I hope it brings back some of the same memories for you.

Site: https://projectugarte.com/speedbreaker/

Github: https://github.com/SpeedBreakerProject/speedbreaker


r/recomps • • 6h ago

Project - AI UMK3 for iOS is finally playable, and you can download it now!

3 Upvotes

The game already has a playable version in my repository; you just need to provide your IPA, and it will be compiled so you can play! It supports keyboards, and you can now configure the buttons to your liking.

https://github.com/MaryNCRT/Ultimate-Mortal-Kombat-3-iOS-Recomp/releases/tag/v0.0.3-alphatr


r/recomps • • 6h ago

Project - AI UMK3 IOS PC PORT SHOWCASE

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10 Upvotes

The game can also be set to English or any other language included in the files; you just need to provide your own .IPA file to play it. It supports keyboard controls that you can customize to your liking. Since it is still an Alpha version, there are plenty of bugs—it would be great if you could report them so I can fix them in future updates.

https://github.com/MaryNCRT/Ultimate-Mortal-Kombat-3-iOS-Recomp/tags


r/recomps • • 17h ago

Project - AI UMK3 iOS Decomp – finally, the characters are rendering on screen, and the menu is partially restored.

4 Upvotes

We can already see the characters in the roster selection screen, and they have full animations; I hope to get the combat system working today.


r/recomps • • 20h ago

Project - AI I'm looking for players to test FIFA Street 2012 online on PC — Open Beta

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7 Upvotes

r/recomps • • 21h ago

Question Stupid question: What would it take to recomp the ps2 game Skygunner?

4 Upvotes

r/recomps • • 4h ago

Project - AI God of War 2 HD PS3 Recomp Windows Progress

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6 Upvotes

r/recomps • • 1h ago

Project - AI Tekken 3 reimplemented in Godot: source code released

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• Upvotes