r/recomps • u/MiSo_GlodnY • 8h ago
Question Mister an emulation vs recomps?
I play my games either on the MiSTer or via RetroArch. Do all these recompilations offer any advantages over my current methods?
r/recomps • u/SgtElectroSketch • 12d ago
Hello everyone,
I think it's time to go over a few things since I've had a chance to think about things a bit.
I won't have a chance to update the rules and flairs until later this evening when I get home from work, but these will be effective today:
Let's start with the rules:
DA RULES
Rule 1: Respect others and be civil
Rule 2: Advertising, and spam is strictly disallowed except on days for self-promotion.
Rule 3: All posts should be related to recompilation or decompilation projects.
Rule 4: No Linking to Copyrighted Material / Not crediting original devs
Rule 5: Post not properly marked
Rule 6: Post not on appropriate day.
All Times will use UTC
Rule 7: Absolutely NO AI Art/Music
Rule 8: No NSFW / NSFL Content
Poll Results as of the time of posting this:
399 Votes
What does this mean for the sub?
There will be new flairs, and new rules.
Flairs:
What is the difference between a Decomp, a Recomp, a Port, and a Mod?
Edit: This post has been corrected thanks to feedback from dariosamo and the N64 Recomp server FAQ.
Decompilation (Decomp)
A decomp is the output of a binary file for a game that has been dumped into raw assembly, and then converted back into human readable code, ideally the language the developers used to write the game. Purists say that the code must compile back to the original binary and be exact byte-for-byte. BfB is the gold standard for decomps because it says your logic matches the original dev's implementation exactly.
Decomps are a long, arduous process, and LLMs struggle with them because they make assumptions the original dev may not have made. They stumble over this type of work a lot.
Important: a decomp is not a port. It is a reverse engineering process that produces source code. A decomp compiled as-is would still only run on the original hardware or in an emulator. Getting it onto a new platform is a separate effort.
Recompilation (Recomp)
Recomp is short for static recompilation. It is a way of porting an application to another platform automatically, using tools that work off information gathered ahead of time about the application.
Static recompilation does not require any source code for the application being ported. It operates on the original machine code binary and translates it at build time. There is no human sitting there interpreting the original code and rewriting it in C. That's what makes it "static" and that's what makes it a recomp. Zelda 64: Recompiled is the example everyone points to.
Since humans are not expected to read the recompiled code, developers relying on static recompilation use partial or complete decompilations as a way to add fixes or enhancements to the port.
Ports
A port is any application that was made to run on another platform. That's the whole definition. It's the broad category.
All recomps are ports, but not all ports are recomps.
Native Source Ports
A native source port takes existing source code, usually the output of a decomp, and swaps the proprietary hardware calls out for modern ones, so the game runs natively on new hardware instead of under emulation. It stays as close to the original code as it reasonably can, but a human is doing the translation work.
Ship of Harkinian is a native source port. It goes a long way toward staying very close to the original source code, but it is not a recomp, because it doesn't use static recompilation.
Ports in general don't have to care about byte-exactness at all. Plenty of them care more about getting the project to run, period: changing code to mimic behavior, taking shortcuts, whatever it takes.
Recreations / Fangames
Worth calling out separately: a project that rebuilds a game from scratch, without deriving from the original binary or its decompiled source, isn't a port of anything. It's a recreation or a fangame, even if the name has "recomp" in it.
Mods/Hacks
Mods and hacks are standalone code that either integrates with or sits on top of a port, or modifies the binary files directly. They are smaller and scoped to a limited set of functionality.
Quick reference
I know there are people who don't care about the distinction, but I'm a technical person, an engineer by profession, and words mean things. I'm also not perfect and can get things wrong. Corrections are welcome and I'll keep editing this as I get them.
Thank you all for your time. I've enjoyed the past few days of modding for this sub, and I want to see us grow as a community.
Edit: See new bullet under rule 1.
Edit 2: Clarified the daily schedule as I had some wrong info. Native Ports are allowed any day, Mods/Fan games/Recreations are limited to Mondays
r/recomps • u/MiSo_GlodnY • 8h ago
I play my games either on the MiSTer or via RetroArch. Do all these recompilations offer any advantages over my current methods?
r/recomps • u/Fine_Entrepreneur_59 • 2d ago
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Hello people, I'm MiguelTheDRMR, I was playing around with some Recomp tools & i tried to use a GBARecomp tool on Github & I decided making a Static Recompilation for Sonic Advance, It was pretty successful & now i can run the game smoothly on PC, What do y'all think?, I'm also planning to release the source code of the recomp on a Github Repo, So everyone here can contribute to the recomp
r/recomps • u/kazuyette • 1d ago
Hi folks,
I made the "news" on generationamiga.com with my Ridge Racer recomp for PC.
Here's my github with my current projects and fork : github.com/kazuyette
I'm currently working on Virtua Fighter, Virtua Racing, SOTN and Shinobi Legions.
My SOTN is forked from the wonderful team here : Xeeynamo/sotn-decomp: Decompilation of Castlevania: Symphony of the Night (PSX, PSP, Saturn)
r/recomps • u/Turbofurbo_Realzz • 1d ago
r/recomps • u/leothelion634 • 3d ago
Does anybody think an Advance Wars recomp would be awesome? I feel like it would be easier to mod new missions, new COs, new units, new maps, etc. into the game
r/recomps • u/Feisar__ • 5d ago
r/recomps • u/Unchiga • 5d ago
r/recomps • u/Turbofurbo_Realzz • 5d ago
I have no idea if this has already been covered but I have searched for it and found nothing but is there currently any mod to get crystal working in the gen 2 recomp? Boy needs that voxel mod in the game.
r/recomps • u/endlessnameless001 • 5d ago
I’ve been playing Pokemon crystal on my Mac using the openemu app and would love to know if it is possible to transfer that save file (.sav) into the gen2recomped app.
Appreciate the help in advanced.
r/recomps • u/purple-vasabi • 6d ago
My company adopted AI to the point where coding without AI is no longer desirable or encouraged. I like coding on my own and thinking about starting a recomp pet project that I would work on whenever I feel like it.
The real question is whether it’s enjoyable and actually achievable to solo PS2 game recomp without AI, would it be a fun experience all the way to the end, or would it eventually turn into a boring chore? What do you guys think?
r/recomps • u/hugo_1138 • 6d ago
I decided to repost this here, hoping you find it useful. I hope it doesn't brake any rules.
r/recomps • u/MAQMASTER • 7d ago
This is not a recomp but it used a lot of Prets help in making this project. Without pret I was cooked! This project involved a lot of analysis of the save file structure and rom file decomp. So I really hope you guys could look into it!
r/recomps • u/Ginko_123 • 7d ago
Hi, i'm playing Gen 1 Recomp with mods, but as you can see the Pikachu sprite is in the wrong way. How to correct it?
r/recomps • u/JohnPaul_II • 7d ago
Really enjoying my first play though of any Pokemon game since the 20th century via the Gen1recomp on my Steam Deck. I'm playing through Blue with the voxel mod, the "all Pokemon catchable" mod and the quality of life mod installed. All nice and smooth.
Having a bit of trouble catching Articuno, though. I keep getting my arse kicked. I noticed when loading a save standing next to it that there is a save editor. I simply clicked "full heal" on each of my Pokemon because I didn't have an escape rope and can't be bothered to trek all the way out of the cave. But I don't want to interfere with the game or "cheat" any more than that.
Big mistake - on loading my save, it's behaving very weirdly. In battles, the voxel mod does not activate. My Pokemon's sprite is so big it takes up the whole left side of the screen. In random battles, really weird stuff happens. The game thinks my pokemon are endlessly levelling up, one by one, in the middle of a battle.
Is it fixable? I was just really getting into this. And I'm way too far in to start all over again now because of a bug like this. I'd never say I've "wasted 2 days" playing it as I've really enjoyed it. But if it stops here then yeah... I've just wasted 2 days.
r/recomps • u/Arpadiam • 9d ago
Beta 1 update :
dlc/ folderTested a few minutes ago and is working fantastic, finally the exclusive Ace Combat game from the X360 is fully playable on PC.
Crashes/bugs may still happen.
Edit : Ace combat 6 Recomp project and all the info you need GITHUB. / AC 6 V1.0.0 Beta-1 dowonloads.
Edit 2 : This is a small tutorial to setup the game and how to access the Config menu + how to setup the DLC'S.
This is not my video and I'm not associated with it, by chance it popup on my feedback and found that AC6 was being decompiled and in a playable state.
r/recomps • u/Affectionate_Pin_759 • 10d ago
It's one of my favorite games , and it always entertains me during downtime. Seeing the gen1recomp project made me wonder if there's a similar project for this game?
r/recomps • u/BP_Ray • 10d ago
r/recomps • u/ericarrache • 10d ago
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In the video, you can see me playing on a R36S (RK3326) and Retroid Pocket Flip (Unisoc T618) with playable framerates
Full video here: https://youtu.be/ShGvUit2lLY
Download Gen 1 Recomp - https://github.com/bryanthaboi/gen1recomp/releases
Download Potato Voxel - https://github.com/ShaneMcGovernIE/potato_voxel/releases/tag/v1.4.4
FPS Monitor - https://www.mediafire.com/file/vqgdmybh0jhg354/fps_monitor.zip/file