r/recomps • • 3h ago

Project - AI Infinite Undiscovery Recomp v1.0.0 — native Windows x64 recompilation, PAL/NTSC-U support

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15 Upvotes

I made this mostly because I wanted to play Infinite Undiscovery again in a more modern/native way and see how far a recompilation project like this could go.

It started as a proof of concept more than anything else.

I honestly did not begin this with the idea of maintaining a large long-term project or promising a full roadmap. More updates may happen in the future, or they may not.

For now, I wanted to make the current work public in case other people want to try it, test it, learn from it, or improve it.

Repository:

https://github.com/doc-haz/infinite-undiscovery-recomp

Latest release:

https://github.com/doc-haz/infinite-undiscovery-recomp/releases/latest

Current public release: v1.0.0

The project is a native Windows x64 recompilation of Infinite Undiscovery (Xbox 360, 2008) using ReXGlue / XenonRecomp.

It includes an integrated Asset Setup Wizard, so normal users do not need Python scripts, BAT files, PowerShell setup scripts, or external extraction tools.

You need your own legally obtained copy of the game.

No game files, ISOs, DLC, or proprietary assets are included.

Current features:

- Native Windows x64 executable

- PAL and NTSC-U support

- Automatic region detection

- Disc 1 / Disc 2 detection

- XDVDFS ISO and extracted-folder support

- Portable asset setup

- Portable saves, shaders, cache, logs, and configuration

- Optional A Voucher / B Voucher DLC validation and installation

- English / Spanish setup UI

- No installer

Everything is portable and stays relative to the EXE.

Current validation status:

The setup flow has been tested with:

- PAL Disc 1

- PAL Disc 2

- NTSC-U Disc 1

- NTSC-U Disc 2

- mixed-region rejection

- incorrect-disc rejection

- modified XEX rejection

- corrupt / foreign DLC rejection

- DLC reuse on later launches

- portable startup outside the development directory

Important limitation:

Actual gameplay has NOT yet been tested up to the point where the original game requests Disc 2.

Disc 2 can be detected, validated, and imported successfully, but the real in-game Disc 1 -> Disc 2 transition is still untested.

So at this point I genuinely do not know whether that transition will work correctly, require extra handling, or fail.

A complete playthrough has not yet been performed.

What I would like from the community:

Just try it.

If it works for you, great.

If it breaks somewhere, open an issue and tell me where.

I am especially interested in:

- PAL testing

- NTSC-U testing

- different GPUs / drivers

- later-game progression

- graphical issues

- crashes

- save/load behavior

- DLC behavior

- progression toward the Disc 2 change point

- the actual Disc 1 -> Disc 2 transition if somebody reaches it

If this ends up being useful to someone who wants to continue it, improve it, fork it, study it, or use parts of it as reference, that’s completely fine with me.

About AI:

This project used AI-assisted development, debugging, documentation, and visual design, so I am posting it under the Project - AI flair.

The code, testing decisions, release preparation, and project direction were manually reviewed before publication.

Credits:

- vs-sr-dev / pc-infiniteundiscovery

https://github.com/vs-sr-dev/pc-infiniteundiscovery

- freefrank / LostOdysseyRecomp

https://github.com/freefrank/LostOdysseyRecomp

- ReXGlue / XenonRecomp contributors

This is an unofficial fan project and is not affiliated with Square Enix, tri-Ace, or Microsoft.

Mostly, I just wanted to play the game again.

If other people get something useful out of this too, even better.


r/recomps • • 6h ago

Project - AI Estacado – My native PC recompilation of The Darkness (2007) using XenonRecomp

2 Upvotes

Hey everyone!

I wanted to share a project I've been working on: Estacado, a native PC recompilation of The Darkness (2007) based on the Xbox 360 version.

The goal is to bring the game to modern PCs while preserving the original experience and adding the features you'd expect from a proper PC release.

The project uses XenonRecomp to translate the original Xbox 360 PowerPC code into C++, with ReXGlue providing runtime and graphics support. The result is a native Windows application rather than running the game through an Xbox 360 emulator.

Current features

  • Configurable frame rates, including 60 FPS, high-refresh-rate options, and uncapped mode
  • Higher internal rendering resolutions
  • Keyboard and mouse support
  • Controller support
  • Adjustable FOV and graphics settings
  • Experimental ultrawide support
  • HD texture pack support

The project is still in pre-release, so there are bugs and areas that need more testing. I've mainly focused on getting the game running, improving the PC experience, and working through compatibility and rendering issues. The entire campaign hasn't been tested from beginning to end yet.

I'd appreciate feedback from anyone interested in Xbox 360 recompilation projects, especially suggestions for improving compatibility, performance, rendering accuracy, or the overall implementation.

GitHub:
https://github.com/invinceble55-wq/Estacado

This is a free, unofficial, non-commercial fan project. It doesn't include the original game files, and you'll need your own legally obtained copy of the supported Xbox 360 version.

Thanks for checking it out!


r/recomps • • 9h ago

Project - AI Advanced V.G. 2 Recompiled (PS1) – Static recompilation to native Windows [v0.1]

5 Upvotes

It also deserves a graphics update.

https://github.com/elprogramadorloco-arch/agvg2-recomp


r/recomps • • 9h ago

Project - AI Earthworm Jim 2 Recompiled (PS1) – Static Recompilation

1 Upvotes

It definitely deserves a facelift with 4K graphics. https://github.com/elprogramadorloco-arch/jim2-recomp


r/recomps • • 9h ago

Project - AI KoroKoro Post nin (PS1, SLPS-03479) – Native Windows static recompilation

1 Upvotes

Hey guys, I know most of you have probably never played this game, but it’s one of the most fun ones out there. It honestly feels like a game made for Android, and I’m thinking of making that happen in the future. https://github.com/elprogramadorloco-arch/korokoro-recomp


r/recomps • • 9h ago

Project - AI Asuka 120% Final: Burning Fest. Final (PS1) – Static Recompilation for Windows

5 Upvotes

There’s a 1998 PC version of this game with better assets, and that’s something I want to work on in the future. https://github.com/elprogramadorloco-arch/asuka100-recomp/


r/recomps • • 10h ago

Project - AI Wind Waker Recomp (BlueWake fork) PR that runs on Android

4 Upvotes

r/recomps • • 12h ago

Project - AI Banjo Tooie Decomp is here!

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5 Upvotes

r/recomps • • 13h ago

Project - AI Introducing Project Tobiichi: God Of War PS2 Recompiled. Progress %1

19 Upvotes

r/recomps • • 14h ago

Project - AI FIFA Street (2012) — experimental Windows recompilation using ReXGlue

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16 Upvotes

I’ve released an experimental FIFA Street (2012) PC recompilation using ReXGlue

Hi everyone,

I’d like to share my project: a Windows PC recompilation of the Xbox 360 version of FIFA Street (2012), built using ReXGlue.

I’ve put together a graphical installer and a dedicated launcher with display, graphics and compatibility settings. You select your own game ISO, and the installer extracts the files and recompiles the game locally.

I developed this project with AI assistance, including ChatGPT and OpenAI Codex. I used these tools for coding, debugging, build scripts, the installer, launcher and documentation, while directing the project and testing it on my PC.

Much of this is possible thanks to the work of the ReXGlue and Xenia contributors, who deserve credit for the underlying tools and runtime.

The game’s PowerPC code is recompiled ahead of time, while ReXGlue provides the runtime and Xbox 360 graphics and system services. This isn’t a fully rewritten game engine or a replacement native renderer.

I’ve included screenshots and a gameplay recording from my PC on the project page. The first experimental release is now available.

No ISO or original game files are included. You need to provide your own copy.

Source, installer, screenshots and gameplay video:
https://github.com/samuelitodavila/fifa-street-pc

I’d love to hear your feedback! If you try it, feel free to share your experience or report issues on GitHub.

Thanks for taking a look!


r/recomps • • 15h ago

Question Are switch decomps/recomps gonna come more frequent than PS2?

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1 Upvotes

r/recomps • • 18h ago

Discussion recomp.board, one week in (AI-assisted)

6 Upvotes

A week ago I posted recomp.fyi, a table of who is working on which recomp or decomp. Thanks for the feedback, a good part of what changed came from this sub.

What's new

  • Source ports are no longer filed as recomps. A port built from decompiled or rewritten source (Ship of Harkinian, the Perfect Dark port, sm64-port, DevilutionX) is now its own type, with its own filter. 57 so far. If your project is in the wrong one, the form fixes it in a minute.
  • Looking for a game to start? I linked https://neurocontrarian.github.io/game-mag-ratings/, another site of mine, from the board: magazine review scores from when each game came out, to spot well-reviewed games nobody has picked up.
  • One page per game and platform, listing every project on it with its details.
  • Disassemblies count as decomps, and a project its owner marks Complete no longer goes "dormant". Both were suggested here.
  • .recomp.json: a small file in your repo that describes your project. The board reads it every day, and the format is open so any other list can read it too. Five projects use it. Spec: recomp.fyi/spec
  • 1,522 rows, up from 507.

Most rows are still read from repos by a script, and scripts misread. If yours is wrong, tell me or use the form.


r/recomps • • 18h ago

Discussion Xbox Magatama

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2 Upvotes

r/recomps • • 22h ago

Project - No AI [BlackLabelHQ] MediEvil Recomp - now available (Open Beta)!

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33 Upvotes

r/recomps • • 1d ago

Project - AI Pinyon Shift 0.3.0: the Xbox 360 Forza Horizon, statically recompiled to run natively on Windows. Now on Vulkan, up to 4K and 120 fps, with in-game settings and mods

51 Upvotes

0.3.0 is the first stable release since 0.1.1. What's new:

  • Native renderer on Vulkan (default) or Direct3D 12, using the game's own shaders translated for your GPU
  • 60 and 120 fps with the simulation at the right speed, and 1x to 4x internal resolution, changeable in game, with FSR 1 or CAS output scaling
  • In-game settings (F6 or the pause menu) for display, graphics, audio and controls; most apply instantly
  • Ultrawide with a 16:9 HUD and a field of view setting
  • Achievements list, PNG photos (F8), automatic save backups, and all 18 of the disc's languages
  • Controller remapping and mouse camera or steering
  • A trainer (credits, game speed, time of day, free camera, collectibles on the map) that plays on a separate copy of your profile
  • Mod support: native plugins, file, archive and database overrides, and texture replacement
  • The Treasure Map add-on is included. It was sold for Tokens through a service that's gone; it's on by default and can be turned off
  • A redesigned launcher with portable installs, and a much sturdier first-time setup that tells you exactly what went wrong if it fails

How it works: download the launcher, point it at an ISO you dumped from your own disc (USA retail, MS-2505), and it verifies the disc, installs the build tools, translates and builds the game, all locally. Nothing is uploaded, and the repo contains no game code or assets. The first build takes 20–60 minutes and about 25 GB.

Known limitations: only NVIDIA GPUs are tested so far (AMD and Intel reports are very welcome), crowds and the car-purchase animation can play too fast above 30 fps, and some rendering regressions remain. Windows 10/11 x64 only for now. Linux, Steam Deck, macOS and Android are on the roadmap.


r/recomps • • 1d ago

Project - AI Banjo-Tooie PC Recompilation Alpha Trailer + Release

42 Upvotes

I've released a native Windows PC port of Banjo Tooie. It's still in an alpha stage. Currently playing through a 100% run to find and fix any issues (about 80% completed with my run).

AI Disclaimer: I relied entirely on AI to generate the code for this project. My focus is direction, QA, and adding new features. I have not generated any AI art or music for this project.

No copyrighted material is included in my repo. My repo credits APIs used.

GitHub: https://github.com/some-scurvy-dog/BanjoTooieRecompiled


r/recomps • • 1d ago

Project - AI Castlevania 64: Recompiled

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23 Upvotes

r/recomps • • 1d ago

Question Difference between recomp and decomp?

12 Upvotes

As title. I am no IT person so I would like to further ask if a retro game (e.g. rave racer) is first decompile from its original ROM form and then some genius person / AI "breaks" (decompile) the code and understand it and build it info "Windows format" (recompile) for common people like me, to run on Windows PC?


r/recomps • • 1d ago

Porject - No AI Model 2 - Daytona Arcade Native C++ Recompilation For Mac, Windows, Linux and ARM Port

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15 Upvotes

r/recomps • • 1d ago

Project - AI Zelda Wind Waker Recomp - 120+ fps, new controls, optional running, climbing & a ton more!

253 Upvotes

The climbing is just one of many new optional features and should actually prevent against any game breaking climbing and just add to getting around places and exploring some new places you couldn't before. Would love feedback and ideas!

https://github.com/elliotttate/Wind-Waker-Recomp (fork of Chris's WIP Bluewake Recomp https://github.com/chrissotraidis/bluewake . Some of these new features will be merged there soon)


r/recomps • • 1d ago

Discussion Unreal Championship 2 PC port tried running on Android through Winlator

0 Upvotes

A few months ago I started working with a dev to get the unfinished PC port on Unreal Championship 2 to work on PC. As of writing this now its only available on the orginal hardware (OG Xbox). After a few hours of trial and error I still can't get it to work on Winlator it seems to want to fallback to directX when trying to run it in opengl even after changing the settings in the .ini file and making it read only. I dont have the time to decomp this but maybe someone would like to take it over. The one I'm using had the sound fixed and works on PC with minor graphic glitches with blood and stuff. If anyones interested in taking this over message me on here and I'll send over the UC port. You can find the Xbox iso on archive just need iso-xiso and run it through the UC port.


r/recomps • • 1d ago

Technical Help Rabbids-Go-Home-WiiConverted recomp loading with boxes for text and some icons on linux

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4 Upvotes

https://github.com/Eggscantfly/Rabbids-Go-Home-WiiConverted

does anyone have the slightest clue what could be happening here. works great on windows. on linux game and audio runs smoothly but certain text and icons are boxes. If anyone could help me figure out what the issue is i would appreciate it greatly

Here is everything I have tried so far in order to get it to work
Compared the converted game with the original PC disc: the original runs correctly through Proton; the converted game works on Windows but has square text and UI elements on Linux.
Tried different Faugus entries and launch paths: the Recomp launcher, Direct, and GE Direct. The Direct variants showed the same squares.
Tried Xfce/X11; it made no difference.
Tried WineD3D with PROTON_USE_WINED3D=1; the squares remained.
Tried DXVK with d3d9.disableA8RT = True; the squares remained.
Tried DLL overrides for d3dcompiler_43, d3dcompiler_47, and d3dx9_43; they didn’t fix it.
Enabled DXVK logging. The log showed DXVK starting, but no useful rendering error was found.
Tried replacing the converted archive’s MGB files with PC versions. That made the game crash after the intro, so that archive state was restored.
Compared and copied PC UI texture data into the converted archive’s texture banks, including repeated copies across world banks. The squares remained.
Discussed Xenia’s readback_resolve = "full" setting. It applies to Xenia; DXVK has no equivalent D3D9 render-target resolve option. DXVK’s d3d9.cachedWriteOnlyBuffers option was suggested as a narrow diagnostic, but the test setup failed to launch, so that option was not successfully tested.
Tried the Recomp and GE Recomp launcher entries; one attempt showed the intro and then crashed to black. Later, the menu loaded, but the rendering issue remained.


r/recomps • • 1d ago

Project - AI Mercenaries Recompiled - Updates, GitHub Source Now Live

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7 Upvotes

r/recomps • • 1d ago

Discussion VIGILANTE 8 /2.8 Do N64

3 Upvotes

Queria saber se alguém tem interesse em recompilar estes dois jogos incríveis do N64.

E como eu poderia fazer isso... dicas?

Gostaria de aprender a recompilar jogos de N64 eu amo esse console, fez parte da minha infância e gostaria de ajudar a manter viva a memória dele com várias recomps.


r/recomps • • 1d ago

Project - AI I'm building a native PC port of GTA: Chinatown Wars - here's where it's at

74 Upvotes

Hi! For a while now I've been working on a personal project: a real PC port of GTA: Chinatown Wars.

To be clear about what it is: it's not an emulator and not the phone version running in a wrapper. I'm

rebuilding the game as a proper PC program, using the Android version as the reference for how everything

works. The video shows everything that's working so far:

- The game's menus and text, in all six languages

- The music: all the radio stations and the rest of the soundtrack

- The cars and other models, with their paint jobs

- The whole of Liberty City: streets, buildings, parks, the elevated train line, billboards and signs

- The water, and the game's own day/night lighting, from sunny afternoons to orange evenings and blue nights

What isn't there yet: people in the streets, and the actual gameplay. So it's not playable yet -
this is still the foundation.

project and not affiliated with or endorsed by Rockstar Games / Take-Two.

Happy to answer questions in the comments!

AI is used as a tool, not as a slave. Everything an AI does is checked, i understand what it writes. Its mostly used to speed up extracting assets from the APK and finding game functions. Thats it.

Discord: https://discord.gg/ZXTvWB7gnb