snesrecomp MMX Recompiled 2.0: Zero, Co-op, and new Weapons (Preview) A work-in-progress look at two-player co-op, playable X3 Zero, widescreen, and all sixteen X2/X3 boss weapons in Mega Man X Recompiled.
The fun parts: Multiplayer, Netplay & Knuckles Zero comes to Mega Man X, Sonic 2 and Super Mario Bros. go four-player over netplay, GBA gets link cable netplay, a community Ape Escape two-player mod, Knuckles & Knuckles, and every commercial NES mapper.
Faithful First, Then Let Go: Recompilers & Renders Months spent building faithful renderers, then realizing I had boxed myself in with them. Custom renderers, adaptive widescreen, and higher frame rates across my recomp ecosystems.
A week with Astra Virtualboy in color, Battle Arena Toshinden modernized, and the widest of widescreens in SNES.
Announcing RetroPortingToolkit The work was already shared across repos and consoles. Now it has a name, a GitHub org, and a site.
Recompilation The Future of Game Preservation is Decomp-Annotated-Recomps Retro preservation treats recompilation and decompilation as rivals. They produce different things — infrastructure and understanding — and the work worth watching uses both.
psxrecomp PSXRecomp | Save States, Rewind, and Netplay Four-player Twisted Metal 4 online, a rewind filmstrip, and twelve save-state slots — three features that turn out to be one capability, built mostly by the community.
Building & Enhancing Recomps: Ecosystem Updates A mod loader across four consoles, adaptive widescreen from GBA to Nintendo DS, voxel NES experiments, and first frames from CD-i, Xbox, and GameCube.
Recomp + AI: 5 Months Later Five months after building a PS1 static recompiler with AI, the experiment has expanded into a whole family of console recompilation ecosystems. What the games taught me, how the AI models changed, and why the frameworks are the real product.
Expanding the *recomp ecosystem with GBARecomp gbarecomp's first release showcasing early support for The Minish Cap, Pokemon FireRed/LeafGreen/Ruby/Sapphire/Emerald.
Megaman X: Recompiled Release MegamanXSNESRecomp snesrecomp Megaman X for the Super NES has just gotten it's first fully playable build, making SNESRecomp's second fully playable game, with Legend of Zelda: A Link to the Past remaining in active development towards MVP. This build was made possible as a result of
NES, SNES, Genesis, VirtualBoy, and PSX | A journey with AI and Recompilation 💡This article discusses heavy use of AI, but the article itself was not written using AI. The words in this article are my own. I wished to communicate my intents and story myself, grammatical errors and all, of the why and how I am using AI📝Each of the 6
VirtualBoy Recomp Gets Its First Title: Mario Tennis 0:00 /0:46 1× As I've become more experienced in the ecosystem that is recompilations and achieved my milestones of my other recompilation projects finally hitting their milestone of their first commercial title – I wanted to experiment with a more obscure ecosystem that was going to be
snesrecomp's First Title: Super Mario World snesrecomp Super Mario World Recomp 0:00 /0:50 1× The SNES: A Different Class of Problem SNESRecomp as a project has been much harder than NESRecomp, and my other recomp projects, in ways that are not immediately visible from the outside. The SNES CPU, the 65816, can change how
SegaGenesisRecomp Gets Game #2: Sonic the Hedgehog 2 0:00 /0:55 1× SegaGenesisRecomp Sonic the Hedgehog 2 Recomp Sonic the Hedgehog 2 now has a playable PC port build, marking SegaGenesisRecomp's important second-title milestone. Playable does not mean exhaustive. It means a player can boot the game and navigate through stages. Less commonly travelled code
psxrecomp Overhauled. Now BIOS + Tomba 0:00 /2:00 1× This article is a follow up to my first ever article and attempt at a static recompiler ecosystem which can be found here When I first wrote about PSXRecomp, it was very much a tech demo that aimed to help me get into the ecosystem
nesrecomp Achieves 10 Commercial Titles 0:00 /1:06 1× nesrecomp Super Mario Bros Duck Hunt Dr Mario Legend of Zelda Metroid Faxanadu Yoshi Megaman 3 Gumshoe The Significance of Ten Titles The NES is a small system compared to later consoles, but commercial NES games are not all built the same way. Many of
NESRecomp: From Faxanadu to 4 Supported Commercial Titles * nesrecomp * LegendOfZeldaNESRecomp * FaxanaduRecomp * SuperMarioBrosNESRecomp * DrMarioNESRecomp When I originally wrote about Faxanadu running through a static recompiler, it was effectively a proof of concept. It demonstrated that 6502 code could be translated into native C and run without an interpreter, but it required a fair amount of manual intervention and game-specific
segagenesisrecomp + Sonic the Hedgehog tech demo * segagenesisrecomp: https://github.com/mstan/segagenesisrecomp * Sonic runner: https://github.com/mstan/SonicTheHedgehogRecom EDIT March 26th, 2026 Addendum Second Pass Improvements After the initial write-up a few days , I took another pass at the project and made significantly more progress by improving the tooling and feedback loop. As a result,
nesrecomp + FaxanaduRecomp In my previous article, I Built a PS1 Static Recompiler With No Prior Experience and Claude Code [https://1379.tech/i-built-a-ps1-static-recompiler-with-no-prior-experience-and-claude-code/] , I documented experimenting with static recompilation using the PlayStation game Tomba! as a test case. That article focuses more on the learning process and the workflow I used to
SyncScribe: Browser-Based Subtitle Generation https://syncscribe.cc SyncScribe is a browser-based tool for generating subtitles from video files. The goal of the project was to simplify the process of creating subtitles without requiring multiple tools, local installs, or uploading entire videos to third-party platforms. The workflow is straightforward. A user uploads a video file
I Built a PS1 Static Recompiler With No Prior Experience (and Claude Code) Tomba! (USA) Running as a native Windows PC application (WIP)PSXRecomp [https://github.com/mstan/psxrecomp/] Overview This article documents my exploration of Claude Code and its ability to assist with static analysis and static recompilation for the original PlayStation. As a technical demo, I chose the game Tomba!. Given
Side 7 celebrates 10,000 members! One year ago today the game we all know and love, GUNDAM EVOLUTION, ended service, taking away a game and community we all held dearly. GUNDAM EVOLUTION was a game that in its short life, I enjoyed thoroughly with my friends and community. That's why I set out
Side 7 10/22/24 Update Development on Side 7 continues! Progress in custom map development has been made and new content is available for Halloween! Advancements in Custom Map Development for Gundam Evolution I'm excited to share some recent breakthroughs in the development of custom maps for Gundam Evolution, driven by the dedicated
Gundam Evolution Content Update | Side 7 New content is now available for Gundam Evolution The pictures featured in this article are a sub-set of the new content you can now find in-game. God Gundam vs Turn X Spray by ZeroDevSide 7 RX-78 Skin by duckwomanIt is with incredible excitement that I am able to announce today’