Super Mario World
1 recomp and 1 port
Super Mario World (snesrev)
snesrev/smw
smw: a reverse-engineered reimplementation of Super Mario World in C, by the author of zelda3. It reimplements every part of the original game and is playable from start to end. It also reimplements part of what the Lunar Magic level editor adds to ROMs, so it accepts some ROMs edited with it; mods that use ASM hooks don’t work, except wall jump. It uses LakeSnes’s PPU and DSP, with many speed optimizations, and while you play it runs an emulated version and compares RAM every frame; on a mismatch it saves a snapshot to send to the authors. It has snapshots that keep the input history so playthroughs can be replayed, turbo mode, two gamepads, and OpenGL output with shaders. The same repository holds Super Mario Bros. and The Lost Levels, reimplemented from Super Mario All-Stars: with your ROM of that game they’re extracted and played with the same program. Version 0.1 (August 16, 2023) includes a Windows executable that patches your ROM at startup; if you build it yourself, the assets are extracted once and the ROM is no longer needed.
You needYour own unheadered US Super Mario World ROM (smw.sfc, SHA-1 6B47BB75D16514B6A476AA0C73A683A2A4C18765). For Super Mario Bros. and The Lost Levels, your US Super Mario All-Stars ROM, the one without Super Mario World (SHA-1 c05817c5b7df2fbfe631563e0b37237156a8f6b6), and Python with zstandard. The 0.1 executable is for Windows; to build it, SDL2 and Python, with TCC, MSYS2, or Visual Studio on Windows, or make on Linux and macOS.
Super Mario World (mstan)
mstan/SuperMarioWorldRecomp
A static recompilation of Super Mario World (US version) with snesrecomp, the author’s own framework: the 65816 code is translated to C, and the rest of the console (video, SPC700 audio, DMA) runs on a C reimplementation derived from LakeSnes. It relies on the SMWDisX disassembly for names, the RAM map, and function boundaries. Its author believes it’s playable start to finish, but has only hand-verified the first two worlds, with the third in progress; worlds 4–7 and the special content are unverified. The launcher offers as mods adaptive widescreen (4:3 to 100:9, with an anchored HUD), MSU-1 music if you supply a music pack, and, experimentally, Captain Falcon as a playable character, with moves ported from the Super Smash Bros. decompilation and graphics and sounds taken from your own ROM of that game. Version 0.15.0 (October 21) added experimental simultaneous two-player co-op, with Mario and Luigi on the same screen. It has display shaders (CRT Soft, LCD Grid, Sharp, Warm Composite), save states, turbo, SDL controllers, and an optional local Lua server for scripts. There are Windows and Linux builds. 8 of its last 100 commits list Claude as a co-author.
You needYour own Super Mario World ROM (SNES, US version), as .sfc or .smc. For Captain Falcon, also your US 1.0 Super Smash Bros. ROM (N64); MSU-1 music needs a music pack you supply yourself. 64-bit Windows or Linux.
Installs with
Quiver Launcher · GithubLauncher (N64RecompLauncher) · Ports Launcher · WLauncher
Questions
Can you play Super Mario World natively on PC?
Yes. The catalog has 1 recomp and 1 port, and one of them is fully playable.
What do I need to play it?
Your own copy of Super Mario World (SNES / Super Famicom). Recompendium only links projects that don’t distribute the game, and each entry says which version or region you need.
Which one is the most popular?
Super Mario World (snesrev), with 652 stars on GitHub.