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The Legend of Zelda: The Minish Cap (mstan)

Game: The Legend of Zelda: The Minish Cap → (GBA, 2004)

Static recompilation of The Minish Cap for Windows with gbarecomp; it was that framework’s first target and, according to its author, the most mature of their GBA recomps. The ROM’s ARM7TDMI code is translated to C, and the console’s real BIOS is recompiled and run too instead of being imitated. It gets into gameplay (the overworld, dialogue, and save states work), but it’s still a preview: code the recompiler didn’t cover runs through an interpreter the first time, is compiled to native code on the fly, and is saved to disk for later launches. From the zeldaret/tmc decompilation it only takes function names and addresses, not its code, and it’s a separate project from Project Picori, the port built on that decompilation. It has a pre-boot launcher to pick the ROM and BIOS and set up video, audio, and controls, save states, and an optional adaptive widescreen mod that widens the view from 240 to up to 480 pixels as the window gets wider. Version 0.0.6 (October 18) updated the engine and launcher. 50 of its 100 commits list Claude as a co-author, and another says it was written in a Codex session.

You needYour own US Minish Cap ROM (SHA-1 b4bd50e4131b027c334547b4524e2dbbd4227130) and a dump of your Game Boy Advance BIOS (SHA-1 300c20df6731a33952ded8c436f7f186d25d3492). Plus 64-bit Windows.

How it gets to PC
Static recompilation
Console
Game Boy Advance
Architecture
ARM7
Author
mstan
Original studio
Capcom / Flagship
Year
2004
Stars
28
Last activity
2026-10-19 · 11 days ago
Latest version
v0.0.6 · 2026-10-18
Language
C++
View repository ↗
arm7widescreenzeldaai-assisted

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