Shin Megami Tensei IV
Game: Shin Megami Tensei IV (3DS, 2013)
A static recompilation of the US 3DS version for 64-bit Windows: 3dsrecomp translates the game’s ARM code to C ahead of time, which is compiled into a program of its own, and Zakuro serves as the runtime for everything else (kernel, services, GPU, and sound). The game’s code runs natively, without an emulator’s interpreter or JIT. On top of that it adds 16:9 and 21:9 widescreen (a wider 3D scene, not a stretched picture), x2, x3, and x5 multipliers for Macca, hero and demon EXP, and App Points, easy recruiting, 60 and 30 fps, and community cheats, all from the game’s cheat menu; from Zakuro it inherits Vulkan or OpenGL, screen layouts, filters, save states, and controller support. A launcher written in Rust finds the ROM, installs missing tools with winget, downloads and updates the project, builds the game with a progress bar, and starts it. The project calls itself a beta: it was played for more than 10 hours from a new game with no crash, but the rest of the game hasn’t been played yet. Version 0.1.5 (October 23) added updates from the launcher. Linux should work too, but hasn’t been tried.
You needYour own decrypted dump of Shin Megami Tensei IV (USA), title ID 00040000000E5C00, as .3ds or .cci. Plus 64-bit Windows 10 or 11, a graphics card with Vulkan (or OpenGL 3.3), about 10 GB of free space, and 8 GB of RAM for the build, which takes 20 minutes or more. The tools (Rust with the GNU toolchain, MinGW-w64, and git) are installed by the launcher through winget.
- How it gets to PC
- Static recompilation
- Console
- Nintendo 3DS
- Architecture
- ARM11
- Author
- Invictus-potens
- Original studio
- Atlus
- Year
- 2013
- Stars
- 71
- Last activity
- 2026-10-30 · 1 day ago
- License
- MIT
- Language
- Rust
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