nesrecomp
A static recompilation framework for NES and Famicom games. It translates 6502 code to native C and supplies the PPU, APU, mappers, input and save systems; each port integrates and validates its own cartridge or disk revision. Its README marks it as beta. Latest release: v0.4.3, October 27. It includes no ROMs. 23 of its last 100 commits list Claude as a co-author.
- Type
- Recompiler
- Consoles
- NES / Famicom
- Author
- mstan
- Stars
- 143
- Last activity
- 2026-11-09 · 2 days ago
- Latest version
- v0.5.0 · 2026-11-01
- Language
- C
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The Legend of Zelda
mstan/LegendOfZeldaNESRecomp
A static recompilation of the NES The Legend of Zelda with nesrecomp, the author’s own framework: the ROM’s 6502 code is translated to C and compiled to native code, and the PPU, APU, and mapper advance in step with the CPU; unprofiled code and code run from cartridge RAM go through an interpreter. It uses the symbols from Aldo Nunez’s zelda1-disassembly to cover every function. The overworld, dungeons with their bosses and items, combat, caves, the inventory, and battery-backed saves all work. Version 1.0.0 (March 28) was presented as fully playable, and the build before the CPU change was tested through dungeon 7; since moving to the cycle-accurate CPU (1.9.0, October 5) a short route has been checked and a full audit is pending. As optional mods it has two experimental Voxel 3D views, a diorama of each room and a first-person view from Link’s position, and the “Zelda Remastered” HD mod, built from a Mesen HD pack you already have and applied in memory without touching your ROM. Version 1.9.2 (October 19) is for 64-bit Windows; there were Linux and macOS builds. 57 of its 99 commits list Claude as a co-author.
You needYour own US The Legend of Zelda ROM (PRG0) for NES; both iNES and NES 2.0 headers work. For the HD mod, a “Zelda Remastered” Mesen HD pack you supply yourself. Plus 64-bit Windows.
Super Mario Bros. (mstan)
mstan/SuperMarioBrosNESRecomp
A static recompilation of the NES Super Mario Bros. with nesrecomp, the author’s own framework: the ROM’s 6502 code is translated to C and compiled to native code; since 1.12.0 (October 5) it uses the cycle-accurate CPU by default and, on Windows, a high-level renderer that is faster than the low-level one, which remains the reference. Its author considers it fully playable: every world should be completable, though not every path has been tested. It comes with optional mods: experimental widescreen (fit to window, 16:9, 21:9, or 32:9) with enemies loading across the whole view; Voxel 3D, a first-person view that stands the level upright; two- to four-player simultaneous co-op with Mario, Luigi, Wario, and Waluigi, locally or online with rollback; HD texture packs; and experimental characters that replace Mario: Captain Falcon and Pikachu from Super Smash Bros., Samus from Metroid, Link from Zelda II, and Sonic from Sonic 3 & Knuckles, whose graphics and sounds are taken from your own ROM of each game. An October pass went through all 32 areas at 32:9 with assistance, up to the end of 8-4. Version 1.12.3 (October 19) is for 64-bit Windows; up to 1.11.0 there was also a Linux build. For building with the previous backend, the repository includes the C code generated from the ROM (about 15 MB). 10 of its last 100 commits list Claude as a co-author.
You needYour own Super Mario Bros. (World) ROM for NES, with either the old iNES header (CRC32 3337EC46) or the NES 2.0 one (CRC32 393A432F). Each replacement character also needs your ROM of the game it comes from: Super Smash Bros. (US, 1.0) for N64, Metroid (US or Europe), Zelda II: The Adventure of Link (US), or Sonic 3 & Knuckles for Mega Drive, plus, optionally, Sonic the Hedgehog 2 (World, Rev A) for Sonic’s shield. Plus 64-bit Windows.
Super Mario Bros. 3
Adoregabriel2005/mushroomrecompiled
An experimental, unofficial native port of Super Mario Bros. 3, called Mushroom Recompiled: the 6502 code is translated to C with NESRecomp and compiled natively, and the runtime keeps the PPU, APU, DMA, and the MMC3 mapper in sync. It offers 16:9 widescreen in horizontal stages (the HUD stays centered), whole-pixel scaling, Vulkan presentation, scanlines, audio output at 44.1, 48, or 96 kHz, keyboard and gamepad with remappable keys, a ROM picker, SRAM saves, five save-state slots, and session replays. The README warns that the full game hasn’t been validated yet and that parts of the code were written or edited with AI tools. The releases (7, all marked as pre-releases; the latest, 1.4.0-exp, from October 19) include the prebuilt executable, which contains code translated from the game though not the ROM, and the license notice warns that preserved historical packages may contain third-party materials; the repository contains neither the ROM nor code generated from it.
You needYour own copy of Super Mario Bros. 3 (USA, PRG1); goodNES and No-Intro Rev 1 dumps are also accepted because they share the same PRG and CHR content. Other revisions are not supported. Windows (with the release zip) or Linux (building from source, with Vulkan).
Metroid
mstan/MetroidNESRecomp
A static recompilation of the NES Metroid with nesrecomp, the author’s own framework: the ROM’s 6502 code is translated to C and compiled to native code, and the PPU, APU, and MMC1 mapper are simulated by the runtime library. Symbols and data regions come from the m1disasm disassembly. It saves through the game’s password system. As optional, experimental mods it has adaptive widescreen (fit to window, 16:9, 21:9, or 32:9) that shows the neighboring rooms, with options to activate enemies and items in the wider view, raise the sprite limit, and reduce slowdown, plus a first-person Voxel 3D view. Version 0.2.1 (October 18) extended native coverage on the US version: with assistance, the Kraid and Ridley victories, damage to Mother Brain, the escape timer, the ending, and the credits were checked, though the full escape run is separate. Version 0.2.3 (October 19) is published for the US ROM on 64-bit Windows; the European (PAL) version is built from source, and 0.2.0 also shipped a ZIP for it. For building with the previous backend, the repository includes the C code generated from the US ROM (about 17 MB). 59 of its last 100 commits list Claude as a co-author.
You needYour own Metroid ROM for NES: the US one (headerless CRC32 70080810) for the download, or the European one (headerless CRC32 7751588D) if you build the PAL version. Plus 64-bit Windows.
Duck Hunt
mstan/DuckHuntNESRecomp
A static recompilation of the NES Duck Hunt with nesrecomp, the author’s own framework: the ROM’s 6502 code is translated to C and compiled to native code, and the PPU, APU, and mapper are simulated by the runtime library. The mouse stands in for the Zapper: you aim with it and fire with the left button, with an optional on-screen crosshair, and the game’s light detection, with its black screen and target flash, is simulated as on the console. All three game modes (A, B, and C), duck flight, hits, scoring, the dog, and round progression work. Since 1.2.0 (October 5) it uses the cycle-accurate CPU; the latest, 1.2.1 (October 19), is for 64-bit Windows. 21 of its 42 commits list Claude as a co-author.
You needYour own Duck Hunt (World) ROM for NES, and a mouse. Plus 64-bit Windows.
Dr. Mario
mstan/DrMarioNesRecomp
A static recompilation of the NES Dr. Mario with nesrecomp, the author’s own framework: the ROM’s 6502 code is translated to C and compiled to native code, and the PPU, APU, and mapper are simulated by the runtime library. It uses Nostaljipi’s dr-mario-disassembly to cover the functions. The title screen, the options menu (level, speed, and Fever or Chill music), and single-player mode work; two-player mode and the level-clear and ending scenes haven’t been tested. Since 1.2.0 (September 24) there are two separate builds: one for the Japan/USA ROM with NTSC timing, and one for the European ROM with PAL timing at about 50 fps. Version 1.3.1 (October 19) is for 64-bit Windows; 1.2.0 also had Linux builds. For building with the previous backend, the repository includes the C code generated from both ROMs (about 47 MB). 30 of its 51 commits list Claude as a co-author.
You needYour own Dr. Mario ROM for NES matching the build you download: Dr. Mario (Japan, USA) (Rev 1), headerless CRC32 DE581355, or Dr. Mario (Europe), headerless CRC32 9735D267. Plus 64-bit Windows.
Pac-Man (NES)
Mr-Shizzy/PacManRecomp
A native Windows version of Pac-Man for the NES (Namco’s 1993 release), made by static recompilation with NESRecomp: the original 6502 code is translated into C and compiled into a Windows program. The launcher doesn’t ship the translated game: on first run, a recompiler and TinyCC translate and compile your ROM into a game.dll on your PC and then delete those tools, so the game’s code is only ever generated on your machine. On top of the untouched game it adds a launcher with video, audio, controls, and game option settings, cheats, a documented mod system, one- and two-player games, controller rumble, high scores, and an optional update check that is off by default. The README only lists Windows 10 and 11; there is no Mac or Linux version. Version 1.1.1 (October 6) is the latest of six releases published between October 4 and October 6, about 5 MB.
You needYour own copy of Pac-Man (USA) (Namco) for the NES, as a .nes file with any name, placed next to the executable; the Tengen version is a different program and doesn’t work. Plus 64-bit Windows 10 or 11.
Yoshi
mstan/YoshiNESRecomp
A static recompilation of the NES Yoshi (Mario & Yoshi in Europe, Yoshi no Tamago in Japan) with nesrecomp, the author’s own framework: the ROM’s 6502 code is translated to C and compiled to native code, and the PPU, APU, and MMC1 mapper are simulated by the runtime library. Its author believes it’s fully playable: the title screen, single-player puzzle mode (types A and B), two-player versus, and the attract demo run end to end. Since the game has no saves, save states are the way to pick a session back up. Version 1.2.1 (October 19) moved to the correct US ROM (CRC32 E7EAD93B, 128 KiB PRG and 32 KiB CHR) and is for 64-bit Windows; there were Linux and macOS builds. For building with the previous backend, the repository includes the C code generated from the ROM (about 117 MB). 30 of its 50 commits list Claude as a co-author.
You needYour own US Yoshi ROM for NES (game data CRC32 E7EAD93B); the old header that declares 64 KiB of CHR also works. Plus 64-bit Windows.
Yoshi's Cookie
mstan/YoshisCookieRecomp
A static recompilation of the NES Yoshi’s Cookie with nesrecomp, the author’s own framework: the ROM’s 6502 code is translated to C and compiled to native code. Its author believes it’s 100% playable: single-player and VS modes were tested through full games with no divergence from Nestopia as the reference. The menus, single-player puzzle mode with all its rounds, speeds, and music, two-player VS on one keyboard, and the round, speed, handicap, and music options work. Version 1.0.0 (July 1) fixed, through a recompiler change, the corrupted blocks that appeared over the HUD on stage clear; 1.1.1 (October 19) is for 64-bit Windows. For building with the previous backend, the repository includes the C code generated from the ROM (about 40 MB). 36 of its 52 commits list Claude as a co-author.
You needYour own US Yoshi’s Cookie ROM for NES. Plus 64-bit Windows.
Mega Man 3
mstan/Megaman3NESRecomp
A static recompilation of the NES Mega Man 3 with nesrecomp, the author’s own framework: the ROM’s 6502 code is translated to C and compiled to native code, and the PPU, APU, and MMC3 mapper are simulated by the runtime library. Its author calls it a work in progress: the title screen, the menu, Robot Master select, and stages with scrolling, enemies, movement, jumping, and the Mega Buster work, but boss fights, special weapons, and passwords are untested and may softlock. Version 0.1.1 (October 18) extended native coverage with assisted routes through the Robot Master stages, Doc Robot, Break Man, the fortress, and the ending, without claiming every fortress victory. It has a slowdown-reduction option that gives the game extra CPU time without changing the picture or sound rate. Version 0.1.3 (October 19) is for 64-bit Windows; there were Linux and macOS builds. For building with the previous backend, the repository includes the C code generated from the ROM (about 103 MB). 79 of its last 100 commits list Claude as a co-author.
You needYour own US Mega Man 3 ROM for NES. Plus 64-bit Windows.
EarthBound Beginnings / Mother
mstan/Mother1NESRecomp
A static recompilation scaffold for Mother (EarthBound Beginnings) on the NES using NESRecomp, for Windows. It holds the game-specific configuration, hooks, and a Dear ImGui launcher; it includes neither a ROM nor code generated from one, which you generate locally with the recompiler from your own ROM before building. The README warns that it is largely untested beyond boot and basic play, and that it was made at a community member’s request as a base for another developer to continue, not as a finished or supported port. It has no published releases: you have to build it. It includes the game’s box art, for the launcher only. 1 of its 10 commits lists Claude as a co-author.
You needYour own Mother ROM for the NES (mapper 4 / MMC3, payload CRC32 00F0FBBC, with battery-backed SRAM). You have to build the project: Visual Studio 2022 and CMake, generating the code with the recompiler first.
Super Mario Bros.: The Lost Levels
mstan/SuperMarioBros2JapanFDSRecomp
A static recompilation of the Japanese Famicom Disk System Super Mario Bros. 2, known outside Japan as The Lost Levels, with the cycle-accurate backend of nesrecomp, the author’s own framework. It’s the first Famicom Disk System game made with that framework: the real FDS BIOS runs, so you see the Nintendo boot screen and the disk load as on the console, and every program file on the disk is compiled ahead of time at its load address; code the game builds in RAM during play goes through an interpreter. It has a disk button to check the drive or reinsert the disk, and saves to a separate folder without ever writing to your image. As an optional, experimental mod it has widescreen (fit to window, 16:9, 21:9, or 32:9). An October pass entered, with assistance, all 54 regular areas of worlds 1–8 and A–D and the four World 9 areas, matching the interpreter’s pictures; it’s not an unassisted full playthrough. Version 0.0.3 (October 19) is for 64-bit Windows. 8 of its 13 commits list Claude as a co-author.
You needYour own Super Mario Bros. 2 (Japan) (Debug Value 0).fds disk image (SHA-1 3b8c8998b4887d6dd676965943d69a320738ab9c) and the Famicom Disk System RAM Adapter BIOS (8,192 bytes, CRC32 5E607DCF, often named disksys.rom). Plus 64-bit Windows.
Legendary Wings
retroreplay82/Legendary-Wings-NES-to-PC
A native Windows port with refreshed artwork and faithful gameplay, built with NESRecomp and SDL2. A key (F6) switches between the original and the remastered graphics without restarting; the optional animated water (F5) starts off, and F8 and F9 save and load states. The README itself describes it as a work-in-progress beta: only the first level has received the main remaster work, and later levels may still use the original graphics. Version 0.1.0-beta.1 (October 5) is the only release. The project’s code is MIT, but the complete game uses NESRecomp under its noncommercial terms, and the artwork is excluded from that license.
You needYour own compatible Legendary Wings (USA).nes ROM, in the roms folder beside LegendaryWings.exe. Plus Windows x64, with SDL2.dll and the assets folder beside the executable.
Monster Party
mstan/MonsterPartyNESRecomp
A native Windows and Linux version of Monster Party for the NES, made by static recompilation with the NESRecomp framework. The repository only holds the project’s own code (game hooks, screen widening, launcher, and mods) and neither a ROM nor code generated from one. It offers adaptive widescreen (Fit, 16:9, 21:9, or 32:9), gamepad support, quick saves with twelve slots, rewind, and a modern launcher, plus optional cheats and Cubivore10’s “prototype restoration”, an IPS patch that changes the title colors, monsters, and scenery without touching your ROM. According to the README, the original eight-round adventure can be played. Version 0.1.2 (October 24) ships a Windows zip and a Linux AppImage, about 5 and 6 MB. 5 of its 23 commits list Claude as a co-author.
You needYour own original Monster Party (USA) ROM for the NES, which you select in the launcher and which it checks. Plus 64-bit Windows, or 64-bit Linux (Ubuntu 22.04 or later, or comparable) with an OpenGL 3.3 capable graphics driver.
Top Gun: The Second Mission
TanookiStudios/TopGun2Recomp
A native Mac, Windows, and Linux version of the 1990 NES game, made by static recompilation: the game’s program was translated into native code, with the NESRecomp framework. The release zips ship the game already compiled (the translated code is inside the executable) and include no ROM, which the launcher asks for and checks (it shows “ROM verified”). It adds whole-number scaling, a launcher, controller support, an in-game menu with save states, per-channel sound muting, and cheats (infinite lives and missiles, can’t be hit, start at any mission, skip to the next mission). The README presents the game as finished, with the missions playable, but doesn’t state it plays start to finish. Version 1.0.3 (October 17) is the latest of four releases published between October 15 and October 17; the Mac build is signed and notarized by Apple. All 32 of its commits list Claude as a co-author.
You needYour own copy of Top Gun: The Second Mission (USA) for the NES, as a .nes file with SHA-256 99a4eb6cc3fb2f26de3d1b8b49d2936e76b46e4a8ef5da93f61f657a5188000e, which you select in the launcher. Plus 64-bit Windows, 64-bit Linux (most desktops from 2020 on), or macOS 11 or later, with an Apple or Intel chip.
River City Ransom
NJH-1001/RCRness
A static recompilation project for River City Ransom (US NES version) with NESRecomp, published with no ROM, no generated code, and no playable executable: the recompiler translates the game’s code, so a playable RCRness.exe would contain code derived from the user’s ROM. For that reason the releases only publish a source kit and a setup program for Windows, Linux (x86-64), and macOS (Intel and Apple Silicon) that verifies your ROM by SHA-256, generates the code on your machine, and builds the game there. It includes an enhanced renderer and adaptive widescreen, both experimental: the README says full game progression, shops and bosses, physical two-controller play, and netplay haven’t been fully validated. On Linux and macOS the builds were only tested with synthetic input; gameplay is tested on Windows. Version 0.1.7 (October 27) is the latest of eight releases.
You needYour own River City Ransom (USA) ROM for the NES: mapper 4 (MMC3), 8 × 16 KiB PRG and 16 × 8 KiB CHR, no trainer, SHA-256 B95F8DEF04C0012604B7CC68CF4ED8F49B2DFE4BEDA6182051DE4B2423BEA7B1. Plus Windows 10 or 11, Linux with glibc 2.35 or later (Ubuntu 22.04 or later), or macOS 14 or later; the setup downloads the build tools (Git, a C compiler, CMake, Ninja, and SDL2) and needs internet on the first build.