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Launcher Beta

SMS Launcher

Game: Super Mario Sunshine → (GameCube, 2002)

A launcher for Windows, macOS, and Linux that sets up and starts the native Super Mario Sunshine port. It guides the install in three steps: it downloads the setup files, checks the user’s disc image (the North American GMSE01, revision 0, as .iso, NKit .iso, .gcm, or .ciso; it recognizes and flags RVZ, WIA, and GCZ images), and prepares the game on the computer, with optional HD textures and enhanced cutscenes reconstructed from the disc. Afterwards it offers a Play button and settings for display, graphics, controller, and keyboard, 30, 60, or 120 frames per second, backup and restore of saves with import of Dolphin saves, save states, and support for the Super Mario Eclipse mod; on Linux it can add the game to Steam. Per its README it includes neither the game nor a disc image. Version 0.1.68 is from October 28 and the beta 0.1.68-beta.297 from October 29. 15 of its last 100 commits list Claude as a co-author.

Type
Launcher
Consoles
GameCube
Author
chasem-dev
Stars
430
Last activity
2026-10-30 · 1 day ago
Latest version
v0.1.68 · 2026-10-28
License
MIT
Language
JavaScript
View repository ↗
powerpcmods60fps+ai-assisted

Other projects for Super Mario Sunshine

4

Recomps it can launch

16

GameCube Experimental

The Legend of Zelda: The Wind Waker (sp00nznet)

sp00nznet/ww

Recompilation of the GameCube Wind Waker: it translates the DOL to native C with a runtime that maps GX to Direct3D 11. It renders real geometry at 60 fps, but is still stuck on the title screen (JKRArchive mounting). 94 of its 96 commits list Claude as a co-author.

You needYour own copy of The Wind Waker (GameCube, US version GZLE01).

80% decompiled
★ 17 · 2026-10-14 View →
GameCube Playable

The Legend of Zelda: The Wind Waker (BlueWake)

chrissotraidis/bluewake

BlueWake: a static recompilation of the GameCube version, separate from sp00nznet’s Wind Waker recomp already in the catalog. It translates the main program and its 415 PowerPC modules to native code ahead of time, with an interpreter only for a few rare instructions; the rest of the hardware (graphics, sound, memory card, timing) comes from RecompCore, a Dolphin-derived runtime, and the translator is a fork of DolRecomp. Elliott Tate’s Wind Waker Recomp moved here, and Elliott now maintains it with Chris Sotraidis. The Windows build comes ready-made: according to its authors, it contains the game code translated from their own disc and nothing else from the game; on Linux and Mac you build it from your disc, and there are also iPhone and iPad (via PadMint), Apple TV, and Android versions, the last two experimental. It offers up to 4x internal resolution, 16x anisotropic filtering, 16:9, 16:10, or 21:9 widescreen with the HUD repositioned, HD texture packs (plus an importer that pulls them from your own Wind Waker HD), an optional Wind Waker HD–style look, Better Wind Waker options such as Swift Sail and instant text, and Smooth Motion, which interpolates frames up to 240 fps with game logic at 30. Tested areas include the prologue, Outset Island, sailing, Windfall, and a late-game Hyrule save; later dungeons and bosses are largely untested, and the README calls the desktop versions experimental. 0.8.0 came out on October 18. Its README states that it’s developed with substantial AI assistance for code, testing, documentation, and debugging.

You needYour own disc image of The Wind Waker for GameCube, US version GZLE01 revision 0, as .iso or .gcm (a Dolphin .rvz must be converted to ISO first); other versions are rejected. On Windows, Windows 10 or 11 with an AVX2 CPU and a Direct3D 12 graphics card (since 0.8.0 it tries Direct3D 11 on older ones). On x86-64 Linux and Apple silicon Macs it’s built from your disc.

★ 528 · 2026-10-31 View →
GameCube Playable

Luigi's Mansion

rob646464/luigis-mansion-recompiled

Luigi’s Mansion Recompiled: a native port for Windows and Linux. On first launch it asks for your disc image, and its own recompiler translates the game’s main.dol to C++ and compiles it with the bundled clang in about 20 to 60 seconds; function boundaries come from the lm-decomp decompilation’s symbol map, and the GameCube SDK functions are replaced with host implementations on Aurora. It runs at any resolution, in Hor+ widescreen and ultrawide with the HUD anchored to the screen edges, and keeps game logic at 30 updates per second with interpolated in-between frames up to 320 fps, VRR-aware. It reproduces GameCube rendering accurately (EFB copies, depth textures, real-time shadows, indirect effects, 6-bit blending) and precompiles shaders before the game starts. It adds optional enhanced lighting (per-pixel and colored lights, soft shadows, a realistic flashlight, bloom), the European Hidden Mansion with its boss changes if you also supply the European disc, restored unused content that’s off by default (the two-player mode is unfinished), a model viewer, and difficulty settings. Version 1.1 (October 21) added automatic updates, new ambient occlusion, and a CRT filter with several signal types. 554 of its 641 commits list Claude as co-author.

You needYour own Luigi’s Mansion disc image for GameCube, US (GLME01) or European (GLMP01), or both, which is recommended to get all the content; ISO, GCM, RVZ, WIA, GCZ, CISO, NFS, and TGC are accepted, and other revisions or modified images are rejected. Plus 64-bit Windows 10 or 11 with Direct3D 12, or x86-64 Linux with glibc 2.34 or later and Vulkan, and about 2 GB of free space.

★ 290 · 2026-10-27 View →
GameCube Experimental

Super Mario Sunshine (SunPad)

chrissotraidis/sunpad

SunPad: a static recompilation of Super Mario Sunshine aimed mainly at iPhone and iPad, separate from chasem-dev’s decomp-based port already in the catalog, with which it shares no code. A fork of DolRecomp translates the game’s PowerPC code to ARM64 ahead of time, and the rest of the GameCube (graphics, sound, memory, timing, and input) comes from RecompCore, a Dolphin-derived runtime, with Metal graphics and ModernGekko as the base of the integration; on Mac, code that isn’t translated goes through Dolphin’s ARM64 JIT. On PC there’s only the Apple silicon Mac version: since 0.2.2 (October 19), PadMint, by the same author, builds it from your disc and saves it as a zip, or you build it yourself with its scripts; the project doesn’t publish the game ready-built. On Mac it has internal resolution and fullscreen settings, keyboard with default controls, SDL-compatible controllers, and memory card saves. The supported mode is the original 30 fps; the 60 fps mode is for testing only. According to its documentation, on Mac the app has been built, signed, and launched, but gameplay in the plaza, objectives, and saving still have to be checked. There are also iPhone and iPad versions, with touch controls, and an experimental Apple TV version. Its README states that it’s developed with substantial AI assistance for code, tests, documentation, debugging, and maintenance.

You needYour own Super Mario Sunshine disc image for GameCube, US version GMSE01 revision 0, as an uncompressed ISO or GCM; other regions and revisions, modified images, and compressed formats aren’t supported, and the preparation script checks its SHA-256. Plus an Apple silicon Mac (the configured target is macOS 14), full Xcode, PadMint 0.5.5 or later (or CMake, Ninja, Git, and Python 3 to build it by hand), and about 30 GB of free space.

★ 201 · 2026-10-31 View →
GameCube Experimental

SoulCalibur II

jackpoison-prog/RingOut

Native port of SoulCalibur II (GameCube) via static recompilation: the disc’s PowerPC executable is translated to C, compiled for x86-64, and run on a Dolphin-derived runtime.

You needYour own copy of SoulCalibur II (GameCube, discs GRSEAF/GRSJAF/GRSPAF).

★ 184 · 2026-10-27 View →
GameCube Playable

Eternal Darkness: Sanity's Requiem

griches/EternalDarknessRecomp

A static recompilation of the European GameCube release (GEDP01) for Mac, Windows, and Linux, Steam Deck included. DolRecomp translates the PowerPC code to C, which runs on GXRuntime, providing the CPU state, devices, and GameCube SDK services, and draws through its gxcore renderer, modeled on Dolphin’s GX, on Aurora and Dawn (Metal, Direct3D 12, or Vulkan). On Mac and Linux, the first launch translates your disc and builds the game; on Windows the program comes ready-built, and the graphics, sound, and music come from your disc. It renders at your screen’s resolution, up to 4K, uses the game’s own 16:9 mode with the HUD at the edges, or 21:9, adds in-between frames on 90 Hz, 120 Hz, or faster screens, and adds HDR with calibration, ambient occlusion, glow, baked shadows rebuilt at four times their size, redrawn text, HD texture packs in Dolphin’s format, third- and first-person cameras (beta), a photo mode, four save-anywhere slots, remappable controls, cutscene fast-forward, and a launcher. There’s also a PS5 version in a separate repository. Versions 0.9.4 and 0.9.5 came out on October 19. 260 of its 263 commits carry a Claude Code session link.

You needYour own European disc image of Eternal Darkness for GameCube (GEDP01), as .iso or .gcm; the US disc (GEDE01) isn’t supported. Plus 64-bit Windows, an Apple silicon Mac with macOS 13 or later, or x86-64 Linux or a Steam Deck. HD texture packs are optional and downloaded separately.

★ 183 · 2026-10-28 View →
GameCube Playable

Skies of Arcadia Legends

ogdanimal/SkiesOfArcadiaLegends-Recomp

“Skies of Arcadia Legends: Recompiled,” a native port to Windows, Linux, Apple Silicon macOS, and Android, made by statically recompiling the game’s PowerPC code with DolRecomp; the GameCube’s graphics, sound, and input come from Dolphin’s hardware code. It’s in beta (0.60, October 20). It adds 16:9 widescreen with the HUD at the screen edges or any shape up to 32:9, 60 fps by interpolation, internal resolution and anti-aliasing, camera control, battles up to 4x faster and cutscenes and sailing up to 3x faster, an adjustable random encounter rate (including off), EXP and gold multipliers, invincibility, save states, save import from Dolphin or a GameCube, and romhack support. Keyboard and controller are rebindable, and Android has touch controls. The launcher checks and imports your disc once. 100 of its last 100 commits list Claude as a co-author.

You needYour own Skies of Arcadia Legends GameCube disc, US (GEAE8P) or European (GEAP8P), as RVZ, ISO, GCM, GCZ, WIA, or CISO; the Japanese release isn’t supported. Plus 64-bit Windows 10 or 11, x86-64 Linux with Vulkan or OpenGL, macOS 13 or later on an Apple Silicon Mac, or 64-bit Android 7.0 or later.

★ 148 · 2026-10-24 View →
GameCube Playable

Scooby-Doo! Night of 100 Frights

josiahg2502-glitch/Scooby-Doo-Refrightened

Scooby-Doo: Refrightened: a Windows port of the US GameCube release, made by statically recompiling the PowerPC code to C++ with WiiCompiled; the console’s graphics, audio, and system calls are reimplemented. It’s by the same author as Scooby-Doo: Re-Masked, also in the catalog. It offers up to 4K, true widescreen (16:9, fill, or cinematic 2.39:1) that widens the game’s own camera instead of stretching the picture, or the original 4:3, and 30, 60, or 120 fps without changing game speed. It adds MSAA, HDR, controllers and keyboard with rebindable controls, and on-screen prompts that match your Xbox, PlayStation, or Nintendo controller. It saves to GameCube memory cards, can skip the intro movies, and supports mods that replace game files or textures. A launcher installs the game from your disc image. The download includes an HD texture pack by dogerki, published on the Dolphin forums, which can be turned off. Version 1.0 came out on October 17 and 1.0.2 the next day. All nine of its commits list Claude as co-author.

You needYour own dump of Scooby-Doo! Night of 100 Frights for GameCube, US release 1.01 (GIHE78, revision 1), as an .iso, .gcm, or .ciso. Plus 64-bit Windows 10 or 11.

★ 33 · 2026-10-18 View →
GameCube Playable

Scooby-Doo! Unmasked

josiahg2502-glitch/Scooby-Doo-ReMasked

Scooby-Doo: Re-Masked: a Windows port of the US GameCube release, made by statically recompiling the PowerPC code to C++ with WiiCompiled; the console’s graphics, audio, and system calls are reimplemented. It offers up to 4K, widescreen (16:9, fill, or cinematic 2.39:1) or the original 4:3, 120 or 180 fps by interpolation (the game itself still runs at 60), HDR, tear-free fullscreen, Xbox, PlayStation, Switch Pro, and GameCube-adapter controllers plus keyboard, with rebindable controls and on-screen prompts that match your controller. It saves to GameCube memory cards and supports mods that replace game files or textures. A launcher installs the game from your disc image. Version 1.0 came out on October 17. All 35 of its commits list Claude as a co-author.

You needYour own dump of Scooby-Doo! Unmasked for GameCube, US release (G5DE78), as an .iso, .gcm, or .ciso. Plus 64-bit Windows 10 or 11.

★ 18 · 2026-10-18 View →
GameCube Playable

Serious Sam: Next Encounter (SashexSRB)

SashexSRB/SSNE-Native

A native port of Serious Sam: Next Encounter for Linux and Windows, forked from Silly ReEncounter (takoshero96). The ssne-recomp translator converts the game’s PowerPC executable (main.dol) to C++, which is compiled on your PC from your disc image and linked with a port that handles graphics (OpenGL), sound, keyboard, mouse, and gamepads; it is not an emulator. On top of the original it adds the Linux version, in-engine cutscenes, performance work (per the README, about two and a half times the frame rate where the CPU is the limit), and PC controls with mouse, a weapon wheel, and number keys. The repository contains no game code or data. Version 1.2.3 is from October 29.

You needYour own disc image of Serious Sam: Next Encounter for GameCube: the US one (G3BE9G, revision 1) or the European PAL one (G3BP9G, in English, French, or German), as .iso, .gcm, .rvz, .wia, .gcz, or .ciso. Plus 64-bit Linux (with clang or g++) or 64-bit Windows, a GPU with OpenGL 3.3, and about 3 GB free.

★ 11 · 2026-10-30 View →
GameCube Playable

Bomberman Generation

nikeymikey/bomberman-generation-moderngekko

A static recompilation of Bomberman Generation (NTSC-U, GBGE5G) to run natively on Windows, with DolRecomp and ModernGekko, a Dolphin-derived runtime: the PowerPC code is translated into C and compiled for your CPU. The README calls it playable and offers 16:9 widescreen or the original 4:3, internal resolution independent of the window, Vulkan or OpenGL, GameCube controllers with profiles, save states, netplay, and a mod system, with one included (Battle: Starting Bombs, which gives 1 to 8 bombs at the start of a Battle match). Because the recompiled module derives from Nintendo’s binary, it isn’t distributed: the launcher compiles it on your PC on first run, from your disc, which is why the first launch takes several minutes. There are no downloads either; only the source is published, because unsigned executables clash with Windows Smart App Control. Its only tagged release, 0.1.0, is from August 28 and has no attached files.

You needYour own dump of Bomberman Generation for the GameCube, US (NTSC-U, GBGE5G). Windows, with CMake, Ninja, and MinGW-w64 GCC to build; the launcher builds the game for your CPU on first start.

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GameCube Experimental

Medal of Honor: Frontline

ant0-blase/MOHFrontline-GC-RECOMP

An experimental static recompilation of the US GameCube version (GMFE69), made with DolRecomp and ModernGekko, the Dolphin-derived runtime that supplies memory, exceptions, video, audio, input, and disc services. The game loads several executable images during play, so the project recompiles the whole chain (main.dol, the main executable, and the restart stub) into a single native module with a multi-image ABI. The main menu, mission selection, and gameplay work, the latter marked experimental, with widescreen and custom field of view; the frame-rate control is experimental and long-session audio is under investigation. There is an optional remaster layer that uses textures and fonts from your own copy of the PS3 version. The README describes a portable package with a launcher for Windows and Linux, but the repository has no published releases and is archived.

You needYour own disc image of Medal of Honor: Frontline for the GameCube, US (GMFE69), as ISO, GCM, RVZ, WIA, WBFS, CISO, GCZ, TGC, or NFS. For the optional remaster layer, your own files from the PS3 version (a PS3_FILES folder or the .pkg). 64-bit Linux with Vulkan and Wayland to build from source, or the launcher for Windows and Linux that the README describes.

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GameCube Experimental

Metal Gear Solid: The Twin Snakes

alphanu1/msg-twinsnakes-recomp

A static recompilation project for Metal Gear Solid: The Twin Snakes (GameCube) aimed at native Windows and Linux builds: the PowerPC code would be translated into C with DolRecomp and linked against a runtime written from scratch that reimplements the GameCube SDK on SDL3 and Vulkan. It is at phase 0 of 6, symbol recovery, and the README itself calls it not playable, not close. It has the boundaries of all 18,485 of the game’s functions recovered, 1,078 of them named, 206 of the 336 SDK entry points the engine uses identified, and 100% of the GX surface it uses; the method is to identify the SDK by byte signatures against public decompilations of other GameCube games. It states it uses no leaked Konami code or Nintendo SDK code. The current target is the European release (PAL, GGSPA4, two discs); the US and Japanese ones will come later. There are no published releases.

You needYour own dump of Metal Gear Solid: The Twin Snakes for the GameCube, European (PAL, GGSPA4, both discs); the project checks the hashes of the extracted executables. Working with it takes CMake, Ninja, Ghidra, dtk, and the dependencies pinned in deps.lock.

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GameCube Playable

Super Mario Strikers

aharonahdoot/StrikersRecomp

A static recompilation of Super Mario Strikers (G4QE01, NTSC), the worked example for RecompCore and GXRuntime. The repository only holds the policy, glue, and tools for the game (symbol maps, high-level emulation decisions, MMIO routing, and the scripts that turn your copy into native code); the recompiled C, about 665,000 instructions in 163 chunks, is generated on your PC with DolRecomp from your own ISO and isn’t uploaded. It can run as a RecompCore module, a Dolphin fork that loads it by disc ID and falls back to Dolphin’s interpreter for whatever the module doesn’t cover (99.9% of dispatches run natively), or as a standalone GXRuntime app with its own renderer, input, and audio. It boots, has menus, the intro cutscene, and full matches, with saves on a virtual memory card; the known gaps are player shadows and gloss passes in the standalone renderer, the other cutscenes, and that path’s in-match performance. The only release, 0.1.0, is from July 8 and has no attached files.

You needYour own ISO of Super Mario Strikers for the GameCube, US (G4QE01), from which main.dol is extracted. Python 3 and the tools bootstrap.sh clones (DolRecomp, GXRuntime, and RecompCore); what has been tested so far is macOS.

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GameCube Playable

⑂ Fork of Hero88go/melee-unlocked

Super Smash Bros. Melee (Smash ACE Unlocked)

sennecaelen/melee-ace-unlocked

A fork of Hero88go’s Melee Unlocked that targets the ACE build of Melee (a modification made with m-ex) instead of the original game: it translates its executable ahead of time into C++, along with the 77 KB table of about 770 Gecko codes that ACE’s disc ships, and runs it with a native Direct3D 12 and 11 renderer, with no emulator. It unlocks the frame rate and gives the game 32 MB of memory instead of 24, which lets four-player matches finish, where on a console they end in a memory assertion. It has no online play, 29 of ACE’s hooks patch code that only exists at run time, and the Melee Unlocked launcher rejects the disc; play.bat or melee_port.exe is used directly. The repository includes C++ code generated from the game’s executable (the port/generated.before-0563 folder, with 453 files). Version 1.0, from September 22, is a 2 KB release without the program; 79 of its last 100 commits list Claude as a co-author.

You needYour own Super Smash Bros. Melee NTSC 1.02 ISO (MD5 0e63d4223b01d9aba596259dc155a174) with the ACE build patch already applied, which is downloaded from the ACE project’s releases. Windows 10 or 11; build.bat installs Git, Python, CMake, and the Visual Studio 2022 tools if they’re missing.

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GameCube Playable

Super Smash Bros. Melee (YAMPP)

sonsegajp/YAMPP

YAMPP (Yet Another Melee PC Port) is a PC port, which its author calls experimental, of the NTSC-U 1.02 release of Super Smash Bros. Melee, based on the doldecomp/melee decompilation. According to its documentation, a script generates native C from the main.dol of the player’s disc and the executable runs it over a 24 MiB guest memory space, with Aurora translating GX graphics commands and SDL handling window, input, and audio; it is not an emulator. The repository doesn’t contain that generated C, but the prebuilt release runs the game’s translated code: the packaging script copies YAMPP.core.dll (211 MB) next to the executable, and we haven’t opened that file. It also ships unicorn.dll (Unicorn Engine), which according to its credits executes the PowerPC instructions added or patched by the optional content. It includes online play with rollback, a mod browser, 4:3 or 16:9 widescreen, and Melee Workshop, an editor for fighters, stages, and textures (an Electron app). Akaneia 1.0.1 content (fighters, stages, and music) is optional and not included: it is downloaded separately from its official GitHub. Version 0.2.4 (September 22) is a Windows zip of about 339 MB which, according to the README, holds no disc images or extracted game files; Linux only has build validation. 7 of its 12 commits list Claude as a co-author.

You needYour own disc image of Super Smash Bros. Melee for GameCube, NTSC-U 1.02 (GALE01 revision 2), as ISO/GCM, RVZ, or WIA; the first start extracts it on your PC, checks that main.dol has SHA-1 08e0bf20134dfcb260699671004527b2d6bb1a45, and rejects other revisions. 64-bit Windows, a Vulkan-capable graphics card, and the Visual C++ Redistributable (x64); Melee Workshop also needs .NET 8.

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