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Zelda 3 Launcher

Game: The Legend of Zelda: A Link to the Past → (SNES / Super Famicom, 1991)

A Windows tool, written in C#, that bundles into nearly one click the steps to download, extract, compile, and launch snesrev’s A Link to the Past reimplementation. The button goes from Download to Building and then to Launch; Restore redoes the whole process and Update flags a change in the zelda3 repository. It does not include the game: it asks for a legitimate copy of the US ROM (SHA-256 66871d66be19ad2c34c927d6b14cd8eb6fc3181965b6e517cb361f7316009cfb). Version 1.3.7.0 (October 20), a .NET modernization, is the latest release; the previous one, from October 7, updated SDL2.

Type
Launcher
Consoles
SNES / Super Famicom
Author
RadzPrower
Stars
484
Last activity
2026-10-20 · 11 days ago
Latest version
v1.3.7.0 · 2026-10-20
License
MIT
Language
C#
View repository ↗
65816

Other projects for The Legend of Zelda: A Link to the Past

3

Recomps it can launch

30

SNES / Super Famicom Playable

Donkey Kong Country (DKC1Recomp)

elliotttate/DKC1Recomp

Static recompilation of the original Donkey Kong Country (US version 1.0) on a snesrecomp fork, following the DKC2Recomp template. Unlike most recomps, it didn’t have to discover the code blind: it starts from Yoshifanatic1’s disassembly, which rebuilds the ROM byte for byte, and derives every instruction and jump table from it. It generates 100% of the game’s code, with native Windows and macOS hosts, continuous audio, and an optional 342×224 widescreen mode.

You needYour own Donkey Kong Country ROM (SNES, US version 1.0).

★ 280 · 2026-09-19 View →
SNES / Super Famicom Experimental

Mega Man X

mstan/MegaManXSNESRecomp

Mega Man X recompiled with snesrecomp. This is the original Super Nintendo Mega Man X, separate from the PlayStation X4, X5, and X6 recomps. 31 of its last 100 commits list Claude as a co-author.

You needYour own Mega Man X ROM (SNES).

★ 221 · 2026-10-30 View →
SNES / Super Famicom Playable

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.

★ 148 · 2026-10-30 View →
SNES / Super Famicom Experimental

Donkey Kong Country 3: Dixie Kong's Double Trouble!

elliotttate/DKC3Recomp

Recompilation of DKC3, built the same way as DKC2Recomp: snesrecomp statically recompiles the code to C from a bank configuration derived from a public disassembly, the shared runtime interprets whatever the analysis can’t prove, and the project’s own host apps run the game on macOS and Windows. Still in bring-up: its author doesn’t yet claim it can be completed.

You needYour own Donkey Kong Country 3 ROM (SNES, North American English/French version, headerless, 4 MiB).

★ 147 · 2026-09-13 View →
SNES / Super Famicom Playable

Super Metroid (mstan)

mstan/SuperMetroidRecomp

A recompilation of Super Metroid with snesrecomp where the ROM and the interpreter are the ground truth: 65816 functions that can be proven safe are translated to C, and everything else runs the original ROM code in the interpreter; video, audio, and the rest of the hardware are emulated. It uses snesrev’s sm reimplementation as its symbol reference. It boots, completes the attract demo, starts a new game, goes through doors, and saves at the ship; an assisted October pass entered 255 Zebes rooms and all six Ceres rooms, collected the items, and completed the Kraid, Phantoon, and Ridley death sequences with assistance, but Mother Brain, the final escape, and the credits remain unvalidated. As optional mods it has widescreen (fit to window, 16:9, 21:9, or 32:9, with the HUD at the edges or centered) and presentation above 60 fps with interpolation, without changing game timing. Since 0.3.12 (October 17) it downloads precompiled for Windows, Linux, and macOS (Apple silicon and Intel), with nothing to build. 37 of its last 100 commits list Claude as a co-author.

You needYour own unmodified Super Metroid (Japan, USA) ROM (SHA-256 12b77c4bc9c1832cee8881244659065ee1d84c70c3d29e6eaf92e6798cc2ca72). 64-bit Windows, 64-bit Linux, or macOS (Apple silicon or Intel).

★ 135 · 2026-10-30 View →
SNES / Super Famicom Playable

⑂ Fork of Herringway/ebsrc

EarthBound / Mother 2 (Phase Distorter)

TheRunaway5/Phase-Distorter

Phase Distorter: a native Linux and Windows port of EarthBound (US) and Mother 2 (Japanese), written in C++20. The 65816 program is translated to C++ from the ebsrc disassembly, keeping the original’s file names and line numbers so every part can be traced back; the game’s assets are imported from your own ROM. It ships 16:9, 21:9, and 32:9 widescreen with expanded scenery, an optional CRT filter, controller support, persistent saves, and a settings window.

You needYour own EarthBound (US, English) or Mother 2 (Japanese) ROM. Neither ROMs nor extracted asset packs are included.

★ 133 · 2026-10-19 View →
SNES / Super Famicom Playable

F-Zero (mstan)

RetroPortingToolKit/FZeroSNESRecomp

Native build of the SNES F-Zero. 16:9, 21:9, and 32:9 widescreen, plus a Fit mode; output at 60, 90, 120, 144, 165, 240, or 360 fps; 2x to 10x track rendering, independent of both; display shaders (CRT Soft, LCD Grid, Sharp, Warm Composite, or your own GLSL); save states with thumbnails, rewind, and SDL gamepad support. It optionally takes BS F-Zero Deluxe content and MSU-1 music packs. 33 of its 66 commits list Claude as a co-author.

You needYour own F-Zero ROM (SNES, US edition). BS F-Zero content and MSU-1 music are optional, and you supply them yourself.

★ 84 · 2026-10-30 View →
SNES / Super Famicom Playable

The Legend of Zelda: A Link to the Past (mstan)

mstan/ZeldaAlttPSNESRecomp

A static recompilation of A Link to the Past (US version) with snesrecomp: the 65816 code is translated to C, and the rest of the console (video, audio, DMA) runs on an embedded emulation core derived from snes9x. It has been hand-verified up to the first dungeon, including sword combat and audio; later content (Hyrule Castle past the prologue, the Sanctuary, the Dark World) hasn’t been hand-verified, though an assisted survey for 0.6.5 entered fourteen dungeons and thirteen boss rooms, without certifying every boss defeat or the ending. As launcher mods it has adaptive widescreen, up to 446 logical pixels wide with the HUD anchored to the edges, and MSU-1 music if you supply a music pack, using qwertymodo’s patch, which is built in at compile time. It has save states, turbo, and SDL controllers. The latest release, 0.6.5 (October 18), is Windows-only; the latest Linux build is 0.6.1. 53 of its last 100 commits list Claude as a co-author.

You needYour own US The Legend of Zelda: A Link to the Past ROM (SNES, CRC32 777AAC2F, 1 MiB); it works with or without a 512-byte copier header. 64-bit Windows, or Linux with version 0.6.1.

★ 65 · 2026-10-29 View →
SNES / Super Famicom Playable

Super Mario All-Stars

TanookiStudios/SuperMarioAllStarsRecomp

A recompilation of the Super Nintendo collection (Super Mario Bros., The Lost Levels, Super Mario Bros. 2, and Super Mario Bros. 3), turned with snesrecomp into a native program for macOS, Windows, and Linux, and also an Android APK. It comes with a launcher that asks for your game file and shows “ROM verified” when it is the right one, crisp pixels at any size, controller support, cheats, and sound switches; you pick the game on the cartridge’s own Select Game screen. Version 0.1.0 (October 20) was the first release and 0.2.0 (October 21) added Android, with an on-screen SNES controller. The Mac version is signed and notarized by Apple. All 18 commits in the repository list Claude as a co-author. The repository does not include the game.

You needYour own .sfc copy of Super Mario All-Stars (USA) (Super Mario All-Stars - 25th Anniversary), the 2010 re-release: the 1993 cartridge, plain “Super Mario All-Stars (USA),” is a different file and isn’t accepted. Plus macOS 11 or later (Apple or Intel), 64-bit Windows, or 64-bit Linux.

★ 58 · 2026-10-21 View →
SNES / Super Famicom Experimental

Mega Man X2

mstan/MegaManX2Recomp

Static recompilation of the US edition on snesrecomp, with a pre-boot launcher. Its stated status is honest and narrow: it reaches the intro cutscenes, verified with screenshots through the debug interface (correct background layers, sprites, palettes, and text, and progress between scenes). Broad gameplay coverage and audio verification are still pending. 39 of its 65 commits list Claude as a co-author.

You needYour own Mega Man X2 ROM (SNES, US version). Dumps with a 512-byte copier header are fine: it’s stripped automatically.

★ 50 · 2026-10-30 View →
SNES / Super Famicom Playable

F-Zero (craigshaw)

craigshaw/FZeroRecomp

A static recompilation of the US release, built with snesrecomp and recomp-ui, and independent of the other F-Zero recomp in the catalog. It has Original (8:7), 16:9, and 32:9 modes with the HUD placed for each, including the title, race intro, results, Grand Prix ending, and Records screens; Enhanced, Vivid, and Black & White filters besides the original colors; and extended records: the ten best race times and five best laps for each car on all 15 tracks, with a combined leaderboard, while keeping saves compatible with the original game. It includes a launcher, .srm or .sav save import, a choice of save folder, and screenshots. There are Windows x64, x86-64 Linux, and Apple silicon macOS builds that need no compiling. 0.6.0 (October 17) added Linux and the save folder choice. Its README states that AI coding assistants contributed to the runtime, tooling, testing, and documentation, and 35 of its 52 commits list Codex as co-author.

You needYour own headerless US F-Zero ROM for SNES: 524,288 bytes, LoROM, SHA-256 bf16c3c867c58e2ab061c70de9295b6930d63f29f81cc986f5ecae03e0ad18d2 (the same ROM with a 512-byte copier header is also accepted). Plus 64-bit Windows 10 or 11 (the filters need Direct3D 12 with Shader Model 6.0), an Apple silicon Mac with macOS 13 or later, or x86-64 Linux with glibc 2.38 or later.

★ 45 · 2026-10-18 View →
SNES / Super Famicom Experimental

Star Fox (mstan)

mstan/StarFoxSNESRecomp

A static recompilation of Star Fox (US version 1.2) with snesrecomp, with the Super FX chip emulated at a low level. Its author presents it as a development reference rather than a release for players, and points anyone who wants to play to kandowontu’s Star Fox Enhanced. It boots and has passed basic testing of the attract sequence, menus, route selection, training, and gameplay; longer sessions, more routes, and full effects coverage are still missing. As optional mods it has widescreen through the native renderer adapted from Star Fox Enhanced (16:10, 16:9, 21:9, or 32:9) and the Star Fox 64 Arwing, with its model and sounds extracted from your own ROM of that game; it also lets you present at 20 to 480 fps without changing game timing, change the crosshair color, and enable a god mode. It has save states with thumbnails and rewind. The latest release, 0.3.2 (October 18), is Windows-only; 0.3.0 also shipped for Linux. 18 of its last 100 commits list Claude as a co-author.

You needYour own Star Fox ROM (SNES, US version 1.2, unheadered, CRC32 8FC4E6D0). For the Star Fox 64 Arwing, also your US 1.1 Star Fox 64 ROM. 64-bit Windows.

★ 34 · 2026-10-18 View →
SNES / Super Famicom Playable

International Superstar Soccer Deluxe (sergiomanzur)

sergiomanzur/issd-native

ISSD Native: a native recompilation of the US Super Nintendo release for Windows, Linux, and Android. The 65816 code is translated into C, with native replacements for asset decompression, memory streaming, and audio commands; video, audio, and peripherals still run on hardware models. It’s a beta working toward 1.0 (the latest is 0.5.0-beta.3, from October 11). It has all of the original’s modes, local multiplayer for up to four with gamepads and multitap, rebindable controls with profiles, campaign saves and save states, compatibility with the cartridge’s passwords, experimental wider views, CRT and sharp filters, an option with six of the original’s bugs fixed, gameplay tweaks, and mod packs for rosters, kits, and stadiums, with their own editor. Its author describes it as an “AI-driven” recompilation project.

You needYour own headerless US International Superstar Soccer Deluxe ROM (2 MB .sfc, MD5 345ddedcd63412b9373dabb67c11fc05). Plus x64 Windows, x86-64 Linux, or Android 8.0 or later.

★ 32 · 2026-10-22 View →
SNES / Super Famicom Fully playable

ActRaiser

DerrickGold/ar-recomp

A static recompilation of the US cartridge: the 65816 code is translated to C with snesrecomp-go, the project’s own Go port of snesrecomp, and linked with a hand-written SDL3 runtime. A Builder for Windows (x64 and ARM64), macOS (Apple silicon and Intel), Linux (x64 and ARM64), and Steam Deck includes the compiler, verifies your ROM, and builds the game on your machine, offline too; the downloads contain no game code. According to the project, the full US campaign has been played from start to finish: all six towns, all 12 acts, Death Heim, and the ending. It boots with the original 4:3 look, and everything else is optional: true 16:9 or 16:10 widescreen that extends the backgrounds, a Diorama mode that splits the action stages into 3D planes, towns rebuilt in 3D with terrain relief and voxel models, a spherical 3D world for traveling between them, GPU and CRT effects, high-resolution Mode 7, interpolated frames on high-refresh displays, an HD title logo, replacement music in OGG, language packs with their own editor, US, Japanese, or European regional rules, ten save slots, and optional fixes for bugs in the original. The latest pre-release is 0.803 (October 17), and a full decompilation is in progress. Its README states that several AI coding assistants contributed to the tooling, runtime, debugging infrastructure, and documentation, and 121 of its 901 commits list Claude as co-author.

You needYour own US ActRaiser ROM for SNES (internal title ACTRAISER-USA), 1,048,576 bytes without a copier header, internal checksum 0x83DB, SHA-256 b8055844825653210d252d29a2229f9a3e7e512004e83940620173c57d8723f0. Plus Windows 10 or 11 (the Builder uses WebView2, which they already include), macOS, Linux, or a Steam Deck.

★ 24 · 2026-10-30 View →
SNES / Super Famicom Experimental

Mega Man X3

mstan/MegamanX3SNESRecomp

A static recompilation of Mega Man X3 (US version) with snesrecomp, built on the Mega Man X recomp’s host layer. Execution starts from the interpreter, and the code translated to C (about 6,000 variants) is layered on as an optimization; anything it doesn’t cover runs from the ROM. The Cx4 chip is emulated at the instruction level, with no firmware dump needed. It boots and reaches gameplay: the story scenes and gameplay have been checked, and a survey for 0.0.6 loaded all fifteen stages with movement and shooting, without certifying every boss or the ending. Broad gameplay testing and audio verification are still pending. It has optional 16:9 widescreen with an anchored HUD. 0.0.6 (October 18) is Windows-only; 0.0.3 also shipped for Linux. 20 of its 47 commits list Claude as a co-author.

You needYour own Mega Man X3 ROM (SNES, US version, CRC32 FA0FE671); dumps with a 512-byte copier header are fine too. 64-bit Windows.

★ 15 · 2026-10-30 View →
SNES / Super Famicom Experimental

Super Mario RPG: Legend of the Seven Stars

mstan/SuperMarioRPGRecomp

A static recompilation of Super Mario RPG: Legend of the Seven Stars built on the snesrecomp framework. The 65816 code is translated to C where analysis can prove it safe; the SA-1 coprocessor and the rest of the hardware (video, audio, DMA) are emulated. The README presents it as a preview: it boots, runs the attract loop, and holds up under an unattended soak test, but no complete start-to-finish playthrough has been done. Since 0.0.3 it has a built-in mods catalog, with widescreen as an option, and 0.0.4 added an experimental widescreen renderer. The latest release, 0.0.5 (September 22), is a packaging update and ships a Windows package; 0.0.4 also includes a Linux AppImage. 14 of its 26 commits list Claude as a co-author.

You needYour own Super Mario RPG: Legend of the Seven Stars ROM as smrpg.sfc, 4,194,304 bytes (SHA-256 740646f3535bfb365ca44e70d46ab433467b142bd84010393070bd0b141af853); with or without the 512-byte header. 64-bit Windows or Linux (AppImage).

★ 15 · 2026-09-22 View →
SNES / Super Famicom Experimental

Super Bomberman

elliotttate/BombermanRecomp

A native Windows recompilation of the headerless North American release of Super Bomberman, made with snesrecomp (included as a Git submodule). The repository and its releases contain neither the ROM nor the C generated from it: generate.py produces it on your PC from your ROM (the generated C is ignored by Git) and build.ps1 compiles the result. The output is an interactive Win32 executable with video, audio, keyboard, and SRAM saves, and a headless executable for deterministic validation. The 3,304 labels in config\bank00.cfg were imported from the LIJI32/superbomberman disassembly. Version v0.1.1 is from August 26.

You needYour own North American Super Bomberman ROM, 524,288 bytes, HiROM, internal title SUPER BOMBERMAN (SHA-256 4efab3f49cbe91ec77b6cba747ddfedfdc0b080c755a8b6ba51234f0676c000f, MD5 d83699a009a62480a7e7e9f1bb5bff6e); an optional 512-byte copier header is accepted, and the earlier Sample ROM is rejected. To build: Python 3, a Rust toolchain, and Visual Studio 2022 with the Desktop development with C++ workload.

★ 14 · 2026-08-26 View →
SNES / Super Famicom Playable

⑂ Fork of blackerking/UrbanRecomp

SimCity (kandowontu2)

kandowontu2/UrbanRecomp

An enhanced fork of blackerking’s UrbanRecomp, a static recompilation of the Super Nintendo SimCity on snesrecomp. It preserves its history, credits, and licenses, and adds per-city development speeds (1x to 50x), faster refresh of changed power networks, 64-bit population accounting, maps up to 3840x3200, a Journey mode with population-triggered border expansions, copy and paste, zoom, and mouse drag panning. For large cities it uses Vulkan composition and native C simulation kernels; the music runs on its own thread with the restored 19-track set. The repository contains no ROM data and no game artwork. There are builds for Windows, Linux, macOS, Android, and iOS (unsigned); enhanced-v1.0.4 is from October 13. 17 of its last 100 commits list Claude as a co-author.

You needYour own legally obtained copy of the US SimCity cartridge for the Super Nintendo; any file name works, because the launcher lets you pick the file and the tools recognize it by its contents.

★ 12 · 2026-10-13 View →
SNES / Super Famicom Experimental

Donkey Kong Country 2: Diddy's Kong Quest

mstan/DKC2Recomp

The original DKC2 recomp, a byproduct of developing snesrecomp: the 65816 program is translated to C wherever the analysis can prove an exact entry state (3,475 ahead-of-time variants), and a shared 65816 interpreter covers the rest. Its author calls it an unfinished pre-release. Today the elliotttate fork is the actively developed and more widely used one: it adds a native Apple Silicon macOS build and the option to play as Donkey or Kiddy Kong. One of its 29 commits lists Claude as a co-author.

You needYour own Donkey Kong Country 2 ROM (SNES, US version 1.0).

★ 9 · 2026-09-14 View →
SNES / Super Famicom Fully playable

Super Bomberman 5

MauricioSuporte/SuperBomberman5SNESRecomp

An unofficial PC port of Super Bomberman 5 made with SNESRecomp and recomp-ui, following the architecture of Mega Man X Recompiled. The README warns that the recompilation is partial: most of the game logic still runs on the framework’s interpreter. It says 1.0.1 was the first full release, with the campaign played through to the end by the maintainer on Windows. There is a Windows x64 setup and an experimental Linux x86_64 AppImage; the game is generated and compiled on your PC from your ROM, and the repository distributes no ROM, generated code, or extracted assets. The launcher has input tabs for up to 5 players and mods, including one for battle stage variants, and there is online play with lockstep synchronization (tested in a real match on October 23) and Discord integration. Version v2.5.0 is from October 29. 99 of its last 100 commits list Claude as a co-author.

You needYour own Super Bomberman 5 ROM, identified in the repository as “Super Bomberman 5 (USA).sfc” (SHA-1 417d5ace7e51baafb69d20ce15ff0894d91c70c5, CRC32 c25ab56a). 64-bit Windows 10 or later, or Linux x86_64 with glibc 2.35 or later; the launcher downloads the portable build tools, so internet is needed the first time.

★ 8 · 2026-10-31 View →
SNES / Super Famicom Fully playable

Strike Gunner S.T.G

SlippyGetBackHere/Strike-Gunner-STG-Recomp

A native recompilation of the vertical shoot-’em-up Strike Gunner S.T.G (USA) built on snesrecomp: the 65816 code is compiled to C and runs against an emulated SNES video chip, sound chip, and DMA, with the framework’s interpreter for code the analysis hasn’t reached. According to the README it can be played from start to finish (intro, attract demo, all eight stages, and the ending through the credits) in single-player on Windows; two-player mode starts and each ship answers its own controller, but a full two-player playthrough hasn’t been done. It includes save states and rewind, and a page of optional mods, all off by default: stage select, one-hit kills, infinite special weapon, infinite lives, all weapons every stage, and custom music. The latest release, 0.3.0 (October 20), is for Windows. 40 of its 41 commits list Claude as a co-author.

You needYour own Strike Gunner S.T.G (USA) ROM, 1,048,576 bytes (SHA-256 05f14e6ed3394d9273e2397769a8acf1a9db646be6066e82269521e8eec53562). 64-bit Windows.

★ 4 · 2026-10-20 View →
SNES / Super Famicom Playable

Looney Tunes B-Ball

SlippyGetBackHere/looney_tunes_b-ball_recomp

A native recompilation of Looney Tunes B-Ball (USA) built on snesrecomp: the game’s 65816 code is compiled to C and runs against an emulated SNES video chip, sound chip, and DMA, with the framework’s interpreter as a fallback for code the analysis hasn’t reached. The court can be played in 16:9 widescreen; menus and selection screens stay 4:3. According to the README it is playable: boot, attract demo, menus, character select, exhibition matches, a full one-player tournament, and two-player games, on Windows; the tournament screens haven’t been checked in widescreen. It has a page of optional mods, all off by default (shot clock off, changeable tournament difficulty, CPU players that don’t steal). The latest release, 0.2.0 (October 27), is for Windows. 19 of its 20 commits list Claude as a co-author.

You needYour own Looney Tunes B-Ball (USA) ROM, 2,097,152 bytes (SHA-256 76ba0fc1f5c1f39354bb3173a600f23915f1191f400f7d525d220b4b3c8d958d). 64-bit Windows.

★ 3 · 2026-10-27 View →
SNES / Super Famicom Playable

Go Go Ackman

catmidori/gogoackman1recomp

A desktop port of Go Go Ackman for the SNES made with SNESRecomp, SDL3, and Dear ImGui, for Windows and Linux (with a Flatpak package). The ROM is not included: you pick it at startup and, if it isn’t found, a file picker opens. It has an in-game menu (Esc), widescreen that can be toggled in real time, 4:3 and 8:7 aspect ratios, rumble, GLSL shaders, turbo, rewind, 10 savestate slots with autosave, and run-ahead. It supports the English translation by Ackman Translations and the Brazilian Portuguese one by E2P Traduções, converting their .ips patches into .snesmod packages, the framework’s mod format; MSU support is untested. Version 1.0 is from October 15.

You needYour own unheadered Japanese Go Go Ackman ROM, 1,310,720 bytes (SHA-256 e8a33b6c8e15cf0aa60e9694471a51926fb97ad895d4714384c6abff28a33a1f); an optional 512-byte copier header is normalized during verification. A different revision would need separate analysis.

★ 2 · 2026-10-16 View →
SNES / Super Famicom Playable

Contra III: The Alien Wars

BrixW/Contra3Recomp

A static recompilation of the US version (a 1 MB LoROM image) with a desktop executable for Windows and Linux: all six code banks are translated function by function into C11 (2,288 functions), from a Ghidra analysis. The repository includes that generated C (src/bank_*.c) alongside a software PPU with modes 0 to 7, a SPC700 and S-DSP audio core written from scratch, controller and keyboard input, quick saves, and a second-player mode. According to the README, it was checked to be bit-exact against snes9x in 13 scenarios with input recordings (stages 1 to 6 in one and two players, plus the attract demo), and a bot played all six stages in 36 runs with no unresolved jumps or hangs. It optionally adds the restored stage-select screen. It has no published releases: you build it with your own ROM. 11 of its 13 commits list Claude as a co-author.

You needYour own US Contra III: The Alien Wars ROM (headerless, 1,048,576 bytes, SHA-256 a93ea87fc835c530b5135c5294433d15eef6dbf656144b387e89ac19cf864996), next to the executable, in its parent folder, or in a sibling ROM folder. You build it yourself: CMake and a C compiler (a build.ps1 script on Windows) or, on Linux, X11 and ALSA.

View →
SNES / Super Famicom Playable

Gundam Wing: Endless Duel

TechnicallyComputers/GundamWingEndlessDuelSNESRecomp

A static recompilation of the Japanese Super Nintendo version for PC, built on snesrecomp. The game’s code is translated to C on your machine from your own ROM and compiled there; the generated C is never committed to the repository. The README says the game boots and runs through assisted story matches, and that widescreen and localization are optional packages: the repository ships a mod catalog with widescreen, translations, and a performance log. It supports two players, one controller per port, and has netplay with rollback available. The releases are setup packs: the zip holds a launcher without recompiled code, the recompiler, and the source tree, and builds the game from your ROM on first run, for Windows, Linux and macOS. The latest, v0.1.12, is from October 26. 58 of its last 100 commits list Claude as a co-author.

You needYour own Japanese ROM “Shin Kidou Senki Gundam W - Endless Duel (Japan).sfc” (Bandai, 1996, LoROM, no coprocessor), with CRC32 c0aecdca and SHA-256 dd94308d822636c6ddf73c5e2644c84f2eb8fb4d9201150fc5f37d44d6f423f1; the generation script refuses any other revision.

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SNES / Super Famicom Playable

⑂ Fork of sergiomanzur/issd-native

International Superstar Soccer Deluxe (Mabec-games)

Mabec-games/iss-deluxed

ISS DELUXE'd: a non-commercial community fork of sergiomanzur’s ISSD Native for Windows and Linux, which can play each other online. The US version’s 65816 code is translated to C, with native replacements for asset decompression, memory streaming, and audio commands, and hardware models for video and sound. It adds peer-to-peer online play with invite codes (no accounts or IP addresses; the games find each other through public message services and both players need the same version), pixel-perfect widescreen, a launcher that only accepts the exact US ROM, and improved running and walking animation. The repository includes the generated C of the recompilation and a copy of the ISSD disassembly (GPL-3.0) as a dependency. Version 1.0 (October 18) ships a Windows zip and a Linux AppImage; the README warns that recompilation coverage doesn’t establish complete fidelity. It has 50 commits of its own on top of the original, and 68 of its last 100 commits list Claude as a co-author.

You needYour own US International Superstar Soccer Deluxe ROM, the exact one (the launcher accepts no other). 64-bit Windows 10 or 11, or x86-64 Linux (the AppImage works on Debian 12 or later, Ubuntu 22.04 or later, Fedora 35 or later, and similar). For online play, both players need the same version.

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SNES / Super Famicom Playable

Lufia II: Rise of the Sinistrals

Cellenseres/Lufia2SNESRecomp

A native recompilation of the US version using mstan’s snesrecomp recompiler, for Windows and Linux (including the Steam Deck). The game boots from the original ROM and, according to the README, supports the intro, the title screen, normal gameplay, battles, audio, input, saves, and a desktop launcher; video output can use SDL, OpenGL 3.3, or its own native Vulkan renderer. It offers widescreen, with hand-authored room data for 76 maps, OpenGL shader presets, and its own menus. Known issues include that H-only IRQ timing hasn’t been validated and that save states and soft reset are disabled. The repository replaces some of the recompiled code with a separate decompilation (Lufia2Decomp, as a submodule). Version 0.9.2 (September 17) is the latest of 3 releases; the repository stayed active until late October. Its license is PolyForm Noncommercial.

You needYour own clean, headerless US Lufia II: Rise of the Sinistrals ROM (2,621,440 bytes, SHA-1 A89931C1F29B161B8BE717DFAB4A4ADB54B42B84), given to the launcher or placed in the root as lufia2.sfc. Windows 10 or later, or 64-bit Linux; the releases are a Windows x64 zip and a Linux x64 tar.gz.

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SNES / Super Famicom Fully playable

Mighty Morphin Power Rangers: The Movie (SNES)

cultofblue/mmpr-movie-snes2pc

A native PC version of the US release, made by statically recompiling the 65816 code to C: a tracing disassembler, guided by a coverage map recorded from human and bot playthroughs, and a recompiler that turns each of its 2,745 functions into a C function. The PPU and sound (SPC700 and DSP) are reproduced in software based on LakeSnes, and anything that can’t be decided ahead of time goes to a fallback interpreter (0.3% of instructions in the full playthrough). According to the README, a complete 47-minute playthrough, from power-on to the ending credits, was replayed on this port and on a reference emulator, and all 169,286 frames matched in memory, graphics, palettes, and sprites. It adds keyboard and two remappable controllers, save states, rewind, fast forward, screenshots, scanlines, integer scaling, and optional infinite health. Its only release, 1.0.0 (October 26), has no files to download: you build it with your ROM through a script. The README credits the port to its author “with Claude (Anthropic)”.

You needYour own US Mighty Morphin Power Rangers: The Movie ROM (CRC32 E3EF6201; a 512-byte copier header is fine). To build: Python 3.8 or later and a C compiler (w64devkit on Windows, or gcc with SDL2 on Linux); the ROM goes next to the .exe or is dragged onto it.

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SNES / Super Famicom Playable

Super Punch-Out!!

TanookiStudios/SuperPunchOutRecomp

A native Mac, Windows, and Linux version of the US release, made with mstan’s snesrecomp framework: the game’s program is translated to native code, and the published releases are executables with that code already compiled, without the game’s data, which is read from your ROM. It has a launcher that checks your ROM and offers display, sound, and control settings, sharp integer scaling, an in-game menu with save states, a mute switch for each of the eight sound voices, cheats (a full super meter, can’t be hit, infinite tries, start against any fighter, and skip to the next fight), and over 2,000 controllers recognized by name. Version 0.1.4 (October 17) is the latest of 5 releases; the Mac build is signed and notarized. 17 of its 18 commits list Claude as a co-author.

You needYour own US Super Punch-Out!! ROM (SHA-256 a3d803b8c6b0b6ac55085671040b840f993543915c7f802e14fb651beabe9b63), which the launcher asks for and checks (“ROM verified”). Mac (macOS 11 or later, Apple silicon or Intel), 64-bit Windows, or 64-bit Linux from 2020 on.

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SNES / Super Famicom Playable

Uniracers

fselich/redcomp-dream

Redcomp Dream: a native recompilation of the US version using the snesrecomp framework, for Windows and Linux. According to the README it is playable and adds widescreen in races (from 16:9 to ultrawide, in one and two players, with the extra track drawn from the game’s own track data), a small radar with your position and the rival’s, an in-game options menu, an optional unlock of all nine tours, save states, rewind, and the framework’s audio and controllers. The recompiled C is generated on your PC from your own copy and is not committed to the repository; the published packages include the launcher and an executable that needs no source tree. The repository includes a copy of the framework with a local patch. Version 0.1.2 (October 25) is the latest, with a Windows x64 zip and a Linux AppImage.

You needYour own US Uniracers ROM (checked against game/rom_identity.txt; nothing else is accepted), which the launcher asks for on startup. Windows x64, or x86-64 Linux with glibc 2.35 or later, OpenGL, and FUSE (libfuse2) for the AppImage.

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