The Legends of Zelda: Majora's Mask ported to Xbox 360
I ported Majora's Mask to Xbox 360. It has a lot of nice features over just emulating the game:
- Higher resolution: drawn at 1280×720, three times the N64's 320×240
- 60 FPS
- 16:9 widescreen
- Anti-aliasing: FXAA smooths jagged edges.
- HD textures (optional): load the 2Ship2Harkinian HD texture pack, such as ReMasked, for high-resolution HUD, text, icons and more. See Github page for instructions.
Download the latest release here: github.com/wasdconnor/MajorasMask360/releases/lat…
- This release does not include any game assets. You will need to provide your own NSTC / USA Majora's Mask .z64 rom
Install instructions (More detailed version available on the Github repo):
1. Download mm360.xex from the latest release.
2. Make a folder for the game on the console's hard drive or a USB drive, for example Hdd1:\Games\MajorasMask360\ or Usb0:\Apps\MajorasMask360\.
3. Put two files in it:
1. MajorasMask360\
1. mm360.xex
2. <your ROM>.z64 (any name, as long as it ends in .z64)
4. Launch mm360.xex from Auroura.
AI Disclosure: This was 100% done with AI
Credits: Zelda64Recomp, N64Recomp and N64ModernRuntime by Wiseguy and contributors, the Majora's Mask decompilation project, and the audio code from mupen64plus-rsp-hle.
preview.redd.it
preview.redd.it
73 points · 23 comments
Aidyn ReChronicled: a native Linux recomp of Aidyn Chronicles: The First Mage (N64)
Edit: now on Windows too (v0.6.0), see the bottom.
Hi all, I've been working on a hobby project: a static recompilation of Aidyn Chronicles: The First Mage (NTSC-U 1.0) into a native Linux game, using N64Recomp (N64Recomp/N64Recomp), N64ModernRuntime and the RT64 renderer. The function names and symbols come from blackgamma7's Aidyn decompilation (blackgamma7/Aidyn); without that work this wouldn't exist. It's linked as a submodule and credited in the README.
What it does beyond the original:
- HD rendering at any resolution, widescreen with the HUD moved to the edges, and smooth frame rates. The game runs at 60 instead of 15–20, with interpolated frames above that.
- Newly painted textures, portraits and icons, with a toggle to compare against the originals.
- Further draw distance without tree pop-in, and a free camera on the right stick.
- Quicksave, autosaves and Continue, plus fast-forward and a faster walk.
- A clearer combat HUD: a turn-order bar and a combat log.
- Support for halibabica's community rebalances Aidyn Patch and Aidyn Plus: you apply the patch to your own ROM, the game checks it by hash and switches versions on the title screen.
No game data is included: you supply your own ROM.
Upfront: this was made with heavy AI involvement. Most of the code and tooling was written with Claude Code, which I directed and playtested, and the repainted art was made with an image generator from the originals. The README spells this out.
It's a work in progress and I haven't played very far into the game yet, so playtests and bug reports from later in the game are very welcome. There's a Problem report option in the pause menu that bundles logs and saves into a zip you can attach to an issue.
- Repo, screenshots and releases: spitzdano/AidynReChronicled
Update (v0.6.0): Windows is out. The release now has a Windows download next to the Linux one: unpack it and run the exe, nothing to install, with an "Add to Steam" button. Also new: drop your ROMs (original, Aidyn Patch, Aidyn Plus) into the ROMs folder under any names and the game finds them, and it starts faster. Linux still works on Steam Deck, ROG Ally and similar handhelds.
25 points · 17 comments
AI Is Porting Console Games to PC, and It's All on GitHub
Bloodborne has never had an official PC release, yet three GitHub projects now run it on PC. I tracked the 300 most-starred new repos on GitHub in three snapshots: console games running natively on another platform went from 2 (Oct 7) to 6 (Oct 15) to 13 (Oct 19). Then I checked how many of them show AI help in their own repositories.
In this video:
→ 13 projects, 5 consoles: PS4, Switch, Wii U, GameCube, PS2
→ How the PS4 ports work (not emulators) and what static recompilation is
→ 11 of 13 show AI help: 3 say so in the README, 9 list Claude as co-author in recent commits (bbport: 92 of its last 100)
→ The agent tools climbing the same list, and a project that bans AI outright
⏱️ Chapters
0:00 Intro: 2 → 6 → 13 ports in 12 days
0:20 The lineup
0:35 How the PS4 ports work
0:52 Static recompilation isn't new
1:11 Guess: how many used AI?
1:21 11 of 13 show AI help
1:36 The agent tools
1:49 The other side: no-AI
1:59 The fine print
2:11 Takeaways
📊 Method
GitHub Search API: public repositories created in the previous 30 days, sorted by stars, top 300 kept, in three snapshots (2026-10-07 20:21, 2026-10-15 15:42, 2026-10-19 00:10). A "port" here is a console game made to run natively on another platform (PC, Mac, iPhone, browser) that requires your own copy of the game; the list was reviewed by hand, repo by repo, from each README. "AI help" means the README says AI was used, or recent commits (up to 100, read Oct 19) carry a Claude "Co-Authored-By" line. No trace does not mean no AI: 2 projects simply don't state it. Star counts change daily.
🎮 The 13 projects (all say they include no game files; you need your own copy)
• Diablo II: Resurrected (Switch): jhaizhou-ops/d2r-mobile
• Bloodborne (PS4): deadinside28/bloodborne_pc
• P.T. (PS4): LoreanXavier/pt-pc
• Uncharted Collection (PS4): Supermedo/uncharted_pc
• Link's Awakening (Switch): peiikai/LASRecomp
• Shadow of the Colossus (PS4): AjncSystem/ShadowOfTheColossus-PC
• PS2 games (PS2): snuri00/ps2-web-recomp
• Tears of the Kingdom (Switch): ly05010419/MacNativeGames
• Wind Waker HD (Wii U): ZeldaWWHDRecomp/ZeldaWWHDRecomp
• Bloodborne (PS4): droogie/bbhost
• inFAMOUS Second Son (PS4): HayatoG/iss_pc
• The Wind Waker (GameCube): elliotttate/Wind-Waker-Recomp
• Bloodborne (PS4): Awakenchan/BloodBorneButPc
🛠️ Agent tools mentioned
• rehan-remade/universal-modder (#14, 8,358 ★) rehan-remade/universal-modder
• Zfinix/eleven (#213, 761 ★) Zfinix/eleven
• aicodeking/leanrea (#246, 651 ★) aicodeking/leanrea
• morluto/awesome-reverse-engineering (#179, 846 ★) morluto/awesome-reverse-engineering
📚 Sources
• bbport "the counterpart of Wine + DXVK for a single game": deadinside28/bloodborne_pc
• LASRecomp, "made almost exclusively with AI": peiikai/LASRecomp
• Zelda 64: Recompiled, no-AI stance: Zelda64Recomp/Zelda64Recomp
• N64: Recompiled: N64Recomp/N64Recomp
• Unleashed Recompiled: hedge-dev/UnleashedRecomp
• shadPS4 (credited by every PS4 port): shadps4-emu/shadPS4
• No official Bloodborne PC release (PCWorld): pcworld.com
Left out on purpose: a GTA V port that doesn't explain where the game build it needs comes from, a PS2 emulator for jailbroken PS5s (not a port to PC), and two reverse-engineering repos (one ships license-bypass playbooks, one is an uncredited copy of morluto/rea).
This video does not show or link any game files. Bloodborne, Shadow of the Colossus, Uncharted, inFAMOUS, P.T., Zelda, Diablo and the consoles named are trademarks of their owners. Repo Radar is not affiliated with any project or company mentioned.
Previous videos: youtube.com · youtube.com
📅 Next month I'll check whether this wave keeps growing. Which game do you want ported next? Tell me in the comments.
ℹ️ The voice in this video is AI-generated (ElevenLabs), and the person in the thumbnail is an AI-generated image. The data and analysis are real.
#GitHub #OpenSource #Gaming
2 comments · 216 views
Evangelion N64 static recomp out now!
A static recompilation of Neon Genesis Evangelion into a native Windows program, built with N64Recomp.
Link: evaa-01/adam
-Updated incorrect link
2 points
@SPEEPSHighway Recomps are not supposed to be pretty, by the way...
They're different from decomps and *can* be done without AI, e.g. see: N64Recomp/N64Recomp
The goal is to basically make a native executable which is something in-between being fully native and emulated.
10 likes · 767 views
Mentions
The Legends of Zelda: Majora's Mask ported to Xbox 360 I ported Majora's Mask to Xbox 360. It has a lot of nice features over just emulating the game: - Higher resolution: drawn at 1280×720, three times the N64's 320×240 - 60 FPS - 16:9 widescreen - Anti-aliasing: FXAA smooths jagged edges. - HD textures (optional): load the 2Ship2Harkinian HD texture pack, such as ReMasked, for high-resolution HUD, text, icons and more. See Github page for instructions. Download the latest release here: github.com/wasdconnor/MajorasMask360/releases/lat… - This release does not include any game assets. You will need to provide your own NSTC / USA Majora's Mask .z64 rom Install instructions (More detailed version available on the Github repo): 1. Download mm360.xex from the latest release. 2. Make a folder for the game on the console's hard drive or a USB drive, for example Hdd1:\Games\MajorasMask360\ or Usb0:\Apps\MajorasMask360\. 3. Put two files in it: 1. MajorasMask360\ 1. mm360.xex 2. <your ROM>.z64 (any name, as long as it ends in .z64) 4. Launch mm360.xex from Auroura. AI Disclosure: This was 100% done with AI Credits: Zelda64Recomp, N64Recomp and N64ModernRuntime by Wiseguy and contributors, the Majora's Mask decompilation project, and the audio code from mupen64plus-rsp-hle. preview.redd.it preview.redd.it
Aidyn ReChronicled: a native Linux recomp of Aidyn Chronicles: The First Mage (N64) Edit: now on Windows too (v0.6.0), see the bottom. Hi all, I've been working on a hobby project: a static recompilation of Aidyn Chronicles: The First Mage (NTSC-U 1.0) into a native Linux game, using N64Recomp (N64Recomp/N64Recomp), N64ModernRuntime and the RT64 renderer. The function names and symbols come from blackgamma7's Aidyn decompilation (blackgamma7/Aidyn); without that work this wouldn't exist. It's linked as a submodule and credited in the README. What it does beyond the original: - HD rendering at any resolution, widescreen with the HUD moved to the edges, and smooth frame rates. The game runs at 60 instead of 15–20, with interpolated frames above that. - Newly painted textures, portraits and icons, with a toggle to compare against the originals. - Further draw distance without tree pop-in, and a free camera on the right stick. - Quicksave, autosaves and Continue, plus fast-forward and a faster walk. - A clearer combat HUD: a turn-order bar and a combat log. - Support for halibabica's community rebalances Aidyn Patch and Aidyn Plus: you apply the patch to your own ROM, the game checks it by hash and switches versions on the title screen. No game data is included: you supply your own ROM. Upfront: this was made with heavy AI involvement. Most of the code and tooling was written with Claude Code, which I directed and playtested, and the repainted art was made with an image generator from the originals. The README spells this out. It's a work in progress and I haven't played very far into the game yet, so playtests and bug reports from later in the game are very welcome. There's a Problem report option in the pause menu that bundles logs and saves into a zip you can attach to an issue. - Repo, screenshots and releases: spitzdano/AidynReChronicled Update (v0.6.0): Windows is out. The release now has a Windows download next to the Linux one: unpack it and run the exe, nothing to install, with an "Add to Steam" button. Also new: drop your ROMs (original, Aidyn Patch, Aidyn Plus) into the ROMs folder under any names and the game finds them, and it starts faster. Linux still works on Steam Deck, ROG Ally and similar handhelds.
AI Is Porting Console Games to PC, and It's All on GitHub Bloodborne has never had an official PC release, yet three GitHub projects now run it on PC. I tracked the 300 most-starred new repos on GitHub in three snapshots: console games running natively on another platform went from 2 (Oct 7) to 6 (Oct 15) to 13 (Oct 19). Then I checked how many of them show AI help in their own repositories. In this video: → 13 projects, 5 consoles: PS4, Switch, Wii U, GameCube, PS2 → How the PS4 ports work (not emulators) and what static recompilation is → 11 of 13 show AI help: 3 say so in the README, 9 list Claude as co-author in recent commits (bbport: 92 of its last 100) → The agent tools climbing the same list, and a project that bans AI outright ⏱️ Chapters 0:00 Intro: 2 → 6 → 13 ports in 12 days 0:20 The lineup 0:35 How the PS4 ports work 0:52 Static recompilation isn't new 1:11 Guess: how many used AI? 1:21 11 of 13 show AI help 1:36 The agent tools 1:49 The other side: no-AI 1:59 The fine print 2:11 Takeaways 📊 Method GitHub Search API: public repositories created in the previous 30 days, sorted by stars, top 300 kept, in three snapshots (2026-10-07 20:21, 2026-10-15 15:42, 2026-10-19 00:10). A "port" here is a console game made to run natively on another platform (PC, Mac, iPhone, browser) that requires your own copy of the game; the list was reviewed by hand, repo by repo, from each README. "AI help" means the README says AI was used, or recent commits (up to 100, read Oct 19) carry a Claude "Co-Authored-By" line. No trace does not mean no AI: 2 projects simply don't state it. Star counts change daily. 🎮 The 13 projects (all say they include no game files; you need your own copy) • Diablo II: Resurrected (Switch): jhaizhou-ops/d2r-mobile • Bloodborne (PS4): deadinside28/bloodborne_pc • P.T. (PS4): LoreanXavier/pt-pc • Uncharted Collection (PS4): Supermedo/uncharted_pc • Link's Awakening (Switch): peiikai/LASRecomp • Shadow of the Colossus (PS4): AjncSystem/ShadowOfTheColossus-PC • PS2 games (PS2): snuri00/ps2-web-recomp • Tears of the Kingdom (Switch): ly05010419/MacNativeGames • Wind Waker HD (Wii U): ZeldaWWHDRecomp/ZeldaWWHDRecomp • Bloodborne (PS4): droogie/bbhost • inFAMOUS Second Son (PS4): HayatoG/iss_pc • The Wind Waker (GameCube): elliotttate/Wind-Waker-Recomp • Bloodborne (PS4): Awakenchan/BloodBorneButPc 🛠️ Agent tools mentioned • rehan-remade/universal-modder (#14, 8,358 ★) rehan-remade/universal-modder • Zfinix/eleven (#213, 761 ★) Zfinix/eleven • aicodeking/leanrea (#246, 651 ★) aicodeking/leanrea • morluto/awesome-reverse-engineering (#179, 846 ★) morluto/awesome-reverse-engineering 📚 Sources • bbport "the counterpart of Wine + DXVK for a single game": deadinside28/bloodborne_pc • LASRecomp, "made almost exclusively with AI": peiikai/LASRecomp • Zelda 64: Recompiled, no-AI stance: Zelda64Recomp/Zelda64Recomp • N64: Recompiled: N64Recomp/N64Recomp • Unleashed Recompiled: hedge-dev/UnleashedRecomp • shadPS4 (credited by every PS4 port): shadps4-emu/shadPS4 • No official Bloodborne PC release (PCWorld): pcworld.com Left out on purpose: a GTA V port that doesn't explain where the game build it needs comes from, a PS2 emulator for jailbroken PS5s (not a port to PC), and two reverse-engineering repos (one ships license-bypass playbooks, one is an uncredited copy of morluto/rea). This video does not show or link any game files. Bloodborne, Shadow of the Colossus, Uncharted, inFAMOUS, P.T., Zelda, Diablo and the consoles named are trademarks of their owners. Repo Radar is not affiliated with any project or company mentioned. Previous videos: youtube.com · youtube.com 📅 Next month I'll check whether this wave keeps growing. Which game do you want ported next? Tell me in the comments. ℹ️ The voice in this video is AI-generated (ElevenLabs), and the person in the thumbnail is an AI-generated image. The data and analysis are real. #GitHub #OpenSource #Gaming
Evangelion N64 static recomp out now! A static recompilation of Neon Genesis Evangelion into a native Windows program, built with N64Recomp. Link: evaa-01/adam -Updated incorrect link
@SPEEPSHighway Recomps are not supposed to be pretty, by the way... They're different from decomps and *can* be done without AI, e.g. see: N64Recomp/N64Recomp The goal is to basically make a native executable which is something in-between being fully native and emulated.