@YunieGami hedge-dev/UnleashedRecomp
Well you have to have the recomp files from here you get the zip in the code thing which this the easy part..
BUT trying to find iso files can be annoying (I'm sorry my friend did this setting up for me I'm lost 😔)
22 views
About the Speed Racer game "PC Port"
So, If you've been in this subreddit recently, you may have noticed that someone seemingly managed to port the PS2 Speed Racer game to PC. Sounds cool right? Unfortunately, I highly advise against supporting this individual and their proejct due to several reasons, as it is quite problematic for several reasons.
I also ask you to please read the full post instead of skimming it through.
It is vibe coded
To get everyone up to speed, "vibe coding" is the action of asking an AI agent (typically Claude or Codex), to write entire programs for you, without any true input of the user, hence they're doing it off "vibe".
It has infested retro gaming communities, with recompilations (the act of taking a console game and translating it's code in real time to something readable by a PC), becoming especially prone to this, producing many extremely low quality projects in a concerningly quick manner. This Speed Racer project is one of those vibe coded recompilations.
Vibe coding is generally an extremely lazy type of programming, as you quite literally do nothing other than paying for an AI subscription, and prompting a robot to do the work for you, like asking a chatbot to generate a 2d illustration.
It is also concerning, as there is no guarantee the code will be maintained or further updated by anyone but the AI itself, making it extremely prone to severe issues down the line, without any good way to fix them.
Now, how do I know the person did this? For starters, the code present in the Github is geniunely terrible. It is a mess of "spaghetti programming" and content that is unreadable by an actual human.
Not only that, but the Github has very damning files, such as AGENTS.md, which are instructions for the AI to produce the project.
Inside the docs folder are also damning files, such as AUDIT_CODEX.md literally instructions for Codex, the AI agent, and that folder is filled with content specifically used and generated by AI.
Alongside that, this project has been made in a suspiciously quick manner. If you check the Github page, the project started only 2 weeks ago, and it's already seemingly functional.
For comparasion with human-made efforts, Sonic Unleashed Recompiledtook 6 months to be finished, while Banjo Recompiled took 9 months.
Finally,the author has no other projects on his Github, and seemingly no prior coding experience with the Speed Racer one being its only currently available project in his Github page.
The game might "work", but not only is the code under the hood very poorly optimized, but there is also no assurance of it becoming better, as it's solely reliant on the AI agent not making the code even worse by continuous prompting.
The author is dishonest
The person making this is lying to you about the true nature of their project. When questioned about the project being vibecoded, they denied it, and claimed it was merely AI assisted (through an AI generated message, might I add).
However, as explained earlier, the evidence heavily supports against this claim.
Alongside that, after being questioned, the author went and tried to scrub off some elements of the Github to hide their AI usage, such as removing certain Claude and Codex files and contributions.
Of course, it was done quite poorly, as I was able to find evidence of the vibe coding that occured, but the fact that they tried to hide this speaks volumes about their honesty and intent.
We as a community
The Speed Racer community is relatively niche, and we don't have nearly as many talented creators compared to other fanbases.
We should not celebrate AI generated content, as it cheapens our creative output, and makes us look like a bunch of AI bros.
Would you praise an AI generated 2D artwork? Do you think it's a good thing that the author has zero knowledge on what his AI agent is even doing, and is actively trying to hide that fact?
We as a community should foster creativity, not celebrate laziness and instant gratification.
Of course, you're free to play this project if you want. However, I ask you to at least consider the background and ethics of the project and the author. I personally do not support someone who just asks a robot to do all the work for them, but that's just me.
72 points · 48 comments
shoutouts to beatz' sonic dream team recomp. shoutouts to unleashed recompiled
2 likes
@FluffyleFlurry hedge-dev/UnleashedRecomp do this for unleashed
8 views
While I'm at it, please do check out Unleashed Recompiled which is a fanmade port of the PS3/360 version with a few extras and spectacularly optimized; it's AI-free thankfully!
hedge-dev/UnleashedRecomp
It's the ideal way to play the game imo!!
XenonRecomp: a tool for recompiling Xbox 360 games to native executables (6.6k stars)
What it does
All text below is quoted directly from the project README.
>XenonRecomp is a tool that converts Xbox 360 executables into C++ code, which can then be recompiled for any platform.
Optimizations:
- Count register
- XER
- Reserved register
- Condition registers
- Non argument registers
- Non volatile registers
>XenonRecomp [input TOML file path] [input PPC context header file path]
Repository
hedge-dev/XenonRecomp
Repository stats
|Metric|Value|
|:-|:-|
|Stars|6,577|
|Forks|444|
|Last release|None|
|Languages|C++ 88.9%, C 9.9%, CMake 1.2%|
|Contributors|11|
|AI contributor accounts (Claude / Codex / Cursor / Copilot)|None|
|AI co-authored commits|None|
Main contributor
|Field|Value|
|:-|:-|
|Name|Skyth (Asilkan)|
|GitHub|@blueskythlikesclouds|
|Commits to this repo|113 (top contributor)|
|Followers|438|
──────────────────────────────
📌 How many great GitHub repos have you discovered and completely forgotten about?
Don't let another useful tool disappear into your Reddit feed. Get the community's best repos, organized by category, plus key takeaways from real developer discussions, delivered to your inbox twice a week.
📬 Never lose track of great repos again. Subscribe free.
66 points · 2 comments
Forza Motorsport 2 PC PORT with NATIVE GPU support up to 360fps(No emulation)
Hello and I'd like to introduce my new project I have been working on:
Forza Motorsport 2 reGPU
A native Windows port of Forza Motorsport 2 (Xbox 360). Nothing is emulated:
- CPU: the game's entire PowerPC executable is statically recompiled to x64 C++ with XenonRecomp (51,034 functions), running on our own implementation of the Xbox 360 kernel and XAM. No interpreter, no JIT.
- GPU: a native Direct3D 12 renderer replaces Xenos GPU emulation found in other projects. The game's Xenos shader microcode is translated to native HLSL, its render state to D3D12 pipelines, EDRAM resolves to GPU copies, and its tiled textures are decoded natively.
Yes that's right, a fully native custom DirectX 12 renderer, this does NOT use Reglue SDK or use any kind of GPU/System emulation and runs as fast and smooth as your PC can run it.
SIGNIFICANTLY faster GPU performance than hl360-Forza2 (up to 360FPS if your machine can handle it)
INCREDIBLY smooth frametimes, no stuttering or hitches as shaders are all precompiled on first launch(Unlike hl360-Forza2)
Native support for upscalers like DLSS/FSR
Fully native ultrawide support
Uncapped menu framerate
Full support for enhancements and renderer based post processing filters (a lighting enhancement is included as an example)
The list goes on and on.
Its available here as a test build:
zer0ducksgiven/Forza-Motorsport-2-ReGPU
It includes a full installer, requires an EU 1.0 copy of the game and the final title update (which you can find online with a quick google search)
DLC is optional, again, you can find it online I won't provide it.
There are bugs, if you find any, please report them on github, collaborators are very welcome!
You're probably thinking: Wait, another one?
You've seen a recomp of this game floating around already and yes, that's correct, hl360-Forza2, but said project disappointed me greatly and was the main inspiration for this project's creation.
Performance was poor, hitches were frequent, frametimes were dreadful, support for enhanced features was limited.
So I made my own!
377 points · 101 comments
зато я могу с полной уверенностью заявить, что мой нынешний телефон потянет неофициальный пк-порт Sonic Unleashed 🦔
hedge-dev/UnleashedRecomp
1 like
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
@SwimsuitHakufu AI tools were not utilized for this. the unleashed recomp was done via static recompilation. having access to the source code was not necessary.
hedge-dev/UnleashedRecomp
14 views
Mentions
@YunieGami hedge-dev/UnleashedRecomp Well you have to have the recomp files from here you get the zip in the code thing which this the easy part.. BUT trying to find iso files can be annoying (I'm sorry my friend did this setting up for me I'm lost 😔)
About the Speed Racer game "PC Port" So, If you've been in this subreddit recently, you may have noticed that someone seemingly managed to port the PS2 Speed Racer game to PC. Sounds cool right? Unfortunately, I highly advise against supporting this individual and their proejct due to several reasons, as it is quite problematic for several reasons. I also ask you to please read the full post instead of skimming it through. It is vibe coded To get everyone up to speed, "vibe coding" is the action of asking an AI agent (typically Claude or Codex), to write entire programs for you, without any true input of the user, hence they're doing it off "vibe". It has infested retro gaming communities, with recompilations (the act of taking a console game and translating it's code in real time to something readable by a PC), becoming especially prone to this, producing many extremely low quality projects in a concerningly quick manner. This Speed Racer project is one of those vibe coded recompilations. Vibe coding is generally an extremely lazy type of programming, as you quite literally do nothing other than paying for an AI subscription, and prompting a robot to do the work for you, like asking a chatbot to generate a 2d illustration. It is also concerning, as there is no guarantee the code will be maintained or further updated by anyone but the AI itself, making it extremely prone to severe issues down the line, without any good way to fix them. Now, how do I know the person did this? For starters, the code present in the Github is geniunely terrible. It is a mess of "spaghetti programming" and content that is unreadable by an actual human. Not only that, but the Github has very damning files, such as AGENTS.md, which are instructions for the AI to produce the project. Inside the docs folder are also damning files, such as AUDIT_CODEX.md literally instructions for Codex, the AI agent, and that folder is filled with content specifically used and generated by AI. Alongside that, this project has been made in a suspiciously quick manner. If you check the Github page, the project started only 2 weeks ago, and it's already seemingly functional. For comparasion with human-made efforts, Sonic Unleashed Recompiledtook 6 months to be finished, while Banjo Recompiled took 9 months. Finally,the author has no other projects on his Github, and seemingly no prior coding experience with the Speed Racer one being its only currently available project in his Github page. The game might "work", but not only is the code under the hood very poorly optimized, but there is also no assurance of it becoming better, as it's solely reliant on the AI agent not making the code even worse by continuous prompting. The author is dishonest The person making this is lying to you about the true nature of their project. When questioned about the project being vibecoded, they denied it, and claimed it was merely AI assisted (through an AI generated message, might I add). However, as explained earlier, the evidence heavily supports against this claim. Alongside that, after being questioned, the author went and tried to scrub off some elements of the Github to hide their AI usage, such as removing certain Claude and Codex files and contributions. Of course, it was done quite poorly, as I was able to find evidence of the vibe coding that occured, but the fact that they tried to hide this speaks volumes about their honesty and intent. We as a community The Speed Racer community is relatively niche, and we don't have nearly as many talented creators compared to other fanbases. We should not celebrate AI generated content, as it cheapens our creative output, and makes us look like a bunch of AI bros. Would you praise an AI generated 2D artwork? Do you think it's a good thing that the author has zero knowledge on what his AI agent is even doing, and is actively trying to hide that fact? We as a community should foster creativity, not celebrate laziness and instant gratification. Of course, you're free to play this project if you want. However, I ask you to at least consider the background and ethics of the project and the author. I personally do not support someone who just asks a robot to do all the work for them, but that's just me.
shoutouts to beatz' sonic dream team recomp. shoutouts to unleashed recompiled
@FluffyleFlurry hedge-dev/UnleashedRecomp do this for unleashed
While I'm at it, please do check out Unleashed Recompiled which is a fanmade port of the PS3/360 version with a few extras and spectacularly optimized; it's AI-free thankfully! hedge-dev/UnleashedRecomp It's the ideal way to play the game imo!!
XenonRecomp: a tool for recompiling Xbox 360 games to native executables (6.6k stars) What it does All text below is quoted directly from the project README. >XenonRecomp is a tool that converts Xbox 360 executables into C++ code, which can then be recompiled for any platform. Optimizations: - Count register - XER - Reserved register - Condition registers - Non argument registers - Non volatile registers >XenonRecomp [input TOML file path] [input PPC context header file path] Repository hedge-dev/XenonRecomp Repository stats |Metric|Value| |:-|:-| |Stars|6,577| |Forks|444| |Last release|None| |Languages|C++ 88.9%, C 9.9%, CMake 1.2%| |Contributors|11| |AI contributor accounts (Claude / Codex / Cursor / Copilot)|None| |AI co-authored commits|None| Main contributor |Field|Value| |:-|:-| |Name|Skyth (Asilkan)| |GitHub|@blueskythlikesclouds| |Commits to this repo|113 (top contributor)| |Followers|438| ────────────────────────────── 📌 How many great GitHub repos have you discovered and completely forgotten about? Don't let another useful tool disappear into your Reddit feed. Get the community's best repos, organized by category, plus key takeaways from real developer discussions, delivered to your inbox twice a week. 📬 Never lose track of great repos again. Subscribe free.
Forza Motorsport 2 PC PORT with NATIVE GPU support up to 360fps(No emulation) Hello and I'd like to introduce my new project I have been working on: Forza Motorsport 2 reGPU A native Windows port of Forza Motorsport 2 (Xbox 360). Nothing is emulated: - CPU: the game's entire PowerPC executable is statically recompiled to x64 C++ with XenonRecomp (51,034 functions), running on our own implementation of the Xbox 360 kernel and XAM. No interpreter, no JIT. - GPU: a native Direct3D 12 renderer replaces Xenos GPU emulation found in other projects. The game's Xenos shader microcode is translated to native HLSL, its render state to D3D12 pipelines, EDRAM resolves to GPU copies, and its tiled textures are decoded natively. Yes that's right, a fully native custom DirectX 12 renderer, this does NOT use Reglue SDK or use any kind of GPU/System emulation and runs as fast and smooth as your PC can run it. SIGNIFICANTLY faster GPU performance than hl360-Forza2 (up to 360FPS if your machine can handle it) INCREDIBLY smooth frametimes, no stuttering or hitches as shaders are all precompiled on first launch(Unlike hl360-Forza2) Native support for upscalers like DLSS/FSR Fully native ultrawide support Uncapped menu framerate Full support for enhancements and renderer based post processing filters (a lighting enhancement is included as an example) The list goes on and on. Its available here as a test build: zer0ducksgiven/Forza-Motorsport-2-ReGPU It includes a full installer, requires an EU 1.0 copy of the game and the final title update (which you can find online with a quick google search) DLC is optional, again, you can find it online I won't provide it. There are bugs, if you find any, please report them on github, collaborators are very welcome! You're probably thinking: Wait, another one? You've seen a recomp of this game floating around already and yes, that's correct, hl360-Forza2, but said project disappointed me greatly and was the main inspiration for this project's creation. Performance was poor, hitches were frequent, frametimes were dreadful, support for enhanced features was limited. So I made my own!
зато я могу с полной уверенностью заявить, что мой нынешний телефон потянет неофициальный пк-порт Sonic Unleashed 🦔 hedge-dev/UnleashedRecomp
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
@SwimsuitHakufu AI tools were not utilized for this. the unleashed recomp was done via static recompilation. having access to the source code was not necessary. hedge-dev/UnleashedRecomp