Building & Enhancing Recomps: Ecosystem Updates
A mod loader across four consoles, adaptive widescreen from GBA to Nintendo DS, voxel NES experiments, and first frames from CD-i, Xbox, and GameCube.
Software Engineer & Technology Enthusiast
A mod loader across four consoles, adaptive widescreen from GBA to Nintendo DS, voxel NES experiments, and first frames from CD-i, Xbox, and GameCube.
Five months after building a PS1 static recompiler with AI, the experiment has expanded into a whole family of console recompilation ecosystems. What the games taught me, how the AI models changed, and why the frameworks are the real product.
gbarecomp's first release showcasing early support for The Minish Cap, Pokemon FireRed/LeafGreen/Ruby/Sapphire/Emerald.
MegamanXSNESRecomp snesrecomp Megaman X for the Super NES has just gotten it's first fully playable build, making SNESRecomp's second fully playable game, with Legend of Zelda: A Link to the Past remaining in active development towards MVP. This build was made possible as a result of
💡 This article discusses heavy use of AI, but the article itself was not written using AI. The words in this article are my own. I wished to communicate my intents and story myself, grammatical errors and all, of the why and how I am using AI 📝 Each of
0:00 / 0:46 1× As I've become more experienced in the ecosystem that is recompilations and achieved my milestones of my other recompilation projects finally hitting their milestone of their first commercial title – I wanted to experiment with a more obscure ecosystem that was going
snesrecomp Super Mario World Recomp 0:00 / 0:50 1× The SNES: A Different Class of Problem SNESRecomp as a project has been much harder than NESRecomp, and my other recomp projects, in ways that are not immediately visible from the outside. The SNES CPU, the 65816, can change
0:00 / 0:55 1× SegaGenesisRecomp Sonic the Hedgehog 2 Recomp Sonic the Hedgehog 2 now has a playable PC port build, marking SegaGenesisRecomp's important second-title milestone. Playable does not mean exhaustive. It means a player can boot the game and navigate through stages. Less commonly travelled
0:00 / 2:00 1× This article is a follow up to my first ever article and attempt at a static recompiler ecosystem which can be found here When I first wrote about PSXRecomp, it was very much a tech demo that aimed to help me get into the
0:00 / 1:06 1× nesrecomp Super Mario Bros Duck Hunt Dr Mario Legend of Zelda Metroid Faxanadu Yoshi Megaman 3 Gumshoe The Significance of Ten Titles The NES is a small system compared to later consoles, but commercial NES games are not all built the same way. Many
nesrecomp LegendOfZeldaNESRecomp FaxanaduRecomp SuperMarioBrosNESRecomp DrMarioNESRecomp When I originally wrote about Faxanadu running through a static recompiler, it was effectively a proof of concept. It demonstrated that 6502 code could be translated into native C and run without an interpreter, but it required a fair amount of manual intervention and game-specific
segagenesisrecomp: https://github.com/mstan/segagenesisrecomp Sonic runner: https://github.com/mstan/SonicTheHedgehogRecom EDIT March 26th, 2026 Addendum Second Pass Improvements After the initial write-up a few days , I took another pass at the project and made significantly more progress by improving the tooling and feedback loop. As a result,
In my previous article, I Built a PS1 Static Recompiler With No Prior Experience and Claude Code , I documented experimenting with static recompilation using the PlayStation game Tomba! as a test case. That article focuses more on the learning process and the workflow I used to iterate on a PS1
https://syncscribe.cc SyncScribe is a browser-based tool for generating subtitles from video files. The goal of the project was to simplify the process of creating subtitles without requiring multiple tools, local installs, or uploading entire videos to third-party platforms. The workflow is straightforward. A user uploads a video file
Tomba! (USA) Running as a native Windows PC application (WIP) PSXRecomp Overview This article documents my exploration of Claude Code and its ability to assist with static analysis and static recompilation for the original PlayStation. As a technical demo, I chose the game Tomba! . Given the topic, it would be