Cloned Games

Super Mario World Recompilation

RecompilationActive

The original game's compiled code translated into a native program for a new platform, usually a PC port.

Super Mario World Recompilation screenshotLinks, repository & details

About

A static recompilation of Super Mario World (SNES) into native C using the snesrecomp framework. The 65816 CPU code is translated to C while the PPU, audio and DMA hardware are handled by a C reimplementation of the SNES hardware, and the README calls it believed fully playable.

History

The README describes the recompilation as a byproduct of developing snesrecomp, with the games as the proving ground for the framework.

Known issues & limitations

  • Worlds 4–7, Star Road, and Special World have not yet been hand-verified.
  • The widescreen mod is experimental, and the original enemy-slot pool limits how many enemies can be active in very wide views.
  • Widescreen is disabled in the co-op build, which always runs in standard 4:3.
  • Extended terrain streaming is not yet reliable during normal scrolling in the co-op build.
  • MSU-1 is currently disabled in the simultaneous co-op build.
  • During netplay, turbo, pause, and local reset are disabled.

What you need to run it

Original game files required. The project ships code only; you provide your own copy of the game (SNES version).

Features

  • Xbox, PlayStation, and Switch Pro controllers are auto-detected.
  • The co-op build supports two-player delay-sync netplay.

How to install

  1. Download the Windows ZIP or Linux AppImage; extract the ZIP or make the AppImage executable.
  2. To remap keys, edit the automatically generated `keybinds.ini` next to the executable and restart.
  3. To play as Captain Falcon, enable the mod on the launcher's Mods page, select a Super Smash Bros. (USA) v1.0 ROM, and press Play.

Controls

  • Player 2 has no default keyboard bindings; configure them in `keybinds.ini` to use a second keyboard player.
  • Save states use Shift+F1 through Shift+F10; load states use F1 through F10; pause is P; reset is Ctrl+R; fullscreen is Alt+Enter; turbo is Tab; renderer toggle is R; and performance display is F.

Summarised from the project's README.

Status & roadmap

  • The README says it was hand-verified end to end through Yoshi's Island (including Iggy's castle boss) and Donut Plains, with Vanilla Dome in progress at the time of writing.

FAQ

What is Super Mario World Recompilation?
Super Mario World Recompilation is an open-source recompilation of Super Mario World. The original game's compiled code translated into a native program for a new platform, usually a PC port. The original game ran on SNES.
Do I need the original game files to run Super Mario World Recompilation?
Yes. The project does not include the original game's assets, so you need your own copy.
How is Super Mario World Recompilation licensed?
project: PolyForm Noncommercial 1.0.0 (original code in this repository); project: their own licenses (vendored dependencies under third_party/ and SMWDisX disassembly clone). The repository itself is the authoritative source.
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