Cloned Games

Super Smash Bros. Recompilation

RecompilationActive

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

Super Smash Bros. (original game, not this project)Original game image
Image of the original game, Super Smash Bros.. This project has no screenshots of its own yet.
Links, repository & details

About

BattleShip is a PC port of Super Smash Bros. (N64), covering both the US (NTSC-U v1.0) and Japanese releases. It is built on the ssb-decomp-re decompilation, uses libultraship for rendering, audio and input, and uses Torch to extract assets from the ROM at build time. It runs natively on macOS (Apple Silicon), Linux, Windows and Android, and its own code is MIT licensed.

How it differs from the original

It adds toggleable options such as disabling tap jump, a Classic mode with 2-player local co-op, Z-cancel assists, a competitive ruleset, hitbox view, a music shuffler and music selection screen, and unlock options. Rendering options include resolution scaling, MSAA, widescreen and ultrawide support, and post-process shaders. It also supports hi-res texture packs and native C mods on desktop. Rollback netcode and online play are listed as a work in progress.

Getting started

You must supply your own ROM; no Nintendo assets are distributed. The US and JP versions are separate builds, so build the one matching your ROM, and a dump that does not match the listed hashes will not work. A first-run wizard extracts assets from the ROM, and the options are toggled in-game from the ESC menu.

History

The author says the project was started and developed alone with Claude until the v0.3-beta release, and is no longer a purely AI project as contributors have helped with playtesting, game knowledge and fixes. The port was started when the decompilation was 96% complete code only.

What you need to run it

Original game files required. The project ships code only; you provide your own copy of the game (N64 version).

Features

  • The PC port runs on macOS (Apple Silicon), Linux, Windows, and Android.
  • You can adjust resolution, anti-aliasing, texture filtering, widescreen, renderer, VSync, and window modes.
  • Desktop supports native C mods with runtime compilation and hot-reload; scripting is disabled on Android.
  • Rollback netcode and online play are a work in progress.

Controls

  • GameCube adapters support all four ports, hotplug, and remapping on desktop; on Windows, the adapter must use the WinUSB driver.
  • Raphnet adapters support up to four channels.

Summarised from the project's README.

Modding & tools

  • GhostlyDark's SSB Reloaded high resolution texture pack is distributed separately and loads only if you download it yourself.

Licensing & legal

  • The decompiled source it builds on has no explicit license upstream, and the MIT grant covers only the port-specific code.

Additional notes

Controllers
Supported inputs include SDL2 controllers, Raphnet adapters and the GameCube adapter.

FAQ

What is Super Smash Bros. Recompilation?
Super Smash Bros. Recompilation is an open-source recompilation of Super Smash Bros.. The original game's compiled code translated into a native program for a new platform, usually a PC port. The original game ran on N64.
Do I need the original game files to run Super Smash Bros. Recompilation?
Yes. The project does not include the original game's assets, so you need your own copy.
How is Super Smash Bros. Recompilation licensed?
project: MIT License (port-specific code); VetriTheRetri/ssb-decomp-re and its contributors: not licensed (decompiled source). The repository itself is the authoritative source.
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