What is a game recomp?
A game recomp is a native PC version of a console game, made by static recompilation. A tool reads the game’s original machine code and translates it into C or C++ ahead of time. That code is then compiled into a normal Windows, Linux or Mac program. Zelda 64: Recompiled, built with N64Recomp, and Unleashed Recompiled, built with XenonRecomp, are well-known examples.
The translation is mostly automatic, so a recomp can appear quickly after a tool for that console exists. The hard part is everything around the code: graphics, sound, input and fixes for parts the tool can’t translate.
What is a game decomp?
A game decomp is a rebuild of the game’s source code, written so that it compiles back into the exact same program. People reverse the original code function by function and rewrite it in readable C. When the rebuilt code matches the original byte for byte, the decomp is finished.
A finished decomp lets developers port the game to any system, fix old bugs and add features. The Super Mario 64 decompilation, for example, led to PC ports with widescreen and high frame rates. A decomp takes far longer than a recomp, often years of volunteer work.
What is an emulator?
An emulator is a program that imitates a whole console on your PC. It runs the original game files unchanged and translates each instruction while you play. Many emulators use dynamic recompilation, which converts code into PC instructions on the fly. That works for almost every game on the console, but it needs more power than a native port. Well-known emulators include Dolphin for GameCube and Wii, PCSX2 for PlayStation 2, Xenia for Xbox 360 and RPCS3 for PlayStation 3.
Recomp vs decomp vs emulator: the differences at a glance
| Recomp | Decomp | Emulator | |
|---|---|---|---|
| How it works | Machine-translated console code, compiled for PC | Hand-rebuilt source code, compiled for PC | Imitates the console while the game runs |
| Games covered | One game per project | One game per project | Most of a console’s library |
| Time to make | Months | Often years | Years, but once for all games |
| Speed on your PC | Native | Native | Needs a stronger PC |
| Mods and new features | Often | The most freedom | Limited (texture packs, patches) |
| Files you need | Your own copy of the game | Your own copy of the game | Your own copy (plus a BIOS file for some consoles) |
| Examples | Zelda 64: Recompiled, Unleashed Recompiled | Super Mario 64 PC ports | Dolphin, PCSX2, Xenia, RPCS3 |
Is a recomp better than an emulator?
A recomp is usually better for the one game it covers. It runs as native code, so it needs less power, and it often adds widescreen, higher frame rates and mod support. An emulator wins when no recomp exists, which is still true for most games. Recomp projects only cover a few hundred titles across all consoles.
Recomp vs decomp: which is better?
Neither is better in general. A recomp arrives faster because a tool does most of the translation. A decomp produces readable code, so it gives modders and porters the most freedom. Some recomps also use parts of existing decomps to label functions and fix problem areas. For players the result feels similar: a native program that loads your own game files.
Do recomps and decomps need my own copy of the game?
Yes. Recomp and decomp projects publish only their own code. They never include the game’s graphics, music or levels. On first start, each port asks for files from a copy you own, such as a cartridge dump or a disc image. Many ports accept only one exact version, for example a specific region. Our guide on how to dump your own games explains what each port asks for.
Are recomps and decomps legal?
The projects themselves contain no game data, which is why most of them stay online. Using one with files from a copy you own is a common setup, but the law differs by country, and publishers sometimes send takedown notices. Projects that ship the game’s own files are the ones most often taken down. This is general information, not legal advice.
How can I tell if a project is a recomp or a decomp?
The project’s own page usually says so, often in the name. “Recompiled” or “Recomp” in a title means static recompilation. A decomp project talks about “matching” builds and the share of the code already rebuilt. Look for the tool as well: N64Recomp, XenonRecomp, ReXGlue, PSXRecomp and PS2Recomp are recompilers. If a project bundles an emulator core, it is closer to an emulator wrapper than a native port, even if its name says “port”.
Why are there so many new recomps in 2026?
New recompilers made whole consoles possible in a short time. N64Recomp covered the Nintendo 64 first. XenonRecomp and then the ReXGlue kit opened the Xbox 360. PSXRecomp and RecompOne followed for the PlayStation 1, and PS2Recomp started as an experiment for the PlayStation 2. Some developers now also use AI coding assistants to speed up the work, which is why several ports appear every week. Quality varies a lot between these projects, so check each port’s test results before you install it.
Which should I use?
Use a recomp or decomp when one exists for your game: it is the fastest and most modern way to play. Use an emulator for everything else. Every port page on Is It Ported? says which type a project is, what files it needs and how it ran in our tests.