What does static recompilation mean in simple words?

Think of a book written in a language your computer can’t read. An emulator is an interpreter who reads the book aloud in translation, line by line, every time you open it. A recomp is a translator who rewrites the whole book once. After that, anyone can read the new edition directly, and it reads faster. “Static” means the translation happens before the game starts, not during play.

How does a recomp turn a console game into a PC program?

A recomp works in three steps. First, a tool reads the game’s executable from a copy you own and finds every function in it. Second, it translates each processor instruction into equivalent C or C++ code. Third, a normal compiler turns that code into a program for your PC. The translation happens once, at build time, so nothing is translated while you play.

The translated code still expects a console around it: a graphics chip, a sound chip and controllers. Every project therefore adds a runtime that maps those parts to your PC’s graphics, audio and input. Writing that runtime is most of the work in a finished port. It’s also why two recomps of games for the same console can feel very different.

Static recompilation vs emulation: what’s the difference?

An emulator translates the game while it runs. A recomp translates it once, before it runs. That single difference explains every trade-off in the table.

Recomp (ahead of time) Emulator (while you play)
When code is translated Once, at build time Constantly, every frame
What you get A native program for one game One program for a whole console library
Speed Native, needs little power Extra work for the PC all the time
New features Easy to add: widescreen, high frame rates, mods Possible, but harder
Effort per game High: each game is its own project Low once the emulator works
Files you need Your own copy of the game Your own copy, plus a BIOS file on some consoles

Static recompilation vs dynamic recompilation

Dynamic recompilation is the technique many emulators use. They translate blocks of game code just before those blocks run and keep the results for reuse. A recomp does the same translation for the entire game in advance. The dynamic approach copes better with tricky code. The ahead-of-time approach removes the translation cost completely.

Static recompilation vs decompilation

A decompilation (recomp vs decomp explained) produces readable source code that people rewrite by hand until it matches the original program. A recomp produces machine-generated code instead. That code is quick to create but hard for people to read. Some recomp projects borrow function names and fixes from existing decompilations to make their code easier to work with.

Which games use static recompilation?

This method is behind most new fan PC ports. These tools are the main ones in November 2026:

  • Nintendo 64: N64Recomp. Used by Zelda 64: Recompiled (Majora’s Mask) and many later N64 ports.
  • Xbox 360: XenonRecomp and ReXGlue. Unleashed Recompiled uses XenonRecomp. Newer ports such as re:Blue (Blue Dragon) use the ReXGlue kit.
  • PlayStation 1: PSXRecomp and RecompOne. PSXRecomp powers early ports like Tomba Recomp; RecompOne outputs C# code.
  • PlayStation 2: PS2Recomp. Still an experiment with no finished game, according to its author.
  • Switch: individual projects, such as the Tears of the Kingdom and Smash Bros. Ultimate recomps, use their own recompilers for the Switch’s ARM code.

Why is it so hard to recompile a whole game?

Games don’t always say where their code is. Jump tables, code that changes itself and code loaded at run time are hard to find without running the game. A recompiler that misses a function produces a port that crashes when the game reaches it. That’s why many recomps start as alpha releases and improve with every version. The newest research projects try to find every function by brute force, but no tool handles every game yet.

Is a recompiled game faster than an emulated one?

Usually, yes. A recompiled game runs as native code, so even modest laptops and handhelds can play it smoothly. An emulator does the same translation work again on every frame. The exact gain depends on the port’s runtime: graphics code that still mimics the original console can cost as much power as an emulator would.

Does a recomp need my own copy of the game?

Yes. A recomp project publishes only its own code and the runtime. The game’s code and art come from a copy you own: the port reads your files on first start and builds or loads the game from them. Many ports accept only one exact game version or region, which the project page lists. Our guide on how to dump your own games explains the common file types.

Is a recomp the same as a remaster?

No. A remaster is an official new release by the publisher, often with new art. A recomp is a fan project that runs the original game on new hardware. It can add improvements such as higher resolutions, but the game itself stays the same.

Where can I find recompiled games?

Our recompiled games list collects every recomp we track, with its status and our test results. Each port page names the tool behind it, the files it needs and how it ran on our test devices. Download a port only from the project’s own page, never from a re-upload site.

Sources

  1. Binary translation · Wikipedia
  2. Dynamic recompilation · Wikipedia
  3. ReXGlue SDK: recompilation concepts · ReXGlue documentation
  4. N64Recomp README · N64Recomp on GitHub
  5. What is PS2Recomp, a project to recompile PlayStation 2 games so that they can run on PC? · GIGAZINE · 30 Jan 2026
  6. RecompOne opens a new route for PlayStation 1 games on PC · Generation Amiga · 20 Jul 2026