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SerenityG4K/SpaceAnimalsRecomp

Games

Build a native Windows version of your own Star Fox Switch 2 copy via static ARM64-to-C++ recompilation.

129
5
C++
GPL-3.0
4 days old

What it is

SpaceAnimalsRecomp is a static recompilation project for Star Fox on Nintendo Switch 2 (update 2.0.0). It translates the game's ARM64 code to C++, compiles it to native x86-64 on the user's PC, maps the Switch 2 NVN graphics API onto Vulkan, and translates the game's shaders to SPIR-V. The result is a native Windows program, not an emulator.

The project ships a launcher that verifies the user's .nup dump by SHA-256, extracts executables, recompiles the game (roughly 20–30 minutes), links recomp_main.exe, and precompiles shaders for the local GPU. It targets players who own the Switch 2 game and want a native PC build, and developers interested in static recompilation, NVN-on-Vulkan and Switch 2 reverse engineering. The README states that nearly all code, tooling and documentation were written by Claude under human direction and testing.

Getting started

Requirements: Windows 10/11 64-bit, a CPU with AVX2, a GPU with Vulkan 1.3, about 6 GB free disk for the build, and 32 GB RAM recommended. The only tested configuration is an AMD Ryzen 7 9700X with an NVIDIA RTX 5070 Ti. You also need your own Star Fox Switch 2 copy with the 2.0.0 update (v131072, title ID 0400E88025B1A000), dumped from your own console as a single .nup file.

  1. Download SpaceAnimalsRecomp-1.0.3-windows.zip from Releases; it bundles Python, Clang, GCC and glslang.
  2. Extract it to a writable folder whose path uses only Latin characters, for example C:\Games\StarFox, not Program Files.
  3. Run lanceur.exe, choose your .nup copy under COPY › choose, then click BUILD THE GAME.
  4. Wait for extraction, recompilation, linking and shader translation, followed by first-launch shader precompilation for your GPU (about a minute).
  5. Click PLAY; full screen or windowed, language, resolution, frame rate and controls are configured in the launcher or via SETTINGS.

Your copy is read-only and never modified. Saves live in %APPDATA%\SpaceAnimalsRecomp\save.

Constraints and status

  • The launcher is Windows-only today; Linux is on the roadmap. Handheld PCs such as the Steam Deck have not been tested.
  • The project is experimental and not optimized. 80 of 2,468 shader stages are not yet translated, and 90/120 fps modes are unstable; 60 fps is the stable target.
  • No DLSS/FSR or frame generation yet, so rendering is at native resolution and demands more GPU power than the console version.
  • Input is limited to keyboard (remappable) and one XInput controller; mouse, PlayStation/Switch Pro controllers, rumble, amiibo, mods and online play are planned.
  • Game files, keys and firmware are not included and will not be provided; builds made from your copy contain Nintendo code and must stay private.
  • The project's own code is GPL-3.0; bundled build tools keep their own licenses.

HotRepo's take

HotRepo first recorded the repository on 2026-11-13, when it appeared on the C++ new-project list with 20 stars gained over a window of roughly 9.5 hours, reaching 121 stars and 5 forks in the sampled hourly series. There is no GitHub daily-rank entry and no Hacker News discussion in the available data, so the record shows early, modest pickup in the C++ list rather than broad ranking momentum. The technical substance is specific: a local, file-verified recompile pipeline with Vulkan pipeline libraries and published progress tables, plus candid notes about untranslated shaders and a single tested hardware configuration.

Written by AI from the project's README, updated . The project's own docs are the source of truth.

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