Simon3Sarkis/super-odyssey-pc-recomp
GamesA native Windows port of Super Mario Odyssey made by static recompilation, requiring your own game dump and keys.
What it is
Super Odyssey PC Recomp turns the ARM64 code of a legally obtained Super Mario Odyssey 1.0.0 copy into C ahead of time, then compiles it into a regular Windows executable. No emulator runs during play: the parts of the Switch the game talks to — kernel, system services, the NVN graphics API and audio — are reimplemented on the PC, with Vulkan for graphics. The installer handles your NSP/XCI (or an extracted folder), accepts the optional 1.4.1 update, decrypts with your prod.keys, recompiles the game code for your PC and precompiles every shader at install time.
The port exposes an in-game settings menu (F1/Esc) with internal resolution scaling, NVIDIA DLSS/DLAA, AMD FSR 1, SMAA, ultrawide fill-window, experimental native 120 FPS or frame interpolation, anisotropic filtering, key rebinding, RomFS mods and built-in updates. It is aimed at players who own the Switch game and keys and want a native Windows version.
Quick start
- Download the latest
...-windows.zipfrom Releases and extract it to a folder you own (for exampleD:\Games, not Program Files). - Start
SuperOdysseyRecomp.exe. The program is unsigned, so SmartScreen may show a warning; the README says to choose More info then Run anyway. - In the installer, select your game (Super Mario Odyssey 1.0.0 as NSP/XCI, or a folder with extracted
exefsandromfs; decompress NSZ/XCZ first), optionally the 1.4.1 update NSP, yourprod.keys(auto-detected next to the game file or in%USERPROFILE%\.switch), and an install folder (about 12 GB). - Press Install. The installer checks the game file, writes the data, recompiles the game code and compiles shaders, both taking several minutes once.
- Press Play.
To build from source, install MSYS2 UCRT64 with clang, SDL3, FFmpeg, shaderc and Python (tools\setup_windows.ps1), place game files under extracted\, then run make gen, make -j16 and make dlls; see the Windows build guide.
Requirements and limits
Windows 10/11 x64 only, a CPU with AVX2 (Intel Haswell / AMD Zen or newer), a Vulkan 1.3 GPU with an up-to-date driver, 8 GB RAM (16 GB recommended), and about 12 GB free disk space. You must supply your own game copy and your console's prod.keys; the repository contains no game files, code, assets or keys, and dumping instructions are not provided. Online features that need Nintendo's servers do not work, and code mods (exefs patches, IPS/pchtxt, online mods) are unsupported because the game code is rebuilt from the original; RomFS mods work. Version 1.4.1 is less tested than 1.0.0, and native 120 FPS is experimental on both. Unknown graphics glitches and an occasional first-draw stutter remain. The repo code is MIT-licensed, while third-party components keep their own licenses and the license grants nothing for Nintendo's game.
HotRepo's take
The project appeared on HotRepo's new-project board on 2026-11-12, its first day, with 113 stars and 3 forks gained in the tracking window. There is no GitHub all-language daily rank recorded and no further snapshot yet, so that single day is all the evidence available. The README is unusually concrete for a fan port — it names the recompiler toolchain and its upstream lineage (LAS Recomp and Power Moon Recomp), distinguishes the installer workflow from the source build with real make targets, and lists realistic hardware and graphics limits. The main open question is not project explainability but the reliability of the preview build itself: 1.0.0 is the tested baseline, 1.4.1 and native 120 FPS are explicitly less proven.
Written by AI from the project's README, updated . The project's own docs are the source of truth.
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