[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"$f2jb0ad4ghiupq":3},{"code":4,"message":5,"data":6,"timestamp":25},10000,"success",{"full_name":7,"position":8,"description":9,"language":10,"stars":11,"forks":12,"stars_gained":13,"age_days":14,"hn_threads":15,"one_liner":16,"summary_md":17,"topic":18,"github_topics":21,"license":22,"homepage":22,"updated_at":23,"history":24},"josiahg2502-glitch\u002FBrawlRecompiled",13,"Native PC port of Super Smash Bros. Brawl (static recompilation): 4K, widescreen, gamepads, and Wii SD mods (Project+, Project+Ex, REX, Brawl Minus, Legacy XP). Bring your own disc.","C++",82,1,43,2,[],"Run Super Smash Bros. Brawl natively on Windows or Linux without an emulator, including popular SD-card mods.","If you already own a Brawl disc image and want it to run as a PC program with 4K output, gamepad support and SD-based mods, this is worth watching — but it is an early work in progress, not a finished way to play the whole game.\n\n## The problem\n\nBrawl players on PC currently launch the game inside Dolphin, configure an emulated Wii, then point the emulator at an SD-card image to load mods such as Project+. Getting high resolutions, a working gamepad mapping and mod content all lined up takes several separate emulator settings. Brawl Recompiled replaces that stack: the game is statically recompiled from PowerPC to C++ and runs as a native Windows program, with a launcher that installs the game from your own disc image and holds the display, controller and mod settings. The result is one executable that boots straight into the game.\n\n## What's different\n\nThe core mechanism is static recompilation: `main.dol` and all 126 `.rel` modules are translated to C++ with the [WiiCompiled](https:\u002F\u002Fgithub.com\u002Fpatchzyy\u002FWiicompiled) toolchain, so the code runs directly rather than being interpreted at runtime by an emulator. That is why the project can offer up to 4K, the game's own 16:9 mode, frame interpolation up to 120 fps and a virtual SD card that behaves like the console's storage. The virtual SD card matters for mod users: mods are installed by copying SD-card contents into `UserData\\SD`, and the game gets a FAT32 card image built from that folder.\n\nThe trade-off is scope. The [README](https:\u002F\u002Fgithub.com\u002Fjosiahg2502-glitch\u002FBrawlRecompiled\u002Fblob\u002Fmaster\u002FREADME.md) is explicit that the port is a work in progress. Boot, saves, tested menus, VS battles, attract demos, the start of Classic mode and the opening of the Subspace Emissary (cutscenes and first battle) are said to work, and Project+, Project+Ex, REX, Brawl Minus and Legacy XP load from the virtual SD and play matches. That does not describe a complete single-player playthrough, and no compatibility matrix for every mode exists in the supplied material.\n\n## Who should try it\n\nGood fit: a Brawl mod player who owns a USA RSBE01 disc image, has a Windows PC, and mainly plays VS matches with Project+ or similar SD mods — the port's strengths are exactly resolution, controllers and mod loading. A Linux build is mentioned, and online play lets up to four players host or join rooms, including over Tailscale from the launcher, which suits groups already playing together.\n\nPoor fit: someone who wants a finished emulator replacement for the full game, or who does not own the disc image — no game data ships with the repository. Building from source is a separate path with its own requirements; ordinary users are expected to use the launcher to install from their disc image.\n\n## Requirements and limitations\n\nYou must supply your own copy of the game: the USA release (RSBE01) is specified, and the repository contains no game code or data. The launcher accepts .iso, .ciso and .wbfs images. Building from source asks for Windows, Python 3, 16 GB of RAM and that same disc image, and the build instructions depend on a toolchain shared with another port project.\n\nMod installation follows the Wii SD-card convention, so a mod must be packaged the way it is on a real console; the virtual card copies files the game writes back into the folder on exit. Online play works without port forwarding by using a free matchmaking server. Expect ongoing upkeep as the port's feature coverage changes.\n\n## HotRepo's take\n\nThe repository was two days old at HotRepo's 2026-10-25 observation, where it had 83 total stars and rank #13 on the new-repository board for C++ — that is a board rank, not a daily growth figure. The tracked coverage spans only 2026-10-24 to 2026-10-25 with no comparable daily-board history, so persistence cannot yet be judged. Before investing time, check the README's list of what works against the modes you actually play.",{"slug":19,"name":20},"games","Games",[],null,"2026-10-25T03:01:09Z",[],1792912668]