Matthew Stanley
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Recompilation

A collection of 6 posts
Slowing down to speed up
Recomp

Slowing down to speed up

Before-and-after CPU and GPU numbers for 20 games on nine systems, from NES to the original Xbox.
03 Nov 2026 4 min read
Introducing XboxLLR with Blinx and Jet Set Radio Future as its first two PC titles
XboxLLR

Introducing XboxLLR with Blinx and Jet Set Radio Future as its first two PC titles

Blinx and Jet Set Radio Future share one native Xbox engine, with ultrawide gameplay, higher resolutions and game-specific mods. Plus real Xbox dashboard footage.
02 Nov 2026 7 min read
Decomps & Recomps in 2026
Recomp

Decomps & Recomps in 2026

Neither approach guarantees accuracy, modding potential, or preservation. What matters is how developers use these tools.
25 Oct 2026 12 min read
Megaman X: Boss Rush
Mega Man X

Megaman X: Boss Rush

A new endless Boss Rush for Mega Man X Recompiled: two Mavericks at once, solo or with X and Zero in co-op, a fourth entry on the title menu, and native-looking meters, results and high score.
24 Oct 2026 2 min read
Rocket Knight Adventures, Recompiled
Rocket Knight Adventures

Rocket Knight Adventures, Recompiled

Konami's 1993 Genesis platformer now runs as a native static recompilation with adaptive widescreen on by default, rewind, visual save states and a launcher. Version 1.0.0 is out now for Windows and Linux; bring your own ROM.
22 Oct 2026 2 min read
The Future of Game Preservation is Decomp-Annotated-Recomps
Recompilation

The Future of Game Preservation is Decomp-Annotated-Recomps

Retro preservation treats recompilation and decompilation as rivals. They produce different things — infrastructure and understanding — and the work worth watching uses both.
17 Aug 2026 7 min read
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