Smash Ultimate PC recomp: what ssbu-recomp is and how far along it is

Super Smash Bros. Ultimate is getting a native PC port. Not an emulator: ssbu-recomp by Denkishi statically recompiles the Switch game (version 13.0.4) into a Windows x64 program with its own runtime and a Vulkan renderer. It went viral on Oct 12, 2026 after @mdaman010's post (about 3k likes and 330k views). Here's what it actually does, what works, and what you need. Checked against the official repo on Oct 13, 2026.

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What is ssbu-recomp?

It's a static recompilation: every function of the game's ARM64 machine code is translated to C ahead of time, then compiled with clang into a game DLL. The parts the Switch provided (about 1,100 system-library calls, files, audio, input, movies, and the NVN graphics API) are re-implemented by the project's runtime on Windows, a bit like Wine does for Windows apps. Shaders are translated to SPIR-V as they load.

The headline feature for modders: fighter move scripts decompile into readable, editable C++. The repo reports 95% of all fighters' animation-command scripts (80,880 of 84,886) come out behaving the same as the original in a differential test, and a fighter rebuilds in about a second.

Status (October 2026)

From the repo's own status table. It's honest about what was and wasn't tested:

AreaState
Boot, opening movie, title screen and menusWorks
1v1 Smash vs CPU, full match to the results screenWorks
Classic Mode, Training, Home-Run ContestStart and play (tested with scripted input only)
World of Light (Adventure)Intro reached; map and fights not tested
Team battles, Squad Strike, 3-8 playersNot tested
OnlineNot available (runs as an offline console)
Speed59-60 fps in a fight once shaders are prepared, even on an Intel iGPU
ControllersAny pad through SDL3, but not yet confirmed with physical pads
ModsFighter scripts as readable C++, rebuilt in about a second; a hook table makes every game function replaceable from a mod DLL
Linux / Steam DeckNot started (Windows only)
Rollback netcodePlanned, not started

Requirements

How to try it

  1. Dump your own copy of the game (version 13.0.4).
  2. Clone the official repo and install the build requirements.
  3. Run python scripts/setup.py --dump <your dump folder> plus the dependency folders listed in BUILDING.md.
  4. Launch with python scripts/run.py --userdata <folder for your saves>.

No prebuilt downloads exist. Anything claiming to be a ready-made "Smash Ultimate PC download" is not from this project.

Built with Claude, and it says so

The author writes that they're not a reverse engineer, and that almost all of the code was written by Claude coding agents they direct: they pick the problem and the workaround, the agent implements it, and a test says whether it held. That loop is why one person could take on a project this size. More projects like this: games built with coding agents.

What's next

The repo's plan: every mode playable at a steady 60 fps, an internal resolution scale, a mod platform with a small C++ SDK, and the shared fighter state machine as readable source so wavedash or a turbo mode become ordinary mods. Rollback netcode is planned but not started. A related matching decomp effort is based on sbergeron42/ssbu-decomp.

Credit: ssbu-recomp is by Denkishi (GPL-3.0). Viral post by @mdaman010. More native ports: Xbox 360 recomps, N64 PC ports, and the full decomp hub. New to this? Decomp vs recomp vs emulation.

Other recomps: Sonic Unleashed (UnleashedRecomp) and the Xbox 360 recomps hub.

FAQ

Is there a Smash Ultimate PC port?

Yes, an unofficial one in progress: ssbu-recomp by Denkishi statically recompiles Super Smash Bros. Ultimate 13.0.4 into a native Windows x64 program. It's early. Menus and full 1v1 matches work, and many modes are untested.

Is ssbu-recomp an emulator?

No. There's no CPU interpreter or JIT. The game's AArch64 code is translated to C ahead of time and compiled for PC, and the Switch system libraries and graphics API are re-implemented on Windows with a Vulkan (or OpenGL) renderer.

Can I download ssbu-recomp?

There are no prebuilt releases. You build it yourself from the official GitHub repo with your own dump of game version 13.0.4. The repo says a fresh build takes about 45 minutes and about 7 GB of disk.

Does it include the game?

No. The repo has no game code, assets, keys or firmware. Everything game-derived is generated on your PC from your own dump. Don't download dumps from anywhere.

Was ssbu-recomp made with AI?

Yes. The author says almost all of the code was written by Claude coding agents they direct, with every claim backed by a test or measurement.

Does it work on Steam Deck or Linux?

Not yet. The runtime is Windows-only today and Linux support hasn't started.

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