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Assassin's Creed 1: Recompiled Assassin's Creed 1 into a native Windows and Android executable with Claude

A project called ac1_recomp has statically recompiled Assassin's Creed 1 into a native 64-bit Windows and Android executable, with Claude Opus 5.5 co-authoring optimizations including whole-program flag contracts, register-local management and stack traffic reduction, according to the project's README. The Windows build renders the title screen and a 3D tutorial gameplay frame using a custom runtime for D3D9 and DirectSound, while the Android ARM64 port reaches the title prompt in an emulator and runs on a Galaxy S24 Ultra but renders incompletely because the stock Qualcomm driver lacks required Vulkan extensions. Bink/MMX videos and long-play sessions remain uncovered, and Android graphics and driver support still need validation.

by read1 min views1 publishedOct 31, 2026
Assassin's Creed 1: Recompiled Assassin's Creed 1 into a native Windows and Android executable with Claude
Image: Reversedwithai (auto-discovered)

Evidence at a glance #

source evidence…

What was done #

This project performs a static recompilation of Assassin's Creed 1, enabling execution on 64-bit Windows and Android. It uses whole-program analysis and flag contracts to optimize performance, with Claude Opus 5.5 co-authoring the implementation.

The project builds and executes a statically translated portion of the original GOG DX9 executable for Assassin's Creed 1 on 64-bit Windows. The runtime supports rendering the title screen and a 3D tutorial gameplay frame. Development includes an Android ARM64 port, which has reached the title prompt in an emulator and runs on a Galaxy S24 Ultra, though rendering remains incomplete due to missing Vulkan extensions in the stock Qualcomm driver. The author reports that Claude Opus 5.5 co-authored the implementation of various optimizations, including whole-program flag contracts, register-local management, and stack traffic reduction. These changes improved performance in the pose kernel and gameplay benchmarks. The project uses a custom runtime to handle D3D9 and DirectSound interfaces. While Windows execution is functional, Android support requires further validation of graphics and device drivers. The author notes that Bink/MMX videos and long-play sessions are not yet covered. Documentation provides specific commands for benchmarking and Android preparation, including limits on D3DX texture requirements and ARM64 FFmpeg archives. Source: https://raw.githubusercontent.com/missingno7/ac1_recomp/HEAD/README.md

Reproduce it #

See the documentation at https://raw.githubusercontent.com/missingno7/ac1_recomp/HEAD/README.md for build instructions, benchmark commands, and Android preparation steps.

Community #

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