snes-recomp: snes-recomp Static SNES ROM Recompiler The snes-recomp project, a Rust-written static recompiler that translates SNES ROMs (65816 CPU) into C code compiled against a custom runtime, reports successfully generating native ports, with The Legend of Zelda: A Link to the Past as its primary implementation example. The author documents that Claude Sonnet 5.5 was a co-author on numerous commits covering menu implementation, widescreen functionality, and documentation updates, and notes technical limits including a bell-shaped DSP interpolation kernel instead of the exact hardware Gaussian table, no PPU interlacing emulation, and no cycle-accurate behavior since the clock is proportional by block. The project requires users to supply their own legally obtained ROMs and game-specific profiles and prohibits distributing generated C code or game assets; independent confirmation of the reported result was not reported. Evidence at a glance Based on the linked sources. The author's reported result and independent confirmation are separate checks. AI use in the original source Excerpts checked against the source on 26/10/2026. Author reports do not establish independent verification. - AI involvement - Reported models: Claude. Tools: Rust, cargo, gcc, clang, MSVC, TinyCC, SDL2. The writeup below describes the work attributed to AI. - Reported result - Works. This is the directory's source-based outcome classification. - Independent confirmation - Not reported. - Human work and limitations - The project is highly modular, separating the engine from game-specific logic. The use of AI Claude Sonnet 5.5 is documented extensively in the commit history for tasks ranging from feature implementation to documentation and specification synchronization. Original sources What was done snes-recomp is a static recompiler that translates SNES ROMs into C code, which is then compiled with a custom runtime to produce native executables. It supports features like widescreen and game-specific profiles, while maintaining strict separation from copyrighted game assets. The snes-recomp https://raw.githubusercontent.com/alexperez7/snes-recomp/HEAD/README.md project is a static recompiler written in Rust that translates SNES ROMs CPU 65816 into C code. This generated C code is compiled alongside a custom runtime—which includes implementations for the bus, DMA/HDMA, PPU, SPC700, DSP, input, and save states—to produce a native executable. The project functions as an engine, requiring separate game-specific profiles to operate. The author reports that the engine successfully generates native ports, with The Legend of Zelda: A Link to the Past serving as the primary implementation example. The project documentation notes several technical limitations: the DSP interpolation uses a bell-shaped kernel rather than the exact hardware Gaussian table, the PPU does not emulate interlacing, and cycle-accurate behaviors are not reproduced as the clock is proportional by block. Commit history indicates that Claude Sonnet 5.5 was a co-author on numerous commits related to menu implementation, widescreen functionality, and documentation updates. The project maintains a strict legal stance, requiring users to provide their own legally obtained ROMs and explicitly prohibiting the distribution of generated C code or game assets. Reproduce it Users must provide a valid SNES ROM and a corresponding game profile. The engine can be built using Rust's cargo. For the interactive frontend, SDL2 development files are required. The snes-port tool handles the build process, utilizing local compilers like gcc, clang, or MSVC, or optionally downloading TinyCC.