{"slug": "super-mario-world-snes-super-mario-world-statically-recompiled-to-native-c-with", "title": "Super Mario World (SNES): Super Mario World statically recompiled to native C, with some AI help", "summary": "Matthew Stanley (mstan) has released SuperMarioWorldRecomp, an in-development preview that statically translates the 65816 CPU code of Super Mario World (SNES) into C using his snesrecomp framework, with 12 of 158 commits carrying a Claude Opus 5 trailer. The port generates a C function under src/gen for every function the game runs on the main CPU, while the PPU, SPC700 audio processor, DMA and HDMA run through a C hardware reimplementation derived from LakeSnes. The README says the port is believed fully playable and hand-verified through Yoshi's Island (including Iggy's castle boss), Donut Plains from start to finish, and part of Vanilla Dome, with no catastrophic visible regressions in those worlds; releases for Windows and Linux require a user-supplied legally obtained Super Mario World (USA) ROM, which is never distributed.", "body_md": "## Evidence at a glance\n\nBased on the linked sources. The author's reported result and independent confirmation are separate checks.\n\n- AI involvement\n- Reported models: Claude Opus 5. Tools: snesrecomp, LakeSnes-derived core. The writeup below describes the work attributed to AI.\n- Reported result\n- Partial. This is the directory's source-based outcome classification.\n- Independent confirmation\n- Not reported.\n- Human work and limitations\n- Matthew Stanley (mstan) writes most commits himself and says his time for any one title is limited. The README asks for testing and pull requests and warns of rough edges.\n\n### Original sources\n\n## What was done\n\nMatthew Stanley's Super Mario World port is a proving ground for his snesrecomp framework. Twelve of 158 commits carry a Claude Opus 5 trailer, so the AI share is smaller here than in other entries.\n\nSuperMarioWorldRecomp statically translates the 65816 CPU code of Super Mario World (SNES) into C using the snesrecomp framework. Every function the game runs on the main CPU becomes a generated C function under src/gen. The rest of the SNES, meaning the PPU, the SPC700 audio processor, DMA and HDMA, is not recompiled but run through a C hardware reimplementation derived from LakeSnes, which the README says is the same model other static-recompilation projects follow.\n\nThe author describes this repository as a byproduct of building snesrecomp, where the games are the proving ground. It is labelled an in-development preview. The README says it is believed fully playable and hand-verified through Yoshi's Island (including Iggy's castle boss), Donut Plains from start to finish, and part of Vanilla Dome, with no catastrophic visible regressions in those worlds. The README links a post called Recomp and AI: 5 Months Later for background.\n\nOn evidence of AI use, twelve commits carry a Claude Opus 5 trailer out of the 158 in the history window, and the repository has agent instruction files. The author's own commits dominate, so this is human-led work with some AI assistance rather than an AI-driven port.\n\n## Reproduce it\n\nDownload a release for Windows or Linux, then point it at your own legally obtained Super Mario World (USA) ROM (.sfc or .smc); the path is remembered in rom.cfg. The ROM is never distributed.\n\n## Community\n\nAsk a question, share what worked, or follow the next milestone.\n\n[Your library](https://reversedwithai.com/library)", "url": "https://wpnews.pro/news/super-mario-world-snes-super-mario-world-statically-recompiled-to-native-c-with", "canonical_source": "https://reversedwithai.com/p/super-mario-world-snes-static-recomp-claude", "published_at": "2026-11-10 08:57:02+00:00", "updated_at": "2026-11-10 10:23:25.640738+00:00", "lang": "en", "topics": ["artificial-intelligence", "ai-tools", "developer-tools"], "entities": ["Matthew Stanley", "Super Mario World", "snesrecomp", "SuperMarioWorldRecomp", "LakeSnes", "Claude Opus 5", "Nintendo SNES"], "also_reported_by": [], "alternates": {"html": "https://wpnews.pro/news/super-mario-world-snes-super-mario-world-statically-recompiled-to-native-c-with", "markdown": "https://wpnews.pro/news/super-mario-world-snes-super-mario-world-statically-recompiled-to-native-c-with.md", "text": "https://wpnews.pro/news/super-mario-world-snes-super-mario-world-statically-recompiled-to-native-c-with.txt", "jsonld": "https://wpnews.pro/news/super-mario-world-snes-super-mario-world-statically-recompiled-to-native-c-with.jsonld"}}