Super Mario World (SNES): Super Mario World statically recompiled to native C, with some AI help 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. Evidence at a glance Based on the linked sources. The author's reported result and independent confirmation are separate checks. - AI involvement - Reported models: Claude Opus 5. Tools: snesrecomp, LakeSnes-derived core. The writeup below describes the work attributed to AI. - Reported result - Partial. This is the directory's source-based outcome classification. - Independent confirmation - Not reported. - Human work and limitations - 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. Original sources What was done Matthew 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. SuperMarioWorldRecomp 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. The 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. On 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. Reproduce it Download 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. Community Ask a question, share what worked, or follow the next milestone. Your library https://reversedwithai.com/library