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BelmanteGu / SuperMarioWonderRecomp

git clone https://github.com/BelmanteGu/SuperMarioWonderRecomp.git

Super Mario Bros. Wonder static recompilation (NVN on Vulkan/MoltenVK), macOS, Android and Windows. No game assets.

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Star history starts 2026-10-20; the chart appears after the second daily snapshot.

LanguageC++
LicenseMIT
Created2026-10-14 (6d ago)
Last push2d ago
Watchers9
OwnerUser

Links

README excerpt
# Super Mario Bros. Wonder Recomp
 A Projeto Belmante project · youtube.com/@belmante 
Static recompilation of **Super Mario Bros. Wonder** (Nintendo Switch, 1.0.0, title ID `010015100B514000`) to native
code. No emulator runs: the game's AArch64 machine code becomes C++ compiled for the host, and its system and graphics
calls (NVN, Nintendo's own API) are implemented natively on **Vulkan** (MoltenVK on the Mac).
Part of the SwitchGamesRecomp work (same runtime, see
docs/FRAMEWORK.md); this repo follows Wonder alone. Living log: PROGRESS.md.
> [!NOTE]
> **No game files are included.** This repository holds no game code, assets, keys or firmware, and no build
> made from them. Everything derived from the game stays in `private/` (gitignored). You need your own legally
> dumped copy of Wonder 1.0.0, plus your own keys and firmware. Instructions on how to obtain them are **not**
> provided.
> [!IMPORTANT]
> **This project was made with a lot of AI and a lot of study.** Most of the code, tooling and documentation was
> written with AI assistance (Anthropic's Claude), directed, tested and reviewed by a human who spent a great deal of
> time studying the Switch's CPU, OS and graphics stack (AArch64, NVN, Maxwell shaders, Vulkan) to guide it. If you
> don't agree with the use of AI or don't trust AI-written code, that is your right; you run the code at your own
> discretion.
> [!IMPORTANT]
> **A note on the history of this repo.** The project was developed across several computers, and files were lost
> when moving between them. Part of the code had to be rewritten from scratch, and some early notes, test
> scripts and intermediate results no longer exist. If something in PROGRESS.md or the docs refers
> to a file you cannot find, that is probably why. Bug reports about gaps like this are welcome.
## Platforms
| Platform | Status | Graphics |
|---|---|---|
| macOS (Apple Silicon) | works, the reference platform | Vulkan on Metal through MoltenVK |
| Windows (x86-64) | works, tested on NVIDIA (RTX 3050) and Intel GPUs | native Vulkan 1.3 |
| Android (arm64) | works, tested on a Galaxy S23 | native Vulkan 1.3 |
| Linux (x86-64) | works since 2026-10-17, tested on Ubuntu 26.04: NVIDIA RTX 3050 laptop GPU, and **60 fps on an Intel UHD integrated GPU** (720p) | native Vulkan 1.3 |
Linux support was added on 2026-10-17 by BelmanteGu (Projeto Belmante): the
platform layer `runtime/src/platform_linux.cpp` (SDL3 window, gamepad, keyboard and audio, Vulkan surface through
SDL, crash handler) and `memguard_linux.cpp`, a Linux branch in `CMakeLists.txt` and `tools/wonder_linux.sh`. The
recompiled code and the translated shaders built on Linux are byte for byte the Mac's. See Linux.
## State
*The Flower Kingdom intro on Linux, NVIDIA RTX 3050, ultrawide 21:9 (`NX_ULTRAWIDE=1`, 2560x1080; GIF at 15 fps).*
| Title | Character select |
|---|---|
| | |
| **Flower Kingdom intro** | **Opening at the castle** |
| | |
*All four on Linux, RTX 3050, ultrawide 2560x1080. Gamep