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OpenSmash-Ultimate / ssbu-recomp

git clone https://github.com/OpenSmash-Ultimate/ssbu-recomp.git

Static recompilation of Super Smash Bros. Ultimate 13.0.4 to a native Windows program: tools and runtime only, bring your own dump

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Star history (as recorded here)

2026-10-20 · 305 ★ 2026-10-23 · 403 ★
LanguageC
LicenseGPL-3.0
Created2026-10-12 (11d ago)
Last push1d ago
Watchers12
OwnerOrganization

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README excerpt
# OpenSmash-Ultimate
**Super Smash Bros. Ultimate as a native PC program: recompiled, not emulated.**
One-click installer, Vulkan renderer, in-game settings, fighters as readable C++ source, online and rollback in progress.
### Install  |  Website  |  Discord
> The project is called **OpenSmash-Ultimate**. The repository is still named `Denkishi/ssbu-recomp`.
> **This repository contains no game code, no game assets, no keys and no firmware.**
> You need your own legally obtained copy of the game (13.0.4 or 13.0.5). Everything derived from it is generated on
> your PC, from your dump, and never leaves it. The only game-related text in the tree is names: a list of
> system-library function names chosen for translation, and function names used by the tools.
## What is it?
OpenSmash-Ultimate is a **native Windows port made by static recompilation** of *Super Smash Bros. Ultimate*
(Nintendo Switch, version 13.0.4 or 13.0.5). The game's AArch64 machine code is translated to C ahead of time and
compiled for your PC. There is no CPU interpreter and no JIT while you play. The console's system libraries, graphics
API, audio, video, input and file system are re-implemented by this project's own runtime, and the picture is drawn
with **Vulkan**.
It starts like any PC game, runs in a 16:9 window (F11 for borderless fullscreen), takes any controller, loads its
shaders at start, and its fighters can be read and changed as C++ source.
## Why it is different
- **Native code instead of emulation.** The CPU work of "pretending to be a Switch" is gone because the game's code
 is already x64 when you start it. We make no claim of being faster than any specific project on your hardware; we
 publish what we measured and how (59-60 fps in fights on an NVIDIA GPU and on an Intel integrated GPU).
- **API-level graphics.** The game's graphics API (NVN) is translated to Vulkan, and the game's shaders are translated
 when loaded and prepared on background threads. This keeps the renderer small and tunable. General emulators that
 reproduce a GPU in detail are more faithful to unusual cases; the two approaches serve different goals.
- **Source where people edit.** Fighter scripts become readable C++ that is checked against the original in
 differential tests. That is what a real mod platform and a rollback netcode need: the simulation as code and data you
 can read.
- **Install without ceremony.** One double-click, no Visual Studio, no firmware dump.
We learned from many open-source projects (see Credits) and respect all of them.
## Install in 3 steps
You need **your own game dump and keys**. That is all: the installer fetches everything else.
1. **Download** the game's ZIP: **ssbu-recomp-main.zip** (the same as the green
 *Code* button > *Download ZIP*), and unpack it, or `git clone` it. **Not** the files under *Releases*: those are build
 tools the installer downloads by itself.
2. **Double-click `Install SSBU.bat`.** It sets up a private Python inside the folder (nothing