WitherBlitz / NSMB-Wii-Multiplayer-Recompilation
git clone https://github.com/WitherBlitz/NSMB-Wii-Multiplayer-Recompilation.git
v0.2.2 · 2d ago
New Super Mario Bros. Wii running natively on Android and Windows: a static recompilation built on WiiCompiled. Bring your own game.
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Star history (as recorded here)
LanguageC++
LicenseGPL-3.0
Created2026-10-07 (15d ago)
Last push1d ago
Watchers0
OwnerUser
Links
- GitHub: github.com/WitherBlitz/NSMB-Wii-Multiplayer-Recompilation
- Releases · Issues · Hacker News mentions
README excerpt
# NSMB Wii Multiplayer Recompilation A native port of New Super Mario Bros. Wii for Android phones and Windows and Linux PCs, made with static recompilation. There's no emulator in the loop, no interpreter, no JIT, no PowerPC anywhere at runtime. **Port made by WitherBlitz with the help of WiiCompiled's code, and was entirely coded by Claude Opus 5.5.** > [!IMPORTANT] > There are no game files in this project or its releases: no disc image, no levels, music, > graphics or sounds. You need your own copy of **New Super Mario Bros. Wii (USA, `SMNE01`, > revision 1)** and Dolphin on a computer to extract it. The downloads do > contain the game's code, translated to native code, the way KartPad's do. See > What the downloads contain. I just want to play Running natively on Android at 60 fps, with the on-screen sideways Wii Remote. --- ## What it does **Runs natively on your phone.** The whole game is compiled to ARM64 code ahead of time. It runs at a full 60 fps on a Snapdragon 6 Gen 1 phone. **LAN and Tailscale multiplayer across phones and PCs.** On the save file screen, a **Couch / LAN** button sits at the top right (Couch by default). Switch it to **LAN** to **Create Room** (choose how many are playing, then start the room when everyone is in) or **Join** a room from a list that finds games by itself: on your Wi-Fi, and over the internet on your Tailscale network, phones included. Every device runs the game and only the players' inputs travel, in lockstep. If a player drops, the others get a message instead of a frozen game, and the host keeps the progress. See LAN and Tailscale multiplayer. **Tap the menus.** Tap (or click with the mouse on Windows) what you want on the game's menus: the title screen, Select a File, Select Players, the LAN menus, the world map's Menu / Select World / View Map / Items buttons, the pause and **+** menus and the Save / Don't Save style windows. On the world map, tap a level (or a Toad house, tower or castle) and the player walks there along the paths; tap the one the player stands on to play it. The on-screen controller hides on the main menus and comes back for the game. **Touch controls, tilt and shake.** An on-screen sideways Wii Remote (D-pad, 1, 2, A, Shake, + and -) with adjustable opacity and vibration. Turn the phone like a steering wheel to tilt, jolt it to shake. Each can be turned off. **Any aspect ratio, ultrawide included.** Original 4:3, 16:9, or Fill, which widens the view to fit your whole screen. On screens wider than 16:9 (ultrawide monitors, most phones) the game really draws wider: levels, the world map and the menus show more to the sides instead of being stretched, and enemies appear at the real edges of your screen. **Native rendering via aurora.** The graphics layer is built on aurora, a source-level GameCube & Wii compatibility layer, running on Vulkan (Android) or Direct3D 12 / Vulkan (Windows). **High internal resolution.** Render at more than the console's 480 lines, on phones and on PC