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josiahg2502-glitch / BrawlRecompiled

git clone https://github.com/josiahg2502-glitch/BrawlRecompiled.git v0.3.0 · today

Native PC port of Super Smash Bros. Brawl (static recompilation): 4K, widescreen, gamepads, and Wii SD mods (Project+, Project+Ex, REX, Brawl Minus, Legacy XP). Bring your own disc.

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Star history starts 2026-10-23; the chart appears after the second daily snapshot.

LanguageC++
License—
Created2026-10-22 (today)
Last pushtoday
Watchers1
OwnerUser

Links

README excerpt
# Brawl Recompiled
A native PC port of **Super Smash Bros. Brawl** (Wii, 2008), made by statically recompiling the game's PowerPC code
(main.dol and all 126 `.rel` modules) to C++ with WiiCompiled. No
emulator: the game runs as a Windows program.
**Work in progress.** What works today: boot, saves, every menu tested so far, VS battles, the attract demos,
Classic mode's start, and the Subspace Emissary's opening (cutscenes and the first battle). Project+ and
Project+Ex load from the virtual SD card and play matches with their own characters and stages; REX, Brawl
Minus and Legacy XP load the same way (see Mods).
## Screenshots
Rendered at 4K (shown here at 1080p).
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## Features
- Up to 4K, and the game's own 16:9 mode (plus fill-the-window for ultrawide)
- 120 fps frame interpolation, on by default (it shows on displays faster than 60 Hz; game speed is unchanged)
- Every gamepad is a GameCube controller (Xbox, PlayStation and Nintendo layouts), the keyboard too; real Wii
 Remotes over Bluetooth
- A launcher that installs the game from your own disc image (.iso, .ciso, .wbfs), with the display, controller
 and mod settings, and Wii / Dolphin save import; it uses the game's own title font, fighters and Smash Ball, taken from your
 disc when the release is built (`tools/make_launcher_art.py`)
- Keyboard and mouse controls for player 1, set up in the launcher or the game's F10 menu
- Saves in `UserData\NAND`, compatible in layout with a Wii's
- A virtual SD card (`UserData\SD`), so the game's own SD features and SD-based mods work
- Gecko codes and Project+-style mods (in progress, see below)
- Windows and Linux
**No game data is included**: the game's files are read from your own copy of the game.
## Mods
Brawl mods are installed the way they are on a Wii's SD card:
- **The SD card** is the folder `Play\UserData\SD`. Copy a mod's SD card contents into it (for Project+: the
 `Project+`, `private` and `apps` folders from the Wii download). At start the game gets a card image built from
 that folder the way Dolphin builds one (FAT32, the contents plus 512 MiB to 8 GiB of free space;
 `UserData\Cache\sd_card.raw`, rebuilt only when the folder changes); files the game writes to the card are
 copied back into the folder when it exits. A card over 2 GiB is an SDHC card, which Brawl reads only with a
 mod's SDHC support (Project+ has it). A Dolphin `sd.raw` placed at `UserData\sd.raw` is used directly instead.
- **Gecko codes**: the `RSBE01.GCT` of the card folder chosen on the launcher's Mods page ("Codes to load",
 `[mods] sd_codes` in `Config.toml`), else the first folder with one (`UserData\SD\Project+\RSBE01.GCT`), else
 `UserData\Codes\RSBE01.gct`, is installed with USB Loader GX's code handler, honouring a `gc.txt` beside it
 (code list address, hook type, pokes) exactly as the mods' own loaders do: the handler runs once before the
 game's first instruction and then at every frame.
- Code the codes patch run