
Evidence at a glance
Loading source evidence…
What was done
MegaManZeroRecomp translates Mega Man Zero's ARM/Thumb code to native C++ using the gbarecomp framework. It supports native BIOS execution, persistent SRAM, and experimental widescreen modes, verified through strict static-coverage campaigns.
MegaManZeroRecomp is a static recompilation of the Game Boy Advance title Mega Man Zero for native PC execution. The project utilizes the gbarecomp framework to translate the original ROM's ARM7TDMI code into native C++ ahead of time. The runtime models hardware-facing behavior including the PPU, APU, DMA, and interrupts, while executing the real GBA BIOS through an LLE path to maintain correctness. The author reports that the project is a byproduct of developing the gbarecomp framework. Claude Opus 5 is credited as a co-author on multiple commits, including those for HUD sampling adjustments, documentation updates, and widescreen implementation. The port supports experimental widescreen modes up to 480x160, though the author notes these remain experimental and may expose game-specific pop-in. Verified campaigns pass strict static-coverage tests with zero dispatch misses or interpreted instructions. The project does not include game source or ROM data. See Recomp + AI: 5 Months Later for further details on the development process.
Reproduce it
Download the release, provide a legally obtained Mega Man Zero (USA) ROM and GBA BIOS dump, and run the executable. Build from source using CMake, Ninja, and MSYS2 by cloning the repository alongside gbarecomp.
Community
Ask a question, share what worked, or follow the next milestone.