Games and modsPartialSource available
Target: Super Mario World (SNES)

Super Mario World statically recompiled to native C, with some AI help

Platform
SNES to native Windows and Linux
Outcome
Partial

Evidence at a glance

Based on the linked sources. The author's reported result and independent confirmation are separate checks.

AI involvement
Reported models: Claude Opus 5. Tools: snesrecomp, LakeSnes-derived core. The writeup below describes the work attributed to AI.
Reported result
Partial. This is the directory's source-based outcome classification.
Independent confirmation
Not reported.
Human work and limitations
Matthew Stanley (mstan) writes most commits himself and says his time for any one title is limited. The README asks for testing and pull requests and warns of rough edges.

What was done

Matthew Stanley's Super Mario World port is a proving ground for his snesrecomp framework. Twelve of 158 commits carry a Claude Opus 5 trailer, so the AI share is smaller here than in other entries.

SuperMarioWorldRecomp statically translates the 65816 CPU code of Super Mario World (SNES) into C using the snesrecomp framework. Every function the game runs on the main CPU becomes a generated C function under src/gen. The rest of the SNES, meaning the PPU, the SPC700 audio processor, DMA and HDMA, is not recompiled but run through a C hardware reimplementation derived from LakeSnes, which the README says is the same model other static-recompilation projects follow.

The author describes this repository as a byproduct of building snesrecomp, where the games are the proving ground. It is labelled an in-development preview. The README says it is believed fully playable and hand-verified through Yoshi's Island (including Iggy's castle boss), Donut Plains from start to finish, and part of Vanilla Dome, with no catastrophic visible regressions in those worlds. The README links a post called Recomp and AI: 5 Months Later for background.

On evidence of AI use, twelve commits carry a Claude Opus 5 trailer out of the 158 in the history window, and the repository has agent instruction files. The author's own commits dominate, so this is human-led work with some AI assistance rather than an AI-driven port.

Reproduce it

setup

Download a release for Windows or Linux, then point it at your own legally obtained Super Mario World (USA) ROM (.sfc or .smc); the path is remembered in rom.cfg. The ROM is never distributed.

Community

Ask a question, share what worked, or follow the next milestone.

Your library