Inazuma Eleven 3: The Ogre — Recomp
ie3ogre-nds-recomp is a native PC port of Inazuma Eleven 3 Sekai heno Chousen The Ogre with 3D up to 10x and 16:9 widescreen.
- Type: PC port
- Game: Inazuma Eleven 3: Sekai heno Chousen!! The Ogre
- Runs on Windows
- By matheus2x
- Latest release v0.1.18, 2026-10-28
- Source: https://github.com/matheus2x/ie3ogre-nds-recomp
README
Inazuma Eleven 3: The Ogre — Recomp
English · Português
A native PC port of Inazuma Eleven 3: Sekai heno Chousen!! The Ogre (Nintendo DS)
through static recompilation from ARM to C++. No emulator: the game's code becomes a PC program.
3D up to 10× • 16:9 widescreen • savestates and rewind • controllers • mods • Brazilian Portuguese translation
How to play · Controls · Mods · Building · Development · Problems
Warning
Pre-alpha. The game runs with 2D/3D graphics, sound, videos and controls, and the story has been played past the first match, but there are still bugs. Back up your saves and report problems on the issues page.
Important
The game is not included. Releases carry no game data or code: the launcher prepares everything on your PC from a dump of your own cartridge. This is a non-profit fan project with no affiliation to LEVEL-5 or Nintendo.
Note
AI tools assist the development of this project. Its direction, technical decisions and testing are the maintainer's, who reviews every change before publishing it.
Note
The game itself is the Japanese version. The launcher and the in-game pause menu are in English by default, with
Brazilian Portuguese as an option ("Language / Idioma" in the Play tab). The documentation in docs/ is in
Brazilian Portuguese; this README is the English overview.
About
The game's ARM9 and its 133 overlays are translated to C++ by ntr-recomp (16,057 functions) and compiled for
x86-64. What used to be DS hardware (2D and 3D graphics, sound, touch, cartridge) and the ARM7 are reimplemented
on the PC, along with the parts of the BIOS and the NitroSDK the game uses.
| On the DS | In this port | |
|---|---|---|
| 3D resolution | 256×192 | 1× to 10×, with anti-aliasing |
| Screens | two stacked 4:3 screens | 16:9: the bottom screen large with both small screens beside it, or stacked |
| Progress | the game's save only | the game's save, 5 savestates and up to 30 s of rewind |
| Speed | normal | fast-forward from 2× to 10× and auto-A |
| Controls | DS buttons and stylus | keyboard, mouse on the touch screen and controllers, all remappable |
| Content | the cartridge | mods as folders or .zip files, including the PT-BR translation |
| Wi-Fi | Nintendo WFC (shut down) | disabled |
Features
- ARMv5TE/Thumb → C++ recompiler (
ntr-recomp): ARM9, ITCM and 133 overlays - Runtime: memory, IRQs, timers, DMA, overlays and threads as fibers; BIOS, NitroSDK and ARM7 in HLE
- Software 2D and 3D rendering, with 3D from 1× to 10×, anti-aliasing and wireframe
- Audio (16 channels at 32 kHz) and Mobiclip videos
- Saves, savestates, rewind, fast-forward, 16:9 widescreen and remappable controls
- Pause menu with settings, savestates and shortcuts
- A launcher with nothing from the game: it prepares, configures, updates, picks saves and manages mods, in English or Brazilian Portuguese
- Mods: replace files and overlay data, whole or as BPS patches (no game data)
- A log, replay and history of every session, for bug reports
- Linux release (source builds only for now)
- Mods: documented formats, high-resolution textures, a special move editor
How to play
Requirements: Windows 10 or 11 (x64), a dump of your cartridge (see below) and an internet connection the first time, to download the compiler.
- Download
ie3ogre-recomp-<version>-windows.zipfrom the latest release and extract it to a folder you can write to (Documents, for example; avoid "Program Files"). - Open
ie3-launcher.exeand pick your dump, or drag the.ndsonto the window. - The launcher checks the dump, creates
boej.pak(the game's data, ~450 MB), downloads the llvm-mingw compiler once (~190 MB) and compilesboej.exe. This takes one to a few minutes, depending on your CPU. Then just click Play: the dump is no longer needed.
The launcher's other tabs:
| Tab | What it does |
|---|---|
| Settings | video, audio, controls and the launcher's language (also in the in-game pause menu, with Esc) |
| Saves | picks the save the game uses, creates new saves and imports .sav files from a cartridge or emulators |
| Mods | adds, enables, orders and removes mods; creates a mod from a modified dump |
| Updates | downloads the new version and recompiles the game without asking for the dump; saves, settings and mods are kept |
Everything stays in the launcher's folder: saves/, savestates/, mods/, logs/ and boej.ini (settings). The
README.txt that ships with the release explains each one.
Supported dump
| Game | Code | SHA-1 of the .nds |
|---|---|---|
| Inazuma Eleven 3: Sekai heno Chousen!! The Ogre (Japan) | BOEJ | 9380f1d7ee75e7c6ef24f1b76c88ecdc85088957 |
Only the unmodified retail dump (for a translation shipped as an .nds, see
Mods). The other IE3 versions (Bomber, Spark and the European 3DS release) are
not supported. If your dump has a different SHA-1, open an issue with the hash.
Controls
| DS | Keyboard | Controller |
|---|---|---|
| D-pad | arrow keys | D-pad or left stick |
| A / B / X / Y | X / Z / S / A | face buttons (by DS position) |
| L / R | Q / W | shoulders |
| Start / Select | Enter / Right Shift or Backspace | Start / Back |
| Touch screen | mouse on the bottom screen | — |
| Shortcut | Key |
|---|---|
| Pause menu (settings, savestates, reset, quit) | Esc |
| Fast-forward (hold / toggle) | Tab / F2 |
| Auto-A (hold / toggle) | C / F3 |
| Savestate: save / load / change slot (1 to 5) | F5 / F9 / F6 and F7 |
| Rewind (hold; up to 30 s by default) | R |
| Mark a problem in the log | F8 |
| Fullscreen / screenshot | F11 / F12 |
Everything can be remapped in the launcher or the pause menu. Savestates also hold the running recompiled code:
they only load in the same boej.exe and with the same mods (an update recompiles the game).
Mods and the PT-BR translation
Mods replace game files (text, fonts, images, tables) without touching boej.pak. Each mod is a folder or a
.zip in the mods/ folder: put it there (or drag it onto the launcher) and enable it in the Mods tab. How
to make a mod (in Portuguese): docs/MODS.md.
Official mods live in mods/ and ship as separate .zip files with each release, as patches only,
with no game data:
| Mod | What it is |
|---|---|
CyberLifePlus | Brazilian Portuguese translation. Originally made by the CyberLife group and continued here: the story is fully translated, and what is left is tracked in docs/TRADUCAO.md |
Reporting problems
If something goes wrong, press F8 right away, close the game and open an issue with:
- what happened and what you expected;
- from the
logsfolder (the "Open the logs folder" button in the launcher): the session log inlogs/sessoes/and the replay with the same name inlogs/replays/(the.txtand the.sav, which replay the session exactly); - the version (Updates tab) and the enabled mods.
Each time the game opens is a session named after the date and time; the 20 most recent are kept, and
logs/historico.txt summarizes all of them.
Building
Requirements: Python 3.12+, CMake 3.28+, a C++20 compiler and SDL3. You also need the retail dump.
python3 tools/extract.py retail.nds # once: checks the dump and creates build/boej.pak
python3 tools/analyze.py dsd retail.nds # once: function map (ds-decomp)
python3 tools/build.py # recompiles and builds build/cmake-rel/game/boej
./build/cmake-rel/game/boej
python3 -m unittest discover -s tools/tests -t tools # tests (no ROM needed)
Windows builds from Linux/WSL, releases, Ghidra analysis and the environment variables used for testing:
docs/DESENVOLVIMENTO.md.
Documentation
All in Portuguese.
| Document | Contents |
|---|---|
| Development | repository layout, building, releases, static analysis, settings, logs and environment variables |
| Mods | the mod format, BPS patches, tools and how it works inside |
| PT-BR translation | what is left to translate, the checklist, naming conventions and technical text rules |
| CyberLifePlus | credits, versions and how to continue the translation |
| Diary | the project's step-by-step history, with what was learned about the game |
Contributing
- Never commit ROMs, dumps, extracted files or snippets of the game's code (
.gitignoreblocks the common cases). Mods go in as.bpspatches, and translations intranslations/hold only the new text. - Log relevant findings and changes in
docs/DIARY.md, and translation work in thedocs/TRADUCAO.mdchecklist too. - Run the tests (
python3 -m unittest discover -s tools/tests -t tools) before opening a pull request.
Credits
Translation
- The CyberLife group, for the PT-BR translation that the
CyberLifePlusmod is built on.
Projects and libraries
- ds-decomp (Aetias): the function map and the code extraction on the player's PC, including the DS Protect decryption (credit to taxicat1).
- SDL3, Dear ImGui and
llvm-mingw. Licenses in
launcher/TERCEIROS.txt. - Ghidra, for static analysis.
References
- FFCCEOT-Recomp: static recompilation of a DS game; the architectural model for this project.
- gen1recomp: the model for launcher-based releases.
- khdays-port: a native port of a DS game from a decompilation.
- melonDS and GBATEK: hardware references.
License and legal notice
This project's code (recompiler, runtime, launcher and tools) is licensed under the MIT License.
Third-party components keep their own licenses (launcher/TERCEIROS.txt). The
translation in mods/CyberLifePlus/ and translations/ builds on the CyberLife group's work and is not covered
by the MIT License.
Inazuma Eleven and its characters, logos and artwork, including the logo in docs/assets/ and the icon in
game/icon.ico, belong to LEVEL-5 Inc. This is a fan project with no affiliation to LEVEL-5 or Nintendo. You need
a legitimate copy of the game to play. The generated boej.pak and boej.exe contain the game's data and code:
they are for personal use only and must not be distributed.