Super Mario World 2: Yoshi's Island Recomp
SMW2Recomp is a native PC port of Super Mario World 2: Yoshi's Island with support for shaders like ScaleFX and NNEDI3.
- Type: PC port
- Game: Super Mario World 2: Yoshi's Island
- Runs on Windows
- By mpolizel
- Latest release v0.1.2, 2026-11-06
- Source: https://github.com/mpolizel/SMW2Recomp
README
Super Mario World 2: Yoshi's Island Recomp
A native recompilation of Super Mario World 2: Yoshi's Island (USA), built on snesrecomp.
Yoshi's Island is Nintendo's 1995 platformer for the Super NES: Yoshi carries baby Mario across the island to rescue his brother Luigi from Kamek and Baby Bowser. Its hand-drawn look, with sprites stretched, rotated and morphed on the cartridge's Super FX 2 chip, made it one of the most distinctive games of the console.
You must legally own a copy of the game. No ROM data is distributed with this project, in the repository or in any release. The recompiled C is generated locally from your own copy and is never committed.
☕ Keep the ports coming
This project is free and always will be. Every port in this series, Yoshi's Island included, is built with many hours of AI-assisted reverse engineering, and that AI time is paid. If you enjoy playing it, a coffee at buymeacoffee.com/mpolizel keeps the AI running so more SNES games can be ported to native Recomp. Any amount helps, and thank you!
Download (ready-to-run Windows build)
Get the latest yoshisisland-<version>-windows-x64.zip from the
Releases page.
The zip is a setup pack: it contains the launcher, the recompiler and this source tree (with the framework patches already applied), but no game data. On first run:
- Unzip anywhere and start
SuperMarioWorld2YoshisIslandSNESRecomp.exe. - Let it download the portable build tools (one time per machine), or point
it at a
cmake-clang-v1zip you already have. - Pick your own
Super Mario World 2 - Yoshi's Island (USA).sfc(CRC32d138f224; the file name does not matter, the contents are checked). - Press Generate & rebuild. The playable game is built into
build/and started; run it from there afterwards.
In the launcher, Settings → Shader lists the scanline, CRT and upscaler
presets; choosing one switches the renderer to OpenGL automatically. A fresh
install starts with no shader (the plain picture), the lightest option for
any graphics card; pick a CRT or upscaler preset there if yours has room.
Your choice is saved in config.ini and kept. The upscalers include
ScaleFX and the neural NNEDI3 presets.
During play, Ctrl+L (or Select+L3 on a controller) reopens the
launcher: shader, window scale, volume and controls apply when you press
Resume, without restarting the game. I cycles the audio interpolation
between Gaussian (the console's own, the default), Cubic (crisper
highs) and Sinc; it only changes what you hear, never the game, and the
choice is saved in audio_interpolation.txt.
On laptops with two graphics cards (NVIDIA Optimus, AMD switchable graphics) the game asks the driver for the dedicated one. If it still runs slowly, set the game's executable to High performance in Windows Settings → System → Display → Graphics.
Saves and updates
The game's own save (the three save files on the cartridge's battery) is kept
in build\saves\save.srm.
With Check for updates on start ticked (the default; on the launcher's main
screen, next to Skip launcher on boot), the game asks GitHub for the latest
release when it starts and offers to install a newer one. Accepting closes the
game, downloads the new setup pack, copies it over the install folder and
reopens the setup window: press Generate & rebuild. Nothing is deleted;
build\ (the rebuilt game, saves\, save states, config.ini,
keybinds.ini) and rom.cfg are kept. Untick the box to turn the check off
(saved in update.ini).
Your saves are never lost or broken by an update. In-game saves and save
states made by any release keep working in every later one. Before installing,
the updater copies build\saves\ to save-backups\<date>_before_<version>\
and never deletes those copies; save files are left out of the copy, and if
they changed anyway the backup is put back. Every release after the first is
checked against the one before it with tools/check_update_compat.ps1, which
builds the previous release, makes an in-game save and a save state with it,
installs the new pack with the previous release's own updater and rebuilds; it
fails unless every save file is byte-identical and the new build continues the
old save state.
See CHANGELOG.md for what changed in each release.
Status
Boots through the Nintendo logo, the opening story and the title screen into
the file select, the intro on Yoshi's Island and the first level, at full speed
with the Super FX graphics drawn. The in-game save is written to
save.srm. Most code still runs through the snesrecomp interpreter; every
world and boss is not yet verified. See Porting from here.
Framework patches
patches/ holds changes to the snesrecomp and recomp-ui submodules.
Reapply them after updating the submodules:
git -C snesrecomp apply ../patches/snesrecomp-audio-interpolation.patch
git -C snesrecomp apply ../patches/snesrecomp-glsl-passprev-and-vao.patch
git -C snesrecomp apply ../patches/snesrecomp-mosaic-frame-model.patch
git -C snesrecomp apply ../patches/snesrecomp-nmi-idle-loop-wai.patch
git -C snesrecomp apply ../patches/snesrecomp-nmi-wai-in-handler.patch
git -C snesrecomp apply ../patches/snesrecomp-raster-oam-and-hdma.patch
git -C snesrecomp apply ../patches/snesrecomp-raster-vram-journal.patch
git -C snesrecomp apply ../patches/snesrecomp-resume-state-restart.patch
git -C snesrecomp apply ../patches/snesrecomp-shader-forces-opengl.patch
git -C recomp-ui apply ../patches/recomp-ui-host-toggle.patch
snesrecomp-raster-oam-and-hdma.patch is the renderer fix shared with the
other ports: per-line sprite tables, HDMA set up in vblank, and vblank writes
kept in their own field. It also counts HDMA's first transfer, made in V=0's
H-blank, as a table line, as the hardware does. Yoshi's Island uploads
Yoshi's tiles and his sprite table together at line 221; in 0.1.0 the
renderer drew every line with the newest tiles, so the per-line sprite table
was limited to screen splits (with the older table under the new tiles, Yoshi
showed extra heads). Since 0.1.1 the tiles are journaled too (below), and the
table and tiles of each line come from the same moment.
snesrecomp-raster-vram-journal.patch makes the renderer draw each line with
the video memory, palettes and sprite table it had on hardware. The renderer
runs after the CPU half of a frame, so a write made while the picture is
drawn (in forced blank at the bottom of the screen) used to reach every line
of that frame; it is now journaled and replayed from its own line, and writes
made by the next frame's NMI before the render are kept out. It also reads
BG mode 2's offset-per-tile rows at BG3VOFS and BG3VOFS+8 (the code read
BG3VOFS-1 and +7, a row off when BG3VOFS is a multiple of 8) and drops a +1
on the vertical offset, as bsnes does. Both showed in World 1-7: the stage
was assembled from the wrong rows, then shook 8 pixels back and forth while
Yoshi walked, because the next frame's offset table, uploaded at line 217,
was drawn under this frame's fine scroll. With video memory journaled, the
per-line sprite table of snesrecomp-raster-oam-and-hdma.patch applies to
every frame that rewrites it again.
snesrecomp-resume-state-restart.patch makes a setting that needs a restart
come back to the same moment. The in-game launcher saves saves\resume.sav,
restarts and loads it before the first frame, when no session exists yet. A
save state holds the machine but not the CPU half's registers or resume
point (a load during play keeps the session's own, the game's idle loop), so
the frame driver booted from the reset vector over it. The restart file is
now written in the rollback format (machine plus execution residue), and the
frame driver takes the interpreter's resume point at the start of a frame.
Save-state slots keep their format.
snesrecomp-mosaic-frame-model.patch builds the mosaic table on every visible
line. The optimized renderer built it only on line 0, which frame-model hosts
never render, so every line of a mosaic-enabled layer sampled the layer's
first row.
snesrecomp-nmi-idle-loop-wai.patch and snesrecomp-nmi-wai-in-handler.patch
make a WAI halt until the next interrupt, as on hardware, in the main loop
and inside an interrupt handler; without them the interpreter could spin to
its step cap and freeze the screen.
snesrecomp-audio-interpolation.patch adds the Cubic and Sinc audio
interpolation (I key). They resample the dry output only; the echo buffer,
OUTX, pitch modulation and save states stay those of the console's Gaussian
filter, so the game runs identically in every mode.
snesrecomp-glsl-passprev-and-vao.patch fixes two shader bugs: a pass that
reads PassPrev<n> back to the game frame got nothing (ScaleFX drew black),
and switching to no shader mid-game drew a black screen because the shader
path left the plain path's vertex attributes disabled.
snesrecomp-shader-forces-opengl.patch switches the renderer to OpenGL when a
shader is picked, since the presets only run there.
recomp-ui-host-toggle.patch lets a title add one checkbox of its own beside
"Skip launcher on boot"; this project uses it for the update check.
ROM identity
| File | Super Mario World 2 - Yoshi's Island (USA).sfc |
| Publisher | Nintendo |
| Developer | Nintendo EAD |
| Year | 1995 |
| Mapping | lorom |
| Region | USA (North America) |
| Coprocessor | Super FX 2 (GSU-2) |
| CRC32 | d138f224 |
| SHA-256 | 9b4957466798bbdb5b43a450bbb60b2591ae81d95b891430f62d53ca62e8bc7b |
tools/regen.sh refuses to run against anything else, so a mismatched
revision fails immediately instead of producing subtly wrong output.
Build
git submodule update --init --recursive
bash tools/regen.sh --rom "/path/to/Super Mario World 2 - Yoshi's Island (USA).sfc"
cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
cmake --build build -j
The ROM does not have to live in the repository — keeping it on your own
drive is the better habit, and SNESRECOMP_ROM sets the path once for a
shell. Without either, tools/regen.sh finds
Super Mario World 2 - Yoshis Island (USA).sfc at the repo root, then the path
the setup wizard recorded in rom.cfg; .gitignore blocks both from ever
being committed.
tools/regen.sh verifies the ROM, generates src/gen/*.c, and re-syncs
recomp/funcs.h. Re-run it whenever you change anything under recomp/.
The Windows build is a window app: diagnostics go to
SuperMarioWorld2YoshisIslandSNESRecomp.log beside the executable.
-DSMW2_CONSOLE=ON brings the console back for debugging.
Run
./build/SuperMarioWorld2YoshisIslandSNESRecomp # launcher picks the ROM
./build/SuperMarioWorld2YoshisIslandSNESRecomp "/path/to/Super Mario World 2 - Yoshi's Island (USA).sfc"
With no ROM on the command line the build opens the recomp-ui launcher: a ROM
picker with a verification badge, plus display / audio / input settings. Your
choice is cached in rom.cfg beside the executable, so the next launch opens
on it and "Skip launcher on boot" makes it immediate.
Either way the ROM is checked against the digests above before anything boots — a dump that could not have produced this build is refused at the door rather than mis-executing ten frames in.
Layout
| Path | What lives there |
|---|---|
recomp/ | Analysis input: bank*.cfg, symbols.toml, generated funcs.h |
rom_identity.txt | ROM digests — read by the build, tools/regen.sh and CI |
src/ | Host code you own: main.c, game_rtl.c, smw2_update.c |
src/gen/ | Generated C. Never committed — regenerate locally |
assets/shaders/ | Scanline, CRT and upscaler presets for the launcher |
patches/ | Changes to the framework submodules (see above) |
snesrecomp/ | Framework submodule (owns lib/recomp-net, lib/retcomm-rbengine) |
tools/ | regen.sh — the ROM → C pipeline; check_update_compat.ps1; import_libretro_shaders.py |
scripts/ | package_release.sh — player-facing zip |
framework_pins.txt | Exact framework commits this project was scaffolded against |
Porting from here
The scaffold stops where the game-specific work starts. In rough order:
- Make it boot.
src/game_rtl.cholds the frame driver. It starts on the framework's beam-aligned driver (snesrecomp/runner/src/beam_frame_driver.h): one frame per PPU field, interrupts taken where the beam latches them, the field rasterized from the raster journal. - Name things. Add entries to
recomp/symbols.tomlas you identify routines, then re-runtools/regen.sh. Setemit = trueto promote one into ahead-of-time analysis; leave it false to keep it interpreted. Seerecomp/README.md. - Resolve dispatch misses. After every run, deal with unresolved indirect targets before anything else — they are the reason a port diverges, and they are cheap to fix early.
- Never synthesise a result to get past uncovered code, and never edit
src/gen/by hand. Fix the config or the framework and regenerate.
Multiplayer
Single player.
License
This project's own source is under the MIT license in LICENSE. The
framework carries its own terms (PolyForm Noncommercial 1.0.0) — see
snesrecomp/LICENSE and snesrecomp/THIRD_PARTY_ATTRIBUTION.md; the changes
in patches/ apply to that framework and fall under its terms. The shaders
under assets/shaders/_libretro/ come from libretro/glsl-shaders and keep each
author's license in their file headers. None of these cover the game data,
which is not distributed here.
Enjoying Yoshi's Island Recomp? ☕ Buy me a coffee to help bring the next SNES game to native Recomp.