WCW/nWo Revenge: Recompiled is a project that uses N64Recomp to statically recompile the Nintendo 64 game WCW/nWo Revenge (USA) into a native PC port, running on the N64ModernRuntime with RT64 as the rendering engine. It is the sister project of WCW vs. nWo World Tour: Recompiled, sharing its runtime stack and conventions.
This repository and its releases do not contain game assets. The original game is required to build or run this project.
Status: beta. The game boots, renders at high resolution, plays music and sound effects, takes keyboard and gamepad input through the menus and matches, and saves persist automatically. See Known Issues for what's still rough.
- System Requirements
- Features
- Planned Features
- FAQ
- Known Issues
- Building
- Libraries Used and Projects Referenced
- Special Thanks
Currently a Windows build is provided; other operating systems may be supported later.
A GPU supporting Direct3D 12.0 (Shader Model 6) or Vulkan 1.2 is required. A CPU supporting the SSE4.1 instruction set is also required (Intel Core 2 Penryn series or AMD Bulldozer and newer).
If you have crashes on startup, make sure your graphics drivers are fully up to date.
Provide your copy of the US version of the game and start playing! The project loads assets directly from your ROM, so there is no separate extraction or build step.
Rendering is hardware-accelerated through RT64 at high resolution, with the game's original visual effects intact — no emulator-style workarounds or hacks.
With Aspect Ratio set to Expand (the default), the 3D scene renders at your window's aspect ratio with a correctly widened field of view, while 2D interface elements stay at their original proportions.
Press Esc (or your gamepad's Back/Select button) during play to open the config menu: general settings, graphics settings, full input rebinding for keyboard and controller (two bindings per input), and audio settings. Menus can be used with mouse, keyboard, or controller.
Revenge moves on the N64 d-pad and taunts with the analog stick, so the default mappings are built for that: move on the left stick and d-pad, taunt on the right stick, and the defensive pair on mirrored triggers. Grapple = A, attack = X, run = B, climb/turnbuckle = Y, switch focus = bumpers. Keyboard: WASD moves, IJKL taunts, Space/Shift/Q/E/R for the face buttons. Everything is rebindable in the in-game menu.
Unlike its predecessor, Revenge saves to the cartridge itself on real hardware — no Controller Pak juggling. The port emulates that battery-backed SRAM directly: your championship progress, records, and settings persist automatically across sessions. Because saves live on the cartridge, the controller slot is free for rumble: answer the game's "Rumble Pak detected" prompt at the title screen and your gamepad vibrates during matches.
- High framerate support (frame interpolation) — see Known Issues
- Linux support
- Mod support
Static recompilation is the process of automatically translating an application from one platform to another — here, the game's original MIPS machine code is translated into C and compiled for modern PCs. For details, see N64Recomp. This is not an emulator and not a decompilation.
It isn't — no public decompilation of WCW/nWo Revenge exists. Unlike most
recompilation ports, which borrow symbol names from a decomp, this project generated
its own symbol metadata from scratch via a splat
disassembly (see disasm/ and syms/).
- Windows:
%LOCALAPPDATA%\RevengeRecompiled\saves\
Configuration files and the log file live one level up in the same app folder. Save data is preserved across updates.
Yes — place a file named portable.txt in the same folder as the executable and
saves, config files, and the stored ROM will be kept next to the executable instead.
You don't. This project is only a port of WCW/nWo Revenge, and it only
accepts one specific ROM: the US (NTSC-U) N64 release
(SHA1 E1711A2511394B9357B5F1AC8CA5CC17BD674836). It is not an emulator and it
cannot run any arbitrary ROM.
You can't accidentally load the wrong file — the launcher validates the ROM before storing its own copy (so the original file can be moved or deleted afterwards). If the stored copy ever goes missing or gets corrupted, the launcher simply offers Load ROM again.
- Frame interpolation is disabled (Framerate is locked to Original). Like its sister game, Revenge builds each visual frame from several RSP tasks and submits fully composed matrices, which defeats RT64's frame-interpolation heuristics — interpolated frames warp geometry. High-framerate support needs game-side matrix-group patches and is planned.
- Overlays such as MSI Afterburner and other software such as Wallpaper Engine can cause performance issues that prevent the game from rendering correctly. Disabling such software is recommended.
Building is not required to play — grab a release instead. To build from source, see BUILDING.md.
- N64Recomp — the static recompiler this port is built with
- N64ModernRuntime — the modern runtime (ultramodern + librecomp)
- RT64 — the rendering engine
- RecompFrontend — launcher, config menus, and input stack
- RmlUi for building the menus and launcher
- lunasvg for SVG rendering, used by RmlUi
- FreeType for font rendering, used by RmlUi
- SDL2 for windowing, input, and audio
- moodycamel::ConcurrentQueue for semaphores and fast, lock-free MPMC queues
- Gamepad Motion Helpers for sensor fusion and calibration algorithms
- DirectX Shader Compiler, zstd, nativefiledialog-extended, and plume via RT64
- splat / spimdisasm for the disassembly that produced this project's symbol metadata
- Inter, Noto Emoji, and
PromptFont fonts (OFL; PromptFont license in
assets/promptfont/) - SDL_GameControllerDB for community controller mappings
- WCW vs. nWo World Tour: Recompiled, Bomberman Hero: Recompiled, and Zelda64Recomp as reference projects for structure and conventions
- Wiseguy and DarioSamo for creating N64Recomp and RT64.
- RevoSucks and the Bomberman Hero: Recompiled project, the template for this port's sister project and therefore for this one.
- The Zelda64Recomp team for establishing the conventions the whole recomp ecosystem follows.
- ethteck and the splat/spimdisasm contributors — the disassembly tooling that made a no-decomp recompilation possible.


