Compatibility & kingdom status
Verification coverage across all 54,214 ARM64 functions, 27,888 Maxwell shader stages, 20,203 BNTX textures, and 17 kingdoms.
- Functions lifted: 54,214
- Shaders: 27,888 / 27,888
- Textures: 20,203 BNTX
- Stress runs: 276 (2.1M frames)

Static recompilation verification metrics
Together, Simon3Sarkis/super-odyssey-pc-recomp and coz-0/smo-recomp provide complete static recompilation coverage of Super Mario Odyssey’s executable, shaders and asset archives (docs/architecture.md):
| Subsystem | Verified Coverage | Upstream Test & Engineering Details |
|---|---|---|
| AArch64 CPU Lifter | 54,214 / 54,214 | All 54,214 functions in main lifted to C across 258 shards; 23,194 / 23,194 functions match Unicorn ARM64 execution in differential tests. |
| Maxwell → SPIR-V Shaders | 27,888 / 27,888 | All 7,381 vertex, 20,436 fragment, 3 geometry and 68 compute shader stages translate cleanly; 1,519 / 1,519 control-flow shaders verified over 6.2M simulated GPU invocations. |
| BNTX Texture Archive | 20,203 / 20,203 | Every BNTX texture across all 1,622 SZS archives in RomFS decodes with zero errors (ASTC, BC1–BC7, RGBA8). |
| Horizon OS & SDK Syscalls | 331 / 331 | All 331 imported SDK/OS symbols and SVCs implemented (threads, mutexes, virtual memory, RomFS, save data, audio, hid/npad, nfp:user). |
| Stage & Kingdom Stress Suite | 276 / 276 runs | 176 stage scenes + 100 kingdom scenarios tested across 2.1 million frames with 0 Vulkan failures and 0 unimplemented instructions. |
Gameplay & feature compatibility matrix (v0.2.0)
| Feature / Kingdom Scope | Status | Notes |
|---|---|---|
| All 17 Kingdoms & Post-Game | Playable | Cap, Cascade, Sand, Lake, Wooded, Cloud, Lost, Metro, Snow, Seaside, Luncheon, Ruined, Bowser’s, Mushroom, Moon, Dark Side, and Darker Side. |
| Base 1.0.0 & Update 1.4.1 | Supported | Simon3Sarkis/super-odyssey-pc-recomp supports both 1.0.0 and 1.4.1 extracted dumps; coz-0/smo-recomp targets 1.4.1. |
| Vulkan 1.3 Upscaling & Ultrawide | Supported | 0.5x–4x resolution scale, NVIDIA DLSS / DLAA, AMD FSR 1, SMAA, and Fill window ultrawide presentation. |
| High Frame Rate (90 / 120 FPS) | Experimental | Native 90/120 FPS and 120 Hz frame interpolation work in gameplay; Linux 120 FPS opening cinematic crash is tracked in Issue #15/#18. |
| Linux x86_64 & Steam Deck | Supported (v0.2.0) | Standalone AppImage with SD card data-folder selection and automatic 960x600 FSR 1 Battery Saver preset. |
| RomFS Mod Loader | Supported | Loads extracted mods from mods/<Mod Name>/romfs/... via F1 > Mods. |
How the four-stage runtime architecture works
- NSO & RomFS Loader: Reads the uncompressed
exefs/mainandexefs/sdkbinaries (targeting guest base0x08000000insmo-recomp) and mounts the extractedromfs/tree (or layeredmods/<Name>/romfs/overrides). - Ahead-of-Time AArch64 Lifter: Translates ARM64 instructions, NEON SIMD registers (mapped onto 128-bit
__m128iSSE/AVX2), and indirect branch tables into C source files compiled to native x86-64 machine code. - Horizon OS & NVN Host Layer: Implements Switch synchronization primitives (
WaitSynchronization, address arbiters, events), 6-track 48 kHz audio mixing, SDL2/XInput controller and gyro input, and the NVN graphics API over Vulkan 1.3. - Offline Maxwell Shader Translator: Converts the game’s precompiled Maxwell GPU control-flow graphs into structured Vulkan SPIR-V shaders and caches compiled pipeline state objects in
cache/.
Recommended PC controllers
Super Odyssey PC Recomp supports XInput and SDL2 controllers with automatic button prompt switching, plus native gyro motion controls for Cappy spin throws and downward cap throws on DualSense and Switch Pro controllers:
| Controller | Best For in Odyssey Recomp | Hardware Advantage | Link |
|---|---|---|---|
| Sony DualSense | Gyro motion throws & SDL2 HID | Built-in 6-axis gyroscope for Cappy motion throws + crisp D-pad | View on Amazon |
| GameSir Cyclone 2 | Precision 3D platforming & gyro | TMR sticks, 6-axis gyro in Switch mode, 1000 Hz wireless dongle | View on Amazon |
| 8BitDo Ultimate 2 Wireless | Windows & SteamOS dock play | Zero-drift TMR sticks, charging dock, Switch/XInput mode toggle | View on Amazon |
| Xbox Wireless Controller | Plug-and-play Windows 10/11 | Native XInput layout with instant button prompt switching | View on Amazon |
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Common questions
Are all kingdoms and Power Moons completable?
Yes. The static lifter covers 100% of the functions in main and translates all 27,888 shader stages across every kingdom, boss fight, 2D 8-bit wall section, Snapshot Mode filter, and post-game world.
Do ExeFS code mods (like Super Mario Odyssey Online) work?
Not directly. ExeFS code mods and IPS/PCHTXT patches target the original ARM64 Switch binary under an emulator or Atmosphère, whereas static recompilation compiles the game to x86-64 C. Asset, stage, texture, and costume mods that use the romfs/ folder layout work natively via the mods/ directory.