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)
Sixteenth-century world navigation chart showing twin hemispheres, compass roses and maritime expedition routes
World expedition chart and compass routes echoing the Odyssey globe voyage

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):

SubsystemVerified CoverageUpstream Test & Engineering Details
AArch64 CPU Lifter54,214 / 54,214All 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 Shaders27,888 / 27,888All 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 Archive20,203 / 20,203Every BNTX texture across all 1,622 SZS archives in RomFS decodes with zero errors (ASTC, BC1–BC7, RGBA8).
Horizon OS & SDK Syscalls331 / 331All 331 imported SDK/OS symbols and SVCs implemented (threads, mutexes, virtual memory, RomFS, save data, audio, hid/npad, nfp:user).
Stage & Kingdom Stress Suite276 / 276 runs176 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 ScopeStatusNotes
All 17 Kingdoms & Post-GamePlayableCap, 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 1.4.1SupportedSimon3Sarkis/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 & UltrawideSupported0.5x–4x resolution scale, NVIDIA DLSS / DLAA, AMD FSR 1, SMAA, and Fill window ultrawide presentation.
High Frame Rate (90 / 120 FPS)ExperimentalNative 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 DeckSupported (v0.2.0)Standalone AppImage with SD card data-folder selection and automatic 960x600 FSR 1 Battery Saver preset.
RomFS Mod LoaderSupportedLoads extracted mods from mods/<Mod Name>/romfs/... via F1 > Mods.

How the four-stage runtime architecture works

  1. NSO & RomFS Loader: Reads the uncompressed exefs/main and exefs/sdk binaries (targeting guest base 0x08000000 in smo-recomp) and mounts the extracted romfs/ tree (or layered mods/<Name>/romfs/ overrides).
  2. Ahead-of-Time AArch64 Lifter: Translates ARM64 instructions, NEON SIMD registers (mapped onto 128-bit __m128i SSE/AVX2), and indirect branch tables into C source files compiled to native x86-64 machine code.
  3. 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.
  4. 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/.

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:

ControllerBest For in Odyssey RecompHardware AdvantageLink
Sony DualSenseGyro motion throws & SDL2 HIDBuilt-in 6-axis gyroscope for Cappy motion throws + crisp D-padView on Amazon
GameSir Cyclone 2Precision 3D platforming & gyroTMR sticks, 6-axis gyro in Switch mode, 1000 Hz wireless dongleView on Amazon
8BitDo Ultimate 2 WirelessWindows & SteamOS dock playZero-drift TMR sticks, charging dock, Switch/XInput mode toggleView on Amazon
Xbox Wireless ControllerPlug-and-play Windows 10/11Native XInput layout with instant button prompt switchingView on Amazon

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Historic brass Mariner’s astrolabe with engraved degree markings and rotating alidade
Precision brass navigation instrument and expedition dial
Desktop gaming PC workstation with dual monitors and tempered glass chassis
Windows x64 desktop workstation for Vulkan 1.3, DLSS, FSR 1 and ultrawide output
Macro view of a handheld mainboard PCB and multi-core GPU silicon package
AVX2 CPU and Vulkan 1.3 shader translation pipeline

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.