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YoshisCookieRecomp
PORTSNATIVE

YoshisCookieRecomp

NATIVE PORTACTION / ADVENTUREWINDOWSLINUXMACOSBETA

YoshisCookieRecomp

Yoshi's Cookie

OriginNintendo Entertainment System

TechnologyStatic recompilation (native C/C++)

Available forWindows, Linux, macOS

View official project

About the project

Yoshi's Cookie es un videojuego de combinación de fichas disponible para la NES, Game Boy, SNES, y la Consola Virtual de la Wii.

Official project information

Author's original READMEOpen on GitHub ↗

YoshisCookieRecomp

This recompilation is a byproduct of developing nesrecomp — the games are the proving ground, the framework is the goal. These are in-development previews, not finished ports — expect rough edges, and depth will keep landing over months, not days. My time for any one title is limited, so I ask for your patience. Contributions are welcome — testing, issues, and PRs to the game or framework all help and will accelerate this game's polish. More on the why at: Recomp + AI: 5 Months Later »

Static recompilation of Yoshi's Cookie (NES) for native PC. Built with the NESRecomp framework.

Status: Believed to be 100% playable. Both 1P and VS modes tested through full gameplay with zero oracle divergence against Nestopia. If you find a bug, please open an issue.

Cycle backend migration branch

Default cycle controls: arrows move, Z is A, X is B, Enter is Start and Backslash is Select. Escape opens the menu, Tab fast-forwards, and F8/F9 save/load the cycle state. Use Controls to remap inputs in config.ini. Older keybinds.ini and F5/F6/F7 instructions below apply to the legacy host.

The normal build now uses the cycle CPU backend. Code is generated from the original ROM during configure and stays in the build directory. Run setup.bat or setup.sh to initialize the pinned engine/UI submodules, then configure:

cmake -S . -B build-cycle -DNESRECOMP_ROM="/path/to/Game.nes"
cmake --build build-cycle --config Release --parallel 4

Run the executable with that same ROM path. The launcher verifies the image; the runtime also verifies cartridge metadata and PRG identity. NESRECOMP_ROOT and NESRECOMP_RECOMP_UI can name other checkouts, and cross builds accept NESRECOMP_HOST_COMPILER pointing to a runnable host compiler.

Keep the old generated sources and select them explicitly with -DNESRECOMP_BACKEND=legacy in a separate build directory. Legacy save states cannot be loaded by the cycle backend; its cartridge shortcut slot uses saves/<ROM stem>.cycstate. Preserve existing saves and settings during rollout. Cycle-native comparisons use nesrecomp/tools/cyc/cyc_verify.py; --interp-only runs the cycle interpreter for diagnosis. Earlier --verify / --emulated Nestopia entry points remain in the legacy build.

The owner accepted the short Windows playtest on 2026-10-04. These remain branch previews; no merge or release has been performed. Desktop Windows checks cover a short gameplay route and runtime menu/input/save-state behavior; other platforms and full-game completion have not been validated by this migration.

What Works

  • Title screen and menu navigation
  • 1P puzzle mode (all rounds, speeds, music types)
  • VS mode (2-player on one keyboard)
  • Options screen (round, speed, handicap, music selection)
  • Cookie grid rendering and puzzle mechanics
  • Score tracking and game-over states

Quick Start

  1. Download the latest release from Releases
  2. Extract and run YoshisCookieRecomp.exe
  3. Select your Yoshi's Cookie (USA) ROM when prompted — the path is saved for future launches

Controls

NES ButtonKeyboard
D-PadArrow keys
AZ
BX
StartEnter
SelectTab
HotkeyAction
F5Toggle turbo (fast-forward)
F6Save state
F7Load state

Building from Source

Requires Visual Studio 2022 and CMake 3.20+.

git clone https://github.com/mstan/YoshisCookieRecomp
cd YoshisCookieRecomp

# Windows
setup.bat

# Linux / macOS
chmod +x setup.sh && ./setup.sh

This initializes the pinned nesrecomp submodule and links the Nestopia oracle core.

Then build:

cmake -S . -B build -G "Visual Studio 17 2022" -A x64
cmake --build build --config Release

Place your Yoshi's Cookie (USA).nes ROM in the build directory or select it at runtime.

Architecture

This is a static recompiler, not an emulator. The original 6502 machine code is translated to C at build time, then compiled to native x64. The NES PPU, APU, and mapper are simulated by the runner library.

  • game.toml — recompiler configuration (trampolines, inline dispatch, data regions)
  • extras.c — game-specific hooks (ROM CRC verification)
  • generated/ — auto-generated C code (do not edit manually)
  • nesrecomp/ — framework submodule (recompiler + runner)

ROM Details

  • Mapper: 4 (MMC3)
  • PRG ROM: 128 KB (8 x 16 KB banks)
  • CHR ROM: 64 KB (8 x 8 KB banks)
  • Expected CRC32: 0x52B58732 (headerless, USA release)

Known Limitations

  • Audio is basic (APU register writes are captured but full audio mixing is work-in-progress)

License

PolyForm Noncommercial 1.0.0 — see LICENSE. Third-party components retain their own licenses.


<p align="center"> <sub><b>R.A.I.D. — Retro AI Development</b> · a Discord for AI-assisted retro reverse-engineering, decomp &amp; recomp</sub> </p> <p align="center"> <a href="https://discord.gg/Ad9BwSzctP"><img src=".github/raid-discord.png" alt="Join the Retro AI Development (R.A.I.D.) Discord" width="200"></a> </p>

Cycle Windows builds use tools/build.ps1 -Rom <original-ROM>. Create a ROM-free ZIP with tools/make_release.ps1 -Rom <original-ROM>; -SkipBuild -BuildDir build-cycle packages an existing production cycle build. Legacy C remains available through explicit CMake selection.

Read official guide
CALIFICACIÓN
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PROJECT FILE

Project type
NATIVE PORT
Genre
Action / Adventure
Status
beta
Original platform
Nintendo Entertainment System
Technology
Static recompilation (native C/C++)
Version
—
Updated
—

Target platforms 3

Windows
Linux
macOS
View on GitHub
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