Banjo: Recompiled: static recompilation of Banjo-Kazooie into a native PC port
PC Port of Banjo-Kazooie made using N64: Recompiled (Windows/Linux/Mac)
At a glance
- What is it?
- Banjo: Recompiled translates the original Banjo-Kazooie N64 binary into a native application for Windows, Linux, and macOS using the N64: Recompiled toolchain. You must supply the North American 1.0 version of the game yourself, and your GPU must support Direct3D 12.0, Vulkan 1.2, or Metal.
- Who is it for?
- Banjo: Recompiled suits players who own the North American 1.0 version of Banjo-Kazooie and want to run it natively on PC with high framerate and widescreen. Before starting, confirm your GPU supports Direct3D 12.0 Shader Model 6, Vulkan 1.2, or Metal Argument Buffers Tier 2, and update graphics drivers, because the README points to outdated drivers as the startup crash cause.
- Can I use it commercially?
- Yes, with conditions. GPL-3.0 is a copyleft licence: if you distribute software that includes it, you must release that software's source code under the same licence. Running it internally without distributing it does not trigger that obligation.
- Is it still maintained?
- Yes. The repository last received commits 16 days ago.
- What is it written in?
- Mainly C, according to GitHub's language statistics.
Answers come from the project's GitHub data, last synced on October 11, 2026, and from our analysis. They are not legal advice.
Editorial analysis
Static recompilation turns the N64 binary into native machine code
Banjo: Recompiled applies static recompilation through the N64: Recompiled toolchain to convert the Banjo-Kazooie N64 ROM into a native application. Static recompilation differs from emulation in one fundamental way: instead of interpreting N64 MIPS instructions at runtime, the toolchain translates them ahead of time into machine code that runs directly on the host CPU. The project describes itself as a statically recompiled native port with many new features, enhancements, and extensive mod support.
Rendering is delegated to RT64, a separate project that acts as the rendering engine. RT64 provides the graphical layer responsible for widescreen output, high framerate support, and faithful reproduction of advanced N64 visual effects. The jigsaw puzzle screen transition and Bottles' Moving Picture Game are described as fully intact and adapted for widescreen and high framerates. The original mipmapping is preserved with what the README calls a high degree of accuracy.
At the repository root, two configuration files named banjo.us.rev0.toml and n_aspMain.us.rev0.toml point specifically to the North American revision 0 build. A patches.toml file and a patches/ directory also sit at the root, indicating that behavioral corrections are applied as part of the recompilation process. The .gitmodules file means the full source build requires fetching external submodule dependencies, and BUILDING.md at the top level documents the complete build steps.
Direct3D 12.0, Vulkan 1.2, or Metal Argument Buffers Tier 2: the GPU floor
The GPU requirement determines whether the project will launch at all. A card supporting Direct3D 12.0 with Shader Model 6, Vulkan 1.2, or Metal Argument Buffers Tier 2 is required. For NVIDIA, the oldest qualifying card is the GeForce GT 630. For AMD, the Radeon HD 7750 from 2012 and newer models qualify. The README specifies the 2012 card explicitly, not the RX 7000 series card that carries a similar name. Intel integrated graphics work from the HD 510 (Skylake) onward.
Mac support covers Apple Silicon machines and Intel Macs with a 7th-generation or newer Intel CPU running macOS 13.0 or later. A Mac with a 6th-generation Intel CPU does not satisfy the requirement.
For x86-64 PCs, the CPU must also support the SSE4.1 instruction set. Intel Core 2 Penryn-series and AMD Bulldozer-series processors are the stated minimum. ARM64 builds have no equivalent CPU restriction: they run on any ARM64 processor without further qualification.
If the application crashes on startup, outdated graphics drivers are identified as the most likely cause rather than hardware incompatibility. Updating drivers before investigating anything else is the suggested first step.
Providing the North American 1.0 copy through the main menu
The project does not include and will never distribute game assets. A prominent line in the README header states this in bold, and it applies to the releases as well. Getting started requires the North American 1.0 version of Banjo-Kazooie. You provide your copy through the main menu, and the application loads the assets from that copy automatically at that point. No separate extraction step is required before you can play.
The README does not specify what file format the copy must be in, whether it needs to be dumped from cartridge hardware, or what tools to use for that process. Only "the North American 1.0 version of the game" is named. The banjo.us.rev0.toml configuration file at the repository root confirms that revision 0 of the North American build is the specific target. No PAL version, Japanese release, or revision 1 build is mentioned in the README.
The question of how to legally obtain a ROM from a cartridge you own depends on the jurisdiction you are in. The project takes no position on this beyond stating that it and its releases contain none of the original game's assets and that the original game is required to build or run the project.
RT64 renders at any framerate and aspect ratio without changing gameplay timing
By default, the project runs at your monitor's refresh rate. According to the README, changing the framerate has no effect on gameplay, which matters because many N64 games tie simulation speed to the original 30-fps hardware clock. Here, game objects, terrain, texture scrolling, screen effects, and all HUD elements render at the selected framerate while the underlying game logic remains unaffected.
Any aspect ratio is supported. For ultrawide displays, the HUD can optionally be repositioned to sit within a 16:9 region rather than spanning the full width. Game models were extended in places to ensure cutscenes work correctly in 16:9. Cutscenes can also be pillarboxed, either to 16:9 or to the game's original aspect ratio, to conceal content that the original camera framing was not designed to show.
One limitation affects users with external framerate limiters. The NVIDIA Control Panel and similar tools are described as potentially causing stuttering. The fix is to disable the external limiter and use the manual framerate slider in the in-game graphics menu instead. Audio synchronization was also addressed: scenes that tie audio timing to visuals have their timings corrected to remain synchronized as they did on original hardware.
Mods install by drag-and-drop, but the Thunderstore mod manager is not supported
Community mods are available at the project's Thunderstore page, thunderstore.io/c/banjo-recompiled/. Installing a mod requires either dragging the mod file onto the game window before the game launches or using the Install Mods button inside the in-game mod menu. Installed mods can be toggled in that same menu, and some expose additional configuration options there.
The Thunderstore mod manager, also known as r2modman, is not required and is not supported. Users accustomed to using r2modman for other Thunderstore-hosted games should download mod files directly from the Thunderstore website instead of running them through the manager. That distinction is stated explicitly in the README and is easy to miss.
Creating mods requires two resources: the BKRecompModTemplate at BanjoRecomp/BKRecompModTemplate on GitHub and the modding documentation hosted on HackMD at hackmd.io/fMDiGEJ9TBSjomuZZOgzNg. Texture pack creation has its own separate reference in the RT64 project's TEXTURE-PACKS.md file. Discussion for both topics is in the N64: Recompiled Modding Discord server. According to the README, mods can change any part of the game, including adding entirely new features and content, which makes the mod format more capable than texture replacement alone.
Note saving and dual analog camera each restore or replace one original N64 mechanic
Two settings modify the experience relative to the original N64 release and are on by default. Note saving keeps collected notes intact when the player leaves a level or dies, matching the behavior of later releases of the game rather than the original N64 version, which lost notes in those situations. Toggling note saving off restores the original score mechanic. The change does not apply mid-session: it only takes effect when the player returns to Grunty's Lair or restarts the game entirely.
The dual analog camera option assigns the right analog stick to camera control. With this option on, buttons already mapped to the right stick continue to function while crouching, so a controller layout that uses the right stick for C-button inputs does not break when dual analog is enabled.
Both settings are part of the in-game configuration menu alongside gameplay, graphics, input mapping, and audio settings. All menus support mouse, controller, and keyboard. Neither feature requires a separate download or an additional mod.
GPL-3.0, a blanket ban on generative AI contributions, and the BUILDING.md build path
The project is distributed under GPL-3.0. The COPYING file at the repository root holds the license text. Any fork or modified build that is distributed publicly must be released under GPL-3.0 or a compatible license.
The README contains a policy that is unusual for a gaming project. The team states that it has not used, does not use, and will not use generative AI tools in development for any purpose. CONTRIBUTING.md enforces this as a blanket ban: contributions that involve any generative AI tooling in any capacity are rejected. The README does not define the boundary of what counts as generative AI tooling beyond "any GenAI tooling in any capacity."
Three releases have been published. v1.0.0 was released on 2026-01-24, v1.0.1 on 2026-01-29, and v1.0.2 on 2026-07-31. The last push to the main branch was on 2026-09-25, and the repository is not archived.
Building from source follows a CMake-based workflow via CMakeLists.txt at the repository root. The build depends on external submodules listed in .gitmodules. BUILDING.md at the top level documents the full build steps, which the README itself does not reproduce. Downloading a prebuilt release from the GitHub releases page is the path the README points to for most users.
Editorial conclusion
Banjo: Recompiled suits players who own the North American 1.0 version of Banjo-Kazooie and want to run it natively on PC with high framerate and widescreen. Before starting, confirm your GPU supports Direct3D 12.0 Shader Model 6, Vulkan 1.2, or Metal Argument Buffers Tier 2, and update graphics drivers, because the README points to outdated drivers as the startup crash cause. Skip it if you need a PAL or Japanese version, since neither is supported. r2modman is explicitly unsupported, so if you depend on it for mod management, download mods directly from thunderstore.io/c/banjo-recompiled/ instead.
Frequently asked questions
Does Banjo: Recompiled include the original Banjo-Kazooie game?
No. The project and its releases contain none of the original game's assets. You must provide your own copy of the North American 1.0 version of the game through the main menu before the application can load and run.
What GPU is required to run Banjo: Recompiled?
A GPU supporting Direct3D 12.0 with Shader Model 6, Vulkan 1.2, or Metal Argument Buffers Tier 2 is required. The stated minimums are the GeForce GT 630, the Radeon HD 7750 from 2012, and the Intel HD 510 (Skylake). For Mac, Apple Silicon or Intel 7th-generation CPU with macOS 13.0 or newer is needed.
Does changing the framerate affect gameplay speed in Banjo: Recompiled?
No. The README states that changing the framerate has no effect on gameplay. Game objects, terrain, texture scrolling, screen effects, and HUD elements all render at the selected rate while the underlying game logic is unaffected.
Can I use the Thunderstore mod manager or r2modman with Banjo: Recompiled?
No. The README says the Thunderstore mod manager and r2modman are not required and not supported. Download mods directly from thunderstore.io/c/banjo-recompiled/ and install them by dragging the files onto the game window before launch, or use the in-game Install Mods button.
Does Banjo: Recompiled support widescreen and ultrawide displays?
Yes. Any aspect ratio is supported. For ultrawide displays, the HUD can optionally be repositioned within a 16:9 region. Cutscenes can be pillarboxed to 16:9 or to the game's original aspect ratio to hide content the original camera framing was not designed to show.
Official sources
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