Aurora
A source-level GameCube and Wii compatibility layer. Makes it easier for decomp ports of those consoles to reach PC.
- Type
- Library
- Consoles
- GameCube · Wii
- Status
- Usable
- Port author
- encounter
- Stars
- 509
- Last push
- 2026-09-16 · today
- License
- MIT
- Language
- C++
Recomps on its platforms
3
The Legend of Zelda: The Wind Waker
sp00nznet/ww
The most advanced GameCube recomp: translates the DOL to native C with a GX→Direct3D11 runtime. Renders real geometry at 60fps, but still stuck on the title screen (JKRArchive mounting).
You needA The Wind Waker copy (GameCube, US GZLE01).
Mario Kart Wii
patchzyy/Wiicompiled
Native port of Mario Kart Wii via static recompilation: no emulator, no interpreter or JIT, no PowerPC at runtime. In beta.
You needYour own legally dumped copy of the PAL version.
SoulCalibur II
jackpoison-prog/RingOut
Native port of SoulCalibur II (GameCube) via static recompilation: the disc PowerPC executable is translated to C, compiled to x86-64 and run on a Dolphin-derived runtime.
You needYour own copy of SoulCalibur II (GameCube, discs GRSEAF/GRSJAF/GRSPAF).
You need your own legal copy of the game. The recomp is only code: dump your own ROM / disc image and point it there.