# Super Mario Advance 4 Recomp > **Experimental preview.** This recompilation is a byproduct of developing > [gbarecomp](https://github.com/mstan/gbarecomp): the games are the proving > ground, while the reusable framework is the larger goal. This is not a > finished commercial port, so expect rough edges and please report problems. > For more context, read > [Recomp + AI: 5 Months Later »](https://1379.tech/recomp-ai-5-months-later/). Static recompilation of **Super Mario Advance 4: Super Mario Bros. 3** for Windows. The original Game Boy Advance code runs as a native desktop application with a modern launcher, controller support, fullscreen display, audio settings, and save states. The game ROM and Nintendo GBA BIOS are **not included**. You must provide your own legally obtained dumps. ## Status The game boots, reaches the title screen, and runs Super Mario Bros. 3 gameplay. The initial `v0.0.1` build is an experimental release; back up important saves and expect game-specific issues that have not been discovered yet. ## Quick start 1. Download the Windows zip from [Releases](../../releases) and extract it. 2. Run `SuperMarioAdvance4Recomp.exe`. 3. In the launcher, select your **Super Mario Advance 4: Super Mario Bros. 3 (USA/Australia, Rev 1)** ROM and retail GBA BIOS. 4. Configure display, audio, and controls, then select **Play**. The launcher remembers valid files after the first setup. Enable **Skip launcher on boot** if you want later launches to go directly into the game. ## Features - Native Windows x64 application - ROM and BIOS setup through the shared [recomp-ui](https://github.com/mstan/recomp-ui) launcher - Keyboard and modern game-controller support - Windowed and fullscreen play with configurable presentation - In-game settings menu - Cartridge saves and save states ## Controls | GBA control | Keyboard | |---|---| | D-Pad | Arrow keys | | A / B | X / Z | | Start | Enter | | Select | Right Shift | | L / R | C / V | Use **Shift+F1-F9** to save a state and **F1-F9** to load one. Controls can be changed from the launcher. ## Building from source Windows development requires CMake, Ninja, MSYS2 MinGW64, and SDL2: ```powershell git clone --recurse-submodules ` https://github.com/mstan/SuperMarioAdvance4Recomp.git cd SuperMarioAdvance4Recomp cmake -S gbarecomp -B gbarecomp/build -G Ninja cmake --build gbarecomp/build --target gba_recompile pwsh tools/regen.ps1 cmake -S . -B build -G Ninja cmake --build build --target SuperMarioAdvance4Recomp ``` Generation requires the supported ROM revision and a retail GBA BIOS. Their identities and local development paths are documented in [`baserom.md`](baserom.md) and [`game.toml`](game.toml). ROM-derived generated code, copyrighted inputs, saves, and build output remain local and are never included in releases. Contributors can run `pwsh tools/test-attract-fuzz.ps1` for the automated native acceptance routes and `pwsh tools/make_release.ps1 -Version 0.0.1` to build a sanitized Windows package. ## License PolyForm Noncommercial 1.0.0 — see [`LICENSE`](LICENSE). Third-party components retain their own licenses. ## Legal This is an unofficial, non-commercial preservation and research project. It is not affiliated with or endorsed by Nintendo. Mario and related names, characters, artwork, and game data are trademarks or copyrights of their respective owners. No copyrighted game ROM or Nintendo BIOS data is distributed by this project. --- Part of the **R.A.I.D. — Retro AI Development** static-recompilation community.