AC-Recomp Apple Silicon macOS Preview Guide

Looking to run Astral Chain natively on an M1, M2, M3, M4, or M5 Mac? While captainj-sparrow/astral-chain-pc-recomp targets Windows and Linux x86_64, a separate open-source project, swaymun/AC-Recomp (v0.1.0), compiles an Apple Silicon ARM64 macOS app bundle over MoltenVK (Vulkan on Metal). Know its exact early-preview boundaries before starting setup.

M1-M5 NativeARM64 macOS 13+ bundle via MoltenVK & SDL3
1.0.0 Base OnlyRequires unpatched 1.0.0 NSP (no 1.0.1 update)
File 01 PreviewBoots intro, character creator & highway chase
Processor hardware representing ahead-of-time ARM64 static recompilation and offline shader translation
AC-Recomp applies 27 macOS runtime patches onto SuperMarioWonderRecomp and translates 1,332 shaders offline to SPIR-V for MoltenVK.

AC-Recomp (macOS) vs Astral Chain Recomp (PC/Linux)

Because the two projects do not share save formats, INI files, or required game update versions, check this matrix carefully before preparing your files.

DimensionAC-Recomp (macOS Apple Silicon)Astral Chain Recomp (Windows & Linux)
Repository & authorswaymun/AC-Recomp (independent community project; AI-assisted development disclosed in README)captainj-sparrow/astral-chain-pc-recomp (with @capibawa)
Latest release & datev0.1.0 (2026-10-19): .dmg (4,899,799 B) & .zip (2,282,677 B)1.18.0 (2026-11-15): Windows .zip (222.6 MB) & Linux .AppImage (243.2 MB)
Runtime architectureSuperMarioWonderRecomp base + 27 patches (runtime/patches/series.macos) + MoltenVK + SDL3totk-pc-recomp Vulkan 1.3 runtime + LAS Recomp CPU lifter + llvm-mingw
Playability & savesEarly technical preview: reaches File 01 motorcycle chase at 30 FPS on M5 Pro; saving/reloading untested; not completable yetPlayable start-to-credits: full campaign, synced 60 FPS combat & cutscenes, ending credits fix in 1.18.0
Required game dumpBase game 1.0.0 in NSP format only (01007300020fa000); rejects 1.0.1 updateBase game 1.0.0 (XCI or NSP) plus 1.0.1 update (NSP)
Toolchain setupDownloads/uses Xcode CLT, Homebrew (molten-vk, sdl3, opus, spirv-tools), Python 3.11+, and .NET 10 SDK during first build100% self-contained setup archive; zero external SDKs or compilers required

Installing AC-Recomp v0.1.0 on macOS 13+ (M1-M5)

Ensure ~25 GB of free SSD space and an active internet connection for the first-run dependency fetch.

Option A: GUI App

DMG Wizard & Gatekeeper

Download AC-Recomp-v0.1.0-macos.dmg, verify SHA-256 e71aa3922b8d9645..., and drag AC-Recomp Setup.app to Applications. Because the app is not notarized with an Apple Developer ID, macOS Gatekeeper blocks the first launch: on macOS 15 Sequoia+ open System Settings -> Privacy & Security -> Open Anyway, or clear quarantine in Terminal:

xattr -dr com.apple.quarantine "/Applications/AC-Recomp Setup.app"
Option B: Terminal Kit

CLI Setup Script (.zip)

Prefer full terminal visibility? Extract AC-Recomp-v0.1.0-macos.zip (SHA-256 891337ae4621fa54...) and pass your unpatched 1.0.0 base NSP and console keys directly to setup.sh:

unzip AC-Recomp-v0.1.0-macos.zip
cd AC-Recomp
./setup.sh --nsp "/path/to/Astral Chain [01007300020fa000][v0].nsp" --keys ~/.switch/prod.keys
Experimental Flags

Metal HUD, Resolution & Saves

Once built, AC-Recomp.app stores user data inside ~/AC-Recomp/build/data/user (note: the ~5-minute opening sequence is unskippable by design). You can test higher resolutions, experimental 60 FPS, FSR 1, and Apple's Metal HUD (`F3`) from Terminal:

NX_PERF_HUD=1 NX_UPSCALE=fsr ./AC-Recomp.app/Contents/MacOS/astral_recomp --render-res 2560x1440 --fps 60

Download & verify macOS DMG or CLI ZIP

Click the macOS Apple Silicon (.dmg) or macOS CLI Kit (.zip) tab below for direct GitHub links and full 64-character SHA-256 digests.

Release binaryAstral.Chain-Setup-1.18.0-windows.zip
Release tag1.18.0
Verified byte size222,640,534 B (212.33 MiB)
GitHub repositorycaptainj-sparrow/astral-chain-pc-recomp

Playable start-to-credits on Windows 10/11 x64 (SSE4.2+, Vulkan 1.3). Includes 60 FPS timing fixes, DLSS/XeSS/FSR 3, HDR10, ultrawide up to 48:9, and ao = gi bounce light.

SHA-256 digest

896fd68844870e0e57f0781e5f4a43a13ee91a331d98bece376f0cda6b0d4ebc

Setup or launch sequence

Unpack zip -> Run Astral Chain-Setup.exe -> Select your 1.0.0 base + 1.0.1 update + prod.keys -> Builds astralchain.exe

Controllers for dual-stick Legion combat

Astral Chain Recomp uses SDL3 for low-latency gamepad input, rumble curves, gyro aiming, back paddles, and automatic Xbox or PlayStation prompt detection.

8BitDo Ultimate 2C Wireless Controller

Hall-effect sticks and L4/R4 bumpers with low-latency 2.4G dongle for 60 FPS Sync Attacks and Legion positioning.

View on Amazon

GameSir Super Nova Hall-Effect Gamepad

Drift-free Hall sticks, physically swappable ABXY faceplates (pad_layout = xbox or nintendo), and motion gyro via SDL3.

View on Amazon

8BitDo Pro 2 Bluetooth Gamepad

Symmetrical dual-stick layout with Switch/X-Input modes, motion aiming for Bow Legion, and rear paddles (`lpaddle1`/`rpaddle1`).

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GuliKit KK3 Max Wireless Controller

TMR electromagnetic sticks and 1000 Hz polling for tight 360-spin and Perfect Dodge input windows on Windows and Linux.

View on Amazon

Affiliate disclosure: As an Amazon Associate, astralchainrecomp.wiki earns from qualifying purchases at no added cost to you.

macOS AC-Recomp technical questions

Apple Silicon requirements, base 1.0.0 NSP validation, and CrossOver limitations.

Does AC-Recomp run on Intel x86_64 Macs?

No. swaymun/AC-Recomp requires an Apple Silicon processor (M1, M2, M3, M4, or M5) running macOS 13 Ventura or newer with Metal 3 / MoltenVK support.

Why did AC-Recomp Setup reject my Astral Chain NSP?

AC-Recomp v0.1.0 strictly expects the unpatched base 1.0.0 NSP (Title ID 01007300020fa000, v0). Unlike the Windows/Linux port (which requires merging the 1.0.1 update), AC-Recomp's function table and patches target 1.0.0 only and do not accept XCI containers.

Can I run the Windows 1.18.0 build on macOS via CrossOver or Sikarugir instead?

Because captainj-sparrow/astral-chain-pc-recomp relies on Vulkan 1.3 extensions including VK_EXT_external_memory_host and AVX2/SSE4.2 x86-64 code, translation layers on macOS often fail external-memory host mapping or D3DMetal/MoltenVK descriptor limits. Native Windows or Linux x86_64 remains the only start-to-credits path today.

How long does the first AC-Recomp build take on an M-series Mac?

Once Homebrew packages and the .NET 10 SDK are cached, lifting the binary, translating all 1,332 shaders to SPIR-V, and compiling the ARM64 C chunks takes roughly 15 to 30 minutes depending on your M-series core count.