Recover one sound-pan function from instructions and constants; upstream cites 3,205 cases and a 63-byte match.
Inspect a 16-bit PC-98 DOS helper and relate its angle calculation to a pinned reconstruction and historical compiler checks.
Independent reconstruction project
Reconstructs Super Mario 64 DS functions as C/C++ and permitted assembly primitives, comparing compiled output with a user-supplied cartridge dump. Independent relocation-destination checks strengthen the matching gate; integration into the PC port is tracked separately.
Independent reconstruction project
Builds a native PC port on the existing GoldenEye 007 decompilation, with a host platform layer and assets extracted from the user’s ROM. The project documents agent collaboration, rendering comparisons, playtest scope and unresolved platform support.
Independent reconstruction project
Translates Super Smash Bros. Ultimate 13.0.4 AArch64 code ahead of time and supplies a Windows runtime with Vulkan/OpenGL rendering. It also reconstructs selected fighter scripts as editable C++ and compares translated/source behavior through differential and deterministic tests.
Independent reconstruction project
Builds Apple and Android integration around WiiCompiled’s ahead-of-time translation of Mario Kart Wii, with native graphics, input and optional Retro Rewind support. Its status and rights documents distinguish platform acceptance, unresolved device defects and game-content requirements.
Independent reconstruction project
Ports the existing Super Smash Bros. N64 decompilation using libultraship and Torch. The author’s earlier README describes agent-built graphics/audio comparison tools and differential debugging against emulator behavior, rather than claiming AI recovered the game from a cartridge without prior community work.
Independent reconstruction project
Maurice Heumann describes replacing plausible-looking agent output with compiler-based checks of reconstructed functions, relocations, data and types. The retrospective reports 99% function presence and 83% of all functions byte-exact, while keeping the reconstruction code private.
Independent reconstruction project
A public matching decompilation of the N64 game Snowboard Kids 2, begun in 2024 with community decompilation tools. The author’s dated posts document Claude, Codex and GLM workflows, including headless one-shot loops, similarity-based function scheduling and hook-guarded, hash-checked builds, through a reported complete function match.
Independent reconstruction project
Translates The Binding of Isaac’s Flash AVM1 bytecode into C++ functions and supplies a native rendering/input runtime. The project reads graphics and audio from the user’s original game and documents deterministic input, headless runs and screenshot regression checks.
Independent reconstruction project
Reimplements a Total Annihilation-compatible strategy-game engine in Go, with public file-format research and separate gameplay profiles. It distinguishes intended retail 3.1 behavior from community-patch research and deliberate modern changes, and separates synthetic checks from tests requiring original game data.
Independent reconstruction project
Reconstructs the original Japanese Touhou 8 version 1.00d against its binary and original compiler, then adapts the recovered code for other platforms. Source presence, strict function matching, whole-executable identity and playable-port checks are recorded as different milestones.
Independent reconstruction project
Uses N64Recomp to translate Majora’s Mask into a native application and RT64 for rendering. The project separates static recompilation from source decompilation while reusing decompilation headers and selected functions for patches and enhancements.
Independent reconstruction project
Reconstructs readable GOAL code from the original Jak binaries and compiles it with a new GOAL compiler for modern PCs. Its workflow combines a specialized decompiler, manually supplied type information, asset extraction and an interactive development runtime.
Independent reconstruction project
Reconstructs the English LEGO Island 1.1 source for its original 32-bit Windows target. The project distinguishes function-comparison reports, ReproBit’s reported byte-identical retail rebuilds and ordinary developer builds; its modern portable adaptation is a separate repository.
Author-reported mixed workflow
The author uses REA’s Ghidra workflow to investigate the DOS Ski or Die binary, document Snowball War rules and rebuild that one minigame in Rust with SDL2. The public notes distinguish recovered tables and mechanics from approximations and deliberate presentation changes.
Independent reconstruction project
Converts the reverse-engineered Space Cadet pinball game into compilable C++ for desktop platforms. The README identifies the Windows XP executable and public PDB, a Full Tilt executable, and the work of recovering structures, naming variables and adapting the decompiled routines.
Independent reconstruction project
Reconstructs Super Mario 64 source for Japanese, North American, European, Shindou and iQue releases. Its build files distinguish original-ROM hash comparison from nonmatching or modified configurations, while source naming and documentation remain ongoing.
Independent reconstruction project
Builds an unofficial Sonic Unleashed PC port by statically recompiling Xbox 360 PowerPC code with XenonRecomp and Xenos shaders with XenosRecomp. The port adds modern display and modding options while documenting original-engine limits and remaining compatibility issues.
Independent reconstruction project
Provides an independent engine for playing Morrowind and an alternative editor, OpenMW-CS. It loads original game content through its own runtime and documents script and mod compatibility differences; it is an engine replacement rather than a recovered Bethesda source tree.
Independent reconstruction project
Translates reverse-engineered Driver 2 MIPS routines into C/C++ and uses Psy-X/Psy-Cross to adapt PlayStation interfaces for desktop systems. The project documents symbol-assisted Ghidra/IDA work alongside intentional bug fixes and gameplay changes.
Independent reconstruction project
Builds a modern Diablo and Hellfire port on the Devilution reconstruction, with platform support, bug fixes and optional quality-of-life features. The project documents the original symbol-assisted reconstruction and includes selected dungeon-generation and saved-game regression checks.
Independent reconstruction project
A native desktop reconstruction of the 2019 Switch version of Link’s Awakening using static recompilation. The author attributes most code, tooling and reverse-engineering work to Claude Code with human direction and review.
Independent reconstruction project
Runs Spider-Man Remastered and Arkham Knight together, streaming Gotham collision into Spider-Man’s physics world and compositing his rendered frame into Arkham. This experimental runtime bridge is not a recovered standalone game or new engine.