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THE REVERSE ENGINEERING COLLECTION

Reverse-engineering case studies

Page 10 of 21, cases 1,801–2,000. 4,025 case studies from 5,191 curated resources, with documented reconstruction methods, scope, and original evidence.

Software reconstruction artifact reviews

Review artifacts from REA workflows and independent reconstructions. Each entry retains its original sources and known limits.

Reconstruction scope
Implemented features, known gaps and required original assets.
Available artifacts
Original code, releases or demos.
Evidence and attribution
Pinned sources, review dates and documented REA roles.
About these cases

Each case appears once under its primary subject, with all its target labels.

Cases 1,801–2,000 of 4,025

Games

2832 cases

All sections

Ports of reconstructed source

357 cases

Compiles the decompiled code of Dragon Ball Z: Budokai Tenkaichi 3 (PS2, USA release SLUS-21678) for PC on a new renderer, sound, input and platform layer rather than an emulator. The game code comes from the separate BT3-Decompiled matching decompilation, and the game's data is read from the user's own disc image. The README reports the full game loop and experimental online play and says AI helped make the project; these results remain project-reported.

Caesar II ports recovered source from the 1995 game to Linux, Windows, macOS and browsers through SDL3. It replaces DOS and Windows platform calls while retaining the game's logic, and adds an XMIDI and OPL3 music stack, Smacker playback and an importer for data from the user's copy. The repository also carries tooling for comparing the original executable with a reconstruction.

Carmageddon Android Port adapts the Dethrace engine reimplementation to Android ARM64 with a launcher, touch and controller input, and OpenGL ES rendering changes. It imports the user's Carmageddon or Splat Pack PC data and keeps their saves separate. The author reports an unresolved intermittent exit during a race.

Castlevania: Belmont’s Curse native preserves a paused Apple Silicon port adaptation of the game. Its source supplies Horizon service replacements, IL2CPP and SDK startup integration, NVN-to-Metal rendering, input support and loader diagnostics. The author reports reaching a title loading screen on macOS; menu, gameplay and iPhone operation remain unconfirmed.

Chrono Trigger Reimplemented ports the USA SNES game to handwritten C and compares ported routines frame by frame against the original ROM. Its development runtime combines native routines with generated C and a 65816 interpreter while the attract sequence, field, menu, event and battle systems are being ported.

Crash Bandicoot PC ports the North American PlayStation game to native C11 on macOS and Linux from a matching decompilation. It keeps the game's PS1 memory layout, routes GPU packets through PsyZ and reads the player's CUE/BIN disc image; the author reports playable levels and focused disc-based tests.

Crash Team Racing: High Octane ports the ctr-native Crash Team Racing code to PlayStation Vita, Windows and web browsers. It adds widescreen rendering, higher frame rates, post-processing, replay controls and platform-specific multiplayer features while reading game data from the player's US PlayStation disc dump.

Crash Twinsanity for Windows adapts an existing C++ decompilation and Mac port of the PAL PlayStation 2 game to native 64-bit Windows. It adds Windows calling-convention and memory handling, frame pacing and game-specific crash fixes, while reading game data from the user's disc image. The author reports playing the release through to the credits.

CTR Native ports the 1999 PlayStation game Crash Team Racing to Windows and Linux using source from the CTR-ModSDK decompilation. Its own native layer supplies audio, input, memory-card, CD, rendering, and PS1 interface support, with statically linked SDL3 and UDP netplay. Game assets are extracted from the user's NTSC-U disc.

Extends the Crash Team Racing: High Octane sourceport, which derives from the CTR Native port of the CTR-ModSDK PlayStation decompilation, into Windows and Linux builds with a native 3D renderer, selectable aspect ratios and frame rates up to 240 FPS. The decompiled game code still assumes 32-bit pointers and loads assets from the player’s own NTSC-U disc image. Renderer, timing and option tests exist, but device coverage and fidelity remain project-reported.

CTR-NitroFueled-PC ports the PS4 release of Crash Team Racing: Nitro-Fueled to Windows 10 and 11 using the player's decrypted game files. It executes the original x86-64 game code on the CPU, supplies a replacement PS4 runtime and translates graphics through a shadPS4-derived Vulkan renderer; the fork adds the Windows loader and system layer.

d2mac-linux ports the Diablo II 1.14d Mac executable to 32-bit Linux by converting its i386 Mach-O container to ELF and reimplementing imported Darwin, Carbon and AGL interfaces in Zig. The shim translates graphics to GLX and adapts threading, files and sockets. The author reports that the game reaches its menu and character creation.

Dark Souls PS2 ports parts of Dark Souls Remastered to PlayStation 2 with a new C engine and hand-written VU1 programs. Python exporters convert maps, characters, animations, collision, scripts, and menus from the user's PC copy; executable findings document constants and rules used to reproduce behavior. The author describes it as an early prototype covering only the first few areas.

devilution-nx ports the DevilutionX reconstruction of Diablo to Nintendo Switch. It provides Joy-Con and touch controls, Switch homebrew builds and instructions for loading DIABDAT.MPQ from the player's original Diablo disc or GOG copy. Its documentation traces the underlying reconstruction to IDA analysis and recovered C code.

Runs Diablo in web browsers by compiling a stripped-down fork of Devilution, the community reconstruction of the game’s original source, to WebAssembly behind a React front end. The fork removes the Storm, DiabloUI, DirectX and Windows dependencies and reworks event handling for the browser. It is a port built on a reconstruction and reports no matching or behavior-equivalence checks of its own.

Ports Golden Balloon's Diddy Kong Racing source port to an Xbox Series X UWP package. The repository adds a WinRT entry point, compatibility patches, build translation and packaging tools for a user's own Golden Balloon checkout and ROM. The author reports completing the game's modes on Series X and matching 900 of 900 simulation hashes against a PC run.

Dig Dug translates routines from the 1982 arcade game's Rev 2 ROMs into Rust and models its three Z80 processors and Namco I/O, video and audio hardware. It includes a disassembler, memory-map report, native windowed port and differential checks against a separate Z80 interpreter. The author states that translation coverage and full hardware equivalence remain incomplete.

Digimon World 2003 adapts an upstream matching decompilation and PC port for RK3326 Linux handhelds including the R36S and XF35H. The fork adds direct framebuffer output, a Mali GLES renderer, Cortex-A35 and NEON performance work, a gamepad menu and PortMaster packaging. The decompilation and PC port originate with gascarcella/dw2003recomp.

DishSoap ports the Xbox 360 game The Dishwasher: Dead Samurai to Android using managed code decompiled locally from the owner's game copy. Repository code provides MonoGame platform shims, an on-device content importer, audio decoding, controls and save support; building from source also requires manual XNA-to-MonoGame edits.

This ports Donkey Kong 64: Recompiled to native Android with the NDK, N64ModernRuntime, RT64 on Vulkan, RmlUi, and SDL2. The USA NTSC-U 1.0 ROM has SHA-1 cf806ff2603640a748fca5026ded28802f1f4a50. The app accepts .z64, .n64, or .v64 and byteswaps as needed. It requires Android 8.0 or newer on arm64-v8a and Vulkan 1.1 or newer. GitHub Actions publishes app-debug.apk as dk64recomp-android-debug.

DOAX3 Fortune PC adapts Dead or Alive Xtreme 3 Fortune version 01.19 for Windows x64. Its inherited native runtime executes the game's x86-64 guest code, while a shadPS4-derived graphics core translates GPU commands and shaders to Vulkan. The author reports tested routes through the title, casino and several activities, with partial coverage of volleyball and Pool Hopping.

Drift City Rebuild rebuilds the online racing game as a Unity client that reads data from the user's installed copy, with a new Node.js server for offline or hosted play. Its reverse-engineering notes document REA/Ghidra analysis of DriftCity.exe and record format readers for NayaPack, NIF, DDS and other game data. The author reports roughly 94% code conversion.

Durak NX runs the Android ARM64 Unity game Durak 25.0 on Nintendo Switch through a target-specific compatibility layer for graphics, audio, files and input. The project documents ELF and IL2CPP analysis of the game's libraries and loads locally extracted files from the user's own Android package; the author reports menus, gameplay and sound working on Switch hardware.

Reimplements Twilight Princess as a native application for desktop and mobile platforms, building on the zeldaret/tp decompilation and the Aurora GameCube/Wii compatibility layer. It runs from the user’s own disc image with no bundled assets and aims to stay accurate to the original while adding options, enhancements and mods.

F-15 Strike Eagle 2 source port brings reconstructed source for the 1991 DOS game to modern architectures with SDL3 input and presentation, OpenGL rendering and AdLib emulation. Its asset tools decode original PIC, SPR, 3D3 and WLD files into inspectable formats. The author reports that the game is playable while further fixes and features remain in progress.

FIFA 96 reconstructs the DOS game's real-mode loader, appended protected-mode image behavior and formats including QFS, POG, TGV, VIV and EACS. A C11 port implements file readers, codecs, audio and match systems, while an SDL3 engine runs from the user's CD image. The author reports complete implementation of its counted native dispatch bodies but identifies remaining runtime wiring.

Frontier Elite II Intro Player recreates the Frontier: Elite II intro renderer and audio playback in C for Amiga and SDL platforms. It reads models and music from an original game executable, implements the game's 16-bit 3D model bytecode, and includes a model compiler and decompiler. The author reports that most of the original graphics code is covered, while 2D and navigation rendering remain incomplete.

G-Diffuser is a PC port of F-Zero X with the 64DD Expansion Kit. It requires a big-endian US revision 0 ROM, a .z64 file. Setup looks for baserom.us.rev0.z64 beside the executable. It also requires the Expansion Kit disk baserom.translated.ek.ndd or baserom.jp.ek.ndd, and a 64DD IPL ROM named N64DDIPLROM.n64 or 64DD_IPL_US_MJR.n64. F1 opens the enhancement menu. The release includes gdiffuser.o2r, which holds the Fast3D shaders used to start the renderer.

Builds Super Mario 64 as a native PC, Switch and Android program by compiling decompilation-style game source against the libultraship platform library. A bundled extractor converts the user’s US or Japanese ROM into an O2R archive at first launch or build time. The project ships modern renderers, configuration menus and mod-archive loading.

Glassline: a port of Mirror's Edge for iPad

Independent reconstruction project

Glassline ports the 2010 iPad release of Mirror's Edge to Linux, Windows, Steam Deck, Android and browsers. Its code was reconstructed from the iPad executable, with SDL2, OpenGL ES, OpenAL and FFmpeg replacing iOS services; it loads assets from the user's game copy and adds a launcher, network play and replacement online services.

Gran Turismo 2 PC, VR & Browser ports Arcade and Simulation modes to desktop, Quest, PCVR and browser targets through shared C++ game code, with WebAssembly and WebGL2 for browser play. Players supply supported BIN/CUE disc images, and the project provides importers, build scripts and native rendering and input code. Optional tools decode selected Gran Turismo 4 car data from a separate player-owned disc.

GTA IV for PS5 ports the existing Xbox 360 static recompilation of Grand Theft Auto IV and its two episodes to a jailbroken PlayStation 5. Its added code supplies PS5 startup, a game-selection hub, trophy integration, controls, build steps, and packaging around the inherited recompilation and renderer.

Gunboat reconstructs the 1990 DOS game Gunboat: River Combat Simulation in C++ and SDL3, porting functions from GB.EXE and reading the player's original data at runtime. It includes an executable map, subsystem specifications and differential tests against original code; the author reports native gameplay across the original video modes.

This is a native ARM64 port of the Halo: Combat Evolved decompilation OpenCE to the Anbernic RG35XX H and other Allwinner H700 handhelds with a Mali-G31 GPU. The game build is Xbox 01.01.14.2342. The README reports 60 frames per second in menus and about 40 to 55 in campaign at the default scale, under Knulli.

Harvest reconstructs C++ for the Linux amd64 1.18 release of Harvest: Massive Encounter and ports the recovered game and engine code to desktop and web platforms. Matching tools compare compiled objects with the original executable; the port replaces the platform layer with Zig, SDL3 and related components and reads separately supplied game data.

Compiles the decompiled C of the PlayStation 2 game ICO natively for Windows, Linux, Android, iPhone and Apple-silicon Macs, with host code standing in for the PS2 hardware and Sony libraries. No PS2 code is interpreted or recompiled, and the program reads the player's PAL disc image on first start. It is a native port of a separately byte-matched decompilation, with documented divergences and optional enhancements.

Ignition ports the 1997 racing game by reading routines in its Windows executable with IDA and rewriting their behaviour in portable C99. The port loads data from the user's disc image and provides races, championships, audio and multiple platform hosts. Source files, executable-analysis notes and per-routine progress records document the reconstruction.

Infernal Runner JS ports the Amstrad CPC game Infernal Runner to JavaScript from analysis of its disk image and Z80 code. It reimplements a cooperative-threaded interpreter for the game's 28 bytecode opcodes, loads the original disk image for graphics and scripts, and includes a bytecode disassembler and Z80 disassembly.

Jackal UEFI ports the NES game Jackal to a native UEFI Shell application by translating its 6502 disassembly line by line into a C core. UEFI GOP handles graphics while UEFI services handle input and timing; a ROM extractor generates tiles, palettes, and layouts from the user's copy. Audio calls retain state and timing behavior without sound output.

jgalbs cod4 ports the KisakCOD Call of Duty 4 multiplayer client to Apple Silicon macOS. Its native Metal renderer and platform work support menus, maps, input, audio, hosting and multiplayer gameplay while loading assets from a user's compatible game installation. The source documents ongoing development and tested feature boundaries.

KH_COM_VITA ports the GBA Kingdom Hearts: Chain of Memories decompilation to PS Vita by compiling the game's C for Vita ARM and replacing GBA video, DMA, interrupts, audio, BIOS and save services. Its source includes a Vita platform layer and patch; the author reports working early gameplay and a completed first battle, with later areas still under test.

Compiles the C of the khdays-decomp matching decompilation for Windows x64 and supplies a native platform layer for the Nintendo DS hardware, SDK services and sound driver. README reports the whole game running without an ARM interpreter; its rendering, controls, mod support and network multiplayer are the port’s own additions. This decompilation-based port builds on the byte-matching DS reconstruction.

Knack for PC ports the PlayStation 4 game Knack to Windows and Linux by running its original x86-64 code with replacement PS4 system libraries and a Vulkan graphics core. The Knack-specific work covers imported system functions, fixed-address memory, NGS2 audio layouts, and graphics translation. The author reports that the first chapters play from start to end; later chapters remain untested.

Lantern Engine runs Bloodborne CUSA03173 update 1.09 from the player's own PS4 dump on Windows and Linux. Built on bbport and shadPS4, its game-specific runtime supplies PS4 system services while the game's code executes on the CPU and graphics are translated to Vulkan. The source documents additional launcher, rendering, control, and performance work.

Adapts the LEGO Island decompilation into a portable build for desktop, mobile, console, DOS and Web targets. Windows-only subsystems are replaced with SDL3, miniaudio, iniparser and a custom Direct3D Retained Mode re-implementation, while core gameplay is meant to stay unchanged. It ports reconstructed source rather than checking byte-identical binaries, so it is distinct from the exact-rebuild decompilation case.

LEGOLAND, portable turns a matching decompilation of the 1999 game into builds for Windows, Linux, Android and browsers. It adds program startup code, replaces the game's assembly routines with C, and substitutes Windows graphics, input, audio and other APIs with SDL3 and supporting libraries. Installation reads game data from the user's CD or disc image.

A native Windows, Linux and macOS port of Banjo-Kazooie that compiles game C sources, many tagged with their Banjo-Kazooie decompilation file paths, against libultraship, a reimplementation of the N64 SDK. Torch extracts the user’s ROM into an asset archive, and the port adds Anchor multiplayer, romhack and language-pack support and a randomizer. Unlike Banjo: Recompiled, it builds from decompiled source rather than statically recompiling the ROM’s code.

Lordran Native ports the Nintendo Switch release of Dark Souls: Remastered to Apple devices by running its ARM64 code directly. A rewriter adapts kernel-dependent instructions, a host supplies Horizon services, and a Metal layer implements NVN graphics. The project packages locally supplied NSP files and keys into macOS or unsigned iOS builds.

Magic Carpet reconstructs Bullfrog's 1994 DOS game as a Windows x64 C++17 and SDL2 port from analysis of carpet.exe. The repository includes Ghidra naming data, format documentation and a DOSBox reference harness; the author reports matching simulation ticks and rendered frames in recorded comparisons.

Rehosts the Android release of Max Payne Mobile on Nintendo Switch by loading and patching its original AArch64 shared library. The wrapper supplies a minimal Android-like environment and Switch-specific hooks for game, audio and graphics behavior. It adapts an earlier Vita port and uses files supplied by the player.

MDK in Godot ports the 1997 game MDK to Godot 4.7 using analysis of its data files and MDKD3D.EXE. It loads levels, media and scripts from the player's installed game and documents file formats, engine behavior and the script virtual machine. The author reports that all six levels run, while playtesting and bug fixing continue.

Melee-X ports the Super Smash Bros. Melee decompilation to the original Xbox, compiling game code for its Pentium III and mapping GameCube graphics calls to the NV2A GPU. It implements platform services for input, audio, disc access and saves, and reads game data from the player's NTSC-U 1.02 disc image. The author reports four-player play and notes occasional crashes.

MELEE360 ports reconstructed Super Smash Bros. Melee code to a native Xbox 360 XEX. It adapts the game to PowerPC, D3D9/Xenos and XInput while reading original resources from a user-supplied NTSC-U 1.02 disc image. The author reports bounded Xenia tests, with campaign content and physical-console operation still incomplete.

Started in 2015 as a reverse-engineered reimplementation of the Metroid Prime engine, Metaforce has been rewritten on top of the PrimeDecomp matching decompilation. Its native app compiles that game code as non-matching C++ for desktop and mobile through the Aurora GameCube compatibility layer and loads a user-selected disc image. The README says builds are unavailable while the rewrite stabilizes.

Compiles the PrimeDecomp decompilation of Metroid Prime’s game and engine code as native C++20 for Linux, Windows and Android, with an experimental macOS build. Aurora supplies the GameCube SDK compatibility layer and rendering, and the port reads a user-supplied disc image at run time. The author states that parts were written with AI coding assistants under their oversight.

Metropolismania PC rebuilds the PS2 game as readable C++ while using PS2Recomp output from the user's disc as a running scaffold. Functions are replaced individually and compared with recorded original calls; the author reports all 1,481 game functions rewritten, with 1,432 passing differential checks, while playthrough remains unfinished.

Ports the PS2 game Fatal Frame to native PC builds without emulation; its repository description names the Himuro decompilation as its basis. Stubs replace PS2 kernel calls and a new SDL3-based layer handles rendering, audio and UI, while game data comes from the user’s own disc. The README calls the port very early work and publishes no matching or fidelity checks.

Miyoo64 runs fifteen Nintendo 64 games natively on the Miyoo Mini, Mini Plus, and Mini Flip, built from their decompilation projects. Each game reads a ROM the player owns and builds what it needs on the device. The listed USA ROMs include Perfect Dark revision 1, Mario Kart 64, Ocarina of Time 1.0, and Super Mario 64.

An experimental Android ARM64 port adapts the existing static recompilation of the Xbox 360 game Naruto: The Broken Bond, compiling translated PowerPC code with ReXGlue and bringing its runtime, Vulkan renderer and touch input to Android. The author reports that the original intro, menus and a training fight render on an OPPO A58 at about 1 FPS.

Nebula runs Super Mario Galaxy on 64-bit Windows. Release 1.0.2 plays the North American disc RMGE01 from start to finish. Setup translates that disc's PowerPC code to C++ and compiles it locally. The current branch, Nebula 2, is unreleased and builds the game from the Petari decompilation, adding the European disc RMGP01 and the Japanese disc RMGJ01. Windows 10 version 1803 or Windows 11, a Direct3D 12 GPU, and 8 GB of RAM are required. Source steps are in docs/BUILDING.md.

The R36S port runs the 2012 Android release of Need for Speed: Most Wanted on ArkOS using the owner's game files. An ARMv7 loader maps the original libraries, while Bionic, JNI and soft-float bridges connect them to Linux graphics, controls and audio; the author reports playable races in the public alpha.

NFS Most Wanted (2005) rebuilds the PC game's systems in Unity from function-by-function study of speed.exe and reads cars, world, audio and other content from the user's installation. Its analysis notes report using REA with Ghidra, and its code includes game-data readers, runtime systems and standalone .NET probes. The author reports a playable offline career and 98% code-port coverage.

NHL24 PC runs the PS4 version of NHL 24 on Windows through a game-specific shadPS4 fork. It executes the game's x86-64 code directly, replaces PS4 system-library calls with native implementations, translates GCN shaders to SPIR-V for Vulkan, and extracts the user's own base and update PKGs through its launcher.

Nightmare Creatures ports the USA PlayStation game to macOS, Windows, and Linux using a user-supplied CHD image. Its runtime interprets the original processor code while native components handle graphics, sound, input, and saves; separate tools analyse the game's executables and progressively translate code into C.

Ninja Gaiden Black native PC port runs the original Xbox game's x86 code inside a 32-bit Windows process. Its C runtime supplies an XBE loader, replacement Xbox kernel, NV2A-to-OpenGL renderer and APU audio engine; Python tools and notes document game formats and executable behaviour. The launcher imports files from the user's disc.

Odin Sphere Leifthrasir - PC Port runs the PS4 game's original x86-64 code on a native PC runtime that replaces PS4 system libraries and uses a shadPS4-derived Vulkan renderer. Its installer accepts user-provided packages for specified USA, Japanese, European and Hong Kong builds, and scans selected eboot.bin builds for executable sites.

Onslaught CE ports Battle Engine Aquila to native 32-bit Linux and Windows builds using the game's public source and a separate matching decompilation. Its SDL3 platform layer supplies window, input and audio support, with Direct3D 9 through dxvk-native on Linux and the system implementation on Windows; retail data comes from the user's installation.

OpenCMR2 VR ports Colin McRae Rally 2.0 to Meta Quest 3 and Windows PCVR using the OpenCMR2 codebase built from CMR2Decomp. It adds OpenXR rendering and controller support and imports data from a player's installed PC copy. The Quest build runs on the headset; the Windows build uses a connected OpenXR headset.

openmx ports the PlayStation 2 game MX Unleashed's riding simulation to Rust and supplies new desktop and browser presentation. It reads tracks, vehicles, art and sound from the user's disc dump; the author reports comparing simulation functions, PCSX2 captures and frame-by-frame replay state hashes with the original.

OpenNox ports and extends the Nox game engine with Go and C code for cross-platform play, preservation and modding. Its contributor documentation describes analyzing an incompletely understood codebase with a C parser and refactoring it while replacing platform dependencies with Go, SDL2 and OpenAL. The project reports campaign and online play support.

OpenOMORI rehosts the user's OMORI copy in a browser by replacing the game's NW.js and Node desktop APIs with browser-facing shims. It adds in-memory data decryption, a mod loader, map and event compiler, checkpoints and research-based story-route tools. The author reports coverage of early game flows on one Steam build in Windows Chrome, with later gameplay still unexplored.

OpenSpidey rebuilds the PC version of Spider-Man (2000) as a native SDL3 and OpenGL application using an attributed earlier decompilation and the player's own game data. Its setup imports files from a disc ISO or installed folder, and a comparison tool places original game functions beside rebuilt DLL functions. The author describes the game restoration and matching decompilation as unfinished.

OpenSWE1R ports the Windows x86 release of Star Wars: Episode I Racer by patching replacement open-source code into the game at runtime. It combines x86 CPU emulation with implementations of the Windows functions the game uses. Unreplaced functions still execute from the original game binary, and game art comes from the user's copy.

Ottsel: an ARM64 port of Jak and Daxter

Independent reconstruction project

Ottsel ports OpenGOAL's decompiled Jak and Daxter: The Precursor Legacy source to iPad, iPhone and Apple Silicon Macs. It adds an ARM64 compiler backend, ahead-of-time signed modules and an Apple-platform app with touch and controller input, while extracting art and data from the user's PS2 disc. The author reports physical-iPad and Mac runs; physical-iPhone testing remains pending.

Paper Cut ports Paper Mario: The Thousand-Year Door to Windows, macOS, Linux, iOS and Android using C code from a decompilation. Aurora replaces the GameCube graphics, audio, input, disc and memory card layers with WebGPU/Dawn and SDL3. The port reads the user's disc image and supports the Japanese, US and European releases.

Paper Hexagon ports reconstructed Super Hexagon game code from the GOG Linux build to modern Linux and Playdate. Its Playdate shim replaces openFrameworks rendering, audio, input and persistence interfaces while retaining the game logic. The research documents byte-matching functions and behavioral trace comparisons; users supply their own music and sound assets.

Compiles Paper Mario decompilation sources, credited to the pmret and Paper Mario DX projects, into a native US-version application on libultraship. Torch converts the user’s own ROM into a local asset archive, and the port adds rendering backends, enhancements and archive-based mods. Desktop releases are published, while Android, iOS and web builds are documented on the development branch.

Ports the decompilation-based Perfect Dark game to Android through a platform layer, on-screen controls and a Gradle build. It builds on an existing desktop port and requires the player's own Perfect Dark ROM. The Android guide describes touch input, landscape orientation and a launcher that imports mod folders.

piney_apples rebuilds the engines of .hack//Infection, Mutation, Outbreak and Quarantine as a native Rust program. It replaces game loops, scripts, battles, rendering and audio, generates tables from users' North American PS2 discs, and compares selected Rust functions with original code run in a project interpreter. The project reports that players reached the endings of all four games.

Pocket Wormhole brings the Project Wormhole reimplementation of FTL: Faster Than Light to Android using the player's ftl.dat. Its port replaces desktop OpenGL, OpenAL, GLFW and Slick2D interfaces with Android graphics, audio and touch input layers, and adds save export and import for compatible game runs.

This is a native Nintendo 3DS port of Pokémon Platinum, built from the pret/pokeplatinum decompilation. The remastered display targets a New 3DS, New 3DS XL, or New 2DS XL. The ROM is Pokémon Platinum, USA, revision 0 or revision 1. A browser builder makes the SD card files locally. A source build uses devkitPro's 3ds-dev group, Python 3.10 or newer, and Git.

Builds native 64-bit Windows and Linux executables of Pokémon Platinum from a fork of pret’s decompilation, replacing NitroSDK with the author’s libntr libraries; the same tree keeps the DS ROM build and an experimental Switch target. README says the game should be playable from start to finish but may crash or show graphical bugs. Prebuilt binaries require the player’s own US ROM, and the fork’s default build no longer runs pret’s checksum tests.

Pokémon X reconstruction rebuilds selected Nintendo 3DS game logic and asset handling in portable C, with an SDL2 field slice for walking, dialogue and wild battles. Its native tools decode local game data, and the analysis notes document a live REA MCP workflow for move-resource investigation. The author reports extensive checks of reconstructed subsystems; the field slice remains incomplete.

Precursor ports the Jak and Daxter trilogy to Android ARM64 using OpenGOAL's recovered GOAL code and tools. It adds an AArch64 compiler backend, C++–GOAL call bridges, an OpenGL ES 3.2 renderer, and a phone launcher that extracts and compiles game data from the user's PS2 ISO. The author reports that all three games boot on a phone, with different portions playable.

Professor Layton: Curious Village HD Vita runs the Android game on PS Vita by loading its ARMv7 executable, resolving Android imports with native functions and patching platform behavior. The loader uses the player's APK and OBB data; the author notes occasional video problems and slow animation after puzzle solutions.

PsyDoom ports PlayStation Doom and Final Doom to modern PCs from code derived from the PlayStation machine code. The author describes a gradual conversion from emulated MIPS instructions to C++, emulates the original GPU and SPU behavior, and adds an optional Vulkan renderer. The author reports matching four recorded playthroughs when given the same player inputs.

Quake 4 Definitive Edition ports selected Xbox 360 controller behavior into openQ4 patches for the PC game. The project documents analysis of default.xex to recover stick dead zones, a square gate, look curves and turn speeds, then adds controller settings and aim-assist behavior to the engine.

This runs Super Mario Strikers for the GameCube on a Meta Quest 3 as a mixed-reality app. It is a fork of the Android port, compiled for the headset and drawn through OpenXR. The README describes a floating screen, a life-size stadium, and a tabletop pitch. The player installs the APK from Releases and supplies their own copy of the game.

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