Independent reconstruction project
rac1-native ports the PS2 game Ratchet & Clank to Linux, Windows, and Apple Silicon macOS. Setup extracts assets from the user's disc and translates much of the MIPS and vector-unit code into C++; the port also contains handwritten C++ and functions combining generated and handwritten code. Host code replaces PS2 hardware. An R5900 interpreter compares ported functions with original execution.
Independent reconstruction project
Rage Racer PC runs the PAL PlayStation release of Rage Racer as a native Windows, Linux and macOS game. Its C runtime imports models, textures and sky data from a user-supplied disc image and provides both a PS1-style classic renderer and a modern geometry renderer.
Independent reconstruction project
Raptor ports a reverse-engineered Raptor: Call of the Shadows codebase to modern desktop systems and Android. Its build uses CMake and SDL2, while the game loads GLB assets supplied from the player's own shareware or full version.
Independent reconstruction project
RatchetPort runs the PS4 version of Ratchet & Clank (2016), CUSA01047 USA v1.00, through a native Windows runtime derived from SpartanPort with shadPS4 rendering components. Its game-specific research identifies executable sites for timing, motion blur and resolution work. The author reports 30 FPS gameplay on one RTX 5070 Laptop configuration, while compatibility and long-session stability remain unresolved.
Independent reconstruction project
Rayverse ports Rayman 1 PC version 1.21 into a modern executable based on a disassembly of the original. Its C source and platform code target Windows, Linux and macOS as a replacement for RAYMAN.EXE.
Independent reconstruction project
Recharged compiles reconstructed source for Mario Strikers Charged into a native program for Windows, Linux, macOS, and Steam Deck. The README says the game's own code runs unchanged while Recharged supplies graphics, sound, controllers, disc access, and saves.
Independent reconstruction project
This is a native Linux and Windows port of the PlayStation 2 game Resident Evil Code: Veronica X, built from the recvx-decomp decompilation. It compiles the game code for the PC and reads an NTSC-U disc image, product SLUS-20184, in place. The renderer can go to 8x internal resolution while the game logic stays at 30 FPS. Two-player online co-op uses a lobby, join codes, and a small rendezvous server. recvx.exe or ./recvx starts a release. The Linux source build is a 32-bit Ninja build with cmake/linux-i686.cmake and needs OpenGL 3.3.
Independent reconstruction project
ReKHCoM ports the decompiled Game Boy Advance code of Kingdom Hearts: Chain of Memories to native and browser runtimes. It supplies rendering, audio, a launcher, widescreen options, and support for European, US, and Japanese cartridge dumps.
Independent reconstruction project
ReMech2 rebuilds MechWarrior 2: 31st Century Combat for Windows and Linux using a Rust runtime and decompiled C/C++ game code from the related demech2 project. It loads data from the user's original disc or installation and adds modern input, audio, rendering and widescreen support.
Independent reconstruction project
ReNFS rebuilds the 1996 DOS release of The Need for Speed Special Edition as a native C and SDL2 game for Linux, Windows and macOS. The author studied NFS_DOS.EXE with Ghidra, rewrote routines by hand and compared racing, physics, rendering and replay behavior with the original. The port reads game tables and assets from the user's own Special Edition CD.
Independent reconstruction project
ReRAC ports the 2002 PlayStation 2 Ratchet & Clank to a native PC application using data read from the player's original disc. Its launcher prepares the game and starts it. The project reports that its early alpha covers four planets, player movement, weapons, saving, travel, and cutscenes.
Independent reconstruction project
reUndr ports the original Xbox Need for Speed: Underground to homebrew-enabled PS5 consoles using an existing static recompilation and a PS5 replacement runtime for graphics, audio, input, and system services. It imports game data from the user's USA Xbox disc image.
Independent reconstruction project
Reuromancer ports the MS-DOS game Neuromancer to 64-bit Windows. Its engine uses reverse-engineered game routines and adapted disassembled code, while a separate resource browser examines and exports resources from the game's DAT files. Running the port requires the user's own DOS game data.
Independent reconstruction project
ROLLER aims to reimplement the functionality of the 1995 game Whiplash/Fatal Racing for modern PCs. Its C implementation substitutes DOS-specific functions with SDL and Windows or Unix equivalents, and its documentation records symbol and executable analysis used during reconstruction.
Independent reconstruction project
Rosebed ports decompiled Minecraft Beta 1.7.3 source to Zig as a client and dedicated server. The author reports matching game behavior, seeded worlds and multiplayer compatibility with the original. Builds are described for desktop, browser, Android and iOS, with original game assets fetched separately.
Independent reconstruction project
rr-pc-port reconstructs a playable PC race slice of the 1994 PlayStation Ridge Racer by re-expressing game logic in portable C. It ports selected functions and fixed-point driving behavior, reads course and resource data from the user's local game files, and renders through an optional SDL2 host. Its roadmap separates confirmed behavior from documented approximations.
Independent reconstruction project
Salamander UEFI ports the NES game Salamander to a native UEFI Shell application by translating its 6502 disassembly into a platform-independent C core. The repository includes a 6502 disassembler, a user-ROM resource extractor, host tests and a fidelity checklist. UEFI GOP, input and timing services replace the original console environment.
Independent reconstruction project
Scooby-Doo! Mystery Mayhem is a Rust and Bevy PC port of the PlayStation 2 game, built from reverse-engineered engine and game-logic modules. It loads levels, media and module data at runtime from the owner's ISO, with notes tracing MIPS module behavior and engine interfaces.
Independent reconstruction project
SF33RDSXBRecompo ports the Xbox version of Street Fighter III: 3rd Strike to Windows, Linux and Android using C game logic from 3s-decomp-ogxb. It replaces Xbox services with SDL3, Vulkan or OpenGL, OpenAL and SQLite, while importing game archives and sound banks from the player's disc.
Independent reconstruction project
Shadow of the Colossus runs the PS4 game's x86-64 code directly on Windows 10/11 while translating its graphics to Vulkan. This port supports the named EU 1.01 and US 1.00 releases, loads a user-provided game dump, and implements the system functions the game needs.
Independent reconstruction project
Shadow of the Colossus-PC runs the PS4 version of Shadow of the Colossus on Windows 10 and 11 using the user's game dump. Its loader runs the game's x86-64 code on the host CPU, supplies needed PS4 system functions and translates graphics to Vulkan. The author reports playing from the last colossus through the ending and credits.
Independent reconstruction project
Reconstructs Shinobi Legions for PC from analysis of its Sega Saturn SH-2 code and disc formats. A C11 and SDL2 port rewrites game functions while retaining the original memory layout; the author reports that the title, 18 stages, bosses, and ending run using files extracted from the user's disc.
Independent reconstruction project
Builds Ocarina of Time as a native PC application from the OoT decompilation’s source, with libultraship standing in for the N64 libultra SDK and DirectX 11, OpenGL or Metal rendering. No game assets are shipped: they are converted from the user’s supported ROM into an .o2r archive, and the port adds save states, alternate and custom assets and other enhancements.
Independent reconstruction project
Sightline ports the GoldenEye 007 Nintendo 64 decompilation to a native Windows executable with a platform layer and OpenGL renderer. It reads game content from the user's USA ROM and retains a matching build and per-tick trace harness for checking changes to game logic.
Independent reconstruction project
Silent Engine ports the original Silent Hill to a cross-platform C++ engine using logic migrated from a decompilation of the PlayStation game. It includes format loaders, asset streaming and a launcher that extracts original assets from the user's compatible ROM. Boot, video playback and some menus are partially functional.
Independent reconstruction project
Skate 3 Port adapts an Xbox 360 Skate 3 static recompilation to Android ARM64, linking the translated PowerPC game code against a Vulkan runtime. Its Android launcher validates and extracts a player's ISO, while the fork adds touch controls, graphics settings and runtime changes. The project is experimental, with visual bugs, missing effects and device-specific performance issues listed as expected limitations.
Independent reconstruction project
SkiFree SDL adapts an existing decompilation of the Microsoft Entertainment Pack game SkiFree into a cross-platform SDL2 source port. It contains the C source and CMake build files, while the player supplies original graphics and icon resources for the build.
Independent reconstruction project
skynet-godot ports the 1996 XnGine shooters SkyNET and Future Shock to a rewritten Godot 4 engine. It decodes BSA archives, WLD heightmaps, textures, maps and audio from the player's installations, while DOS executable disassembly informs movers, weapons, AI and mission behavior. The author reports bounded campaign and deathmatch support.
Independent reconstruction project
Sly 2: Bevy of Thieves ports Sly 2: Band of Thieves logic function by function into Rust and Bevy, replacing PS2 hardware services with native systems. It reads levels and media from the user's disc image; the archived build loads early episode hubs but cannot be played start to finish.
Independent reconstruction project
sm-3ds ports a Super Metroid PC reconstruction to Nintendo 3DS using native source, devkitARM, and SDL2. It builds against a user-supplied sm.smc ROM; the author reports about 50 FPS on hardware and unresolved hardware save support.
Independent reconstruction project
SM64 Scratch builds a playable Scratch version of selected Super Mario 64 scenes from a user's USA ROM. Python decoders reconstruct textures, models, animations, collisions, and audio using recorded ROM offsets and conversion recipes; Scratch block patches implement gameplay based on the public decompilation. The initial beta includes the castle grounds, part of the castle interior, and Bob-omb Battlefield.
Independent reconstruction project
sm64-gba ports Super Mario 64 movement and collision code to Game Boy Advance and adds a software-rendered playable demo. Its harness compares Mario's state frame by frame with an unmodified decompilation; the author reports bit-for-bit matches in emulator tests.
Independent reconstruction project
Builds native Super Mario 64 executables from decompiled source, extending the sm64-port fork of the n64decomp reconstruction with renderer, input, camera, save-format and external-data options. Game assets are extracted from the user’s own ROM at build time. It is an enhanced native port.
Independent reconstruction project
sm64synth ports the reconstructed Super Mario 64 audio engine to Rust as a reference implementation. Its music player and WAV renderer use sound assets extracted from a compatible game ROM; the implementation is based on the European version.
Independent reconstruction project
Smash 64 DS Port brings reconstructed Super Smash Bros. 64 game logic from BattleShip to a Nintendo DS backend. Its build checks a user-provided North American ROM, regenerates assets locally, and produces a DS game image; the author reports playable campaign and local four-fighter matches, with performance and feature gaps.
Independent reconstruction project
SMG-3DS ports Super Mario Galaxy to New 3DS by compiling Petari's decompiled game code and implementing the Wii interfaces it calls. The port translates GX graphics to PICA200 and runs the Wii audio DSP in software. The author reports playable but slow hardware performance, and the project is archived.
Independent reconstruction project
SMW brings BelmanteGu's static recompilation of Super Mario Bros. Wonder to jailbroken PS4 consoles. The game's ARM code was translated to C++ ahead of time and compiled for the PS4 CPU, and its NVN graphics run on Vulkan through Mesa's RADV driver.
Independent reconstruction project
Snipes ports the 1982 DOS text-mode game from reverse-engineered executable code to modern C++ builds. It offers SDL and Windows console front ends and adds replay recording and playback. The author reports identical game logic to the original.
Independent reconstruction project
SOCOM Legacy rebuilds SOCOM II U.S. Navy SEALs in TypeScript and three.js for browser multiplayer, loading maps and other game data from the user's own disc. The project records values read from disc data and game code, and tracks parity for menus, online flow, maps, and matches while its multiplayer implementation continues to develop.
Independent reconstruction project
Sonic 1 C Port translates Sonic the Hedgehog revision 1 code from a Mega Drive ROM into C, then manually repairs generated control flow. A Rust runner and Speedshoes emulation framework compare C-side game state with the original and support instruction-level accuracy checks.
Independent reconstruction project
Sonic CD 2011 for SEGA Dreamcast ports the reconstructed RSDKv3 engine to Dreamcast with platform-specific graphics, audio, input, saving and video code. It converts selected audio assets from a user-provided mobile Data.rsdk while leaving other game data in the archive.
Independent reconstruction project
soniccdrespinned is a cross-platform port of Sonic CD that runs the decompiled stage, special-stage, time-warp and title-screen code on a newly written platform layer. That layer decompresses the original SZDD-packed CMP sprite and tile bitmaps, streams ADX music from the US or Japanese AFS soundtrack, and renders through SDL 1.2 or SDL2, with PC and PSP input backends.
Independent reconstruction project
SoulCalibur Vita adapts the Android version of SoulCalibur to PS Vita by loading its ARMv7 executable into memory, resolving imports with native functions and patching behavior needed for the port. The repository contains the loader and Android compatibility implementations, while installation uses the player's APK and OBB files.
Independent reconstruction project
Space Rangers HD — Free Pascal Port adapts recovered Delphi source for Space Rangers HD: A War Apart to Free Pascal. It documents compatibility changes for Delphi arithmetic, floating-point and control-flow behavior and targets desktop, mobile, browser and Switch platforms using player-supplied game data.
Independent reconstruction project
Builds a native Mario Kart 64 port for Windows, Linux, macOS and Switch from source that keeps the Mario Kart 64 decompilation’s file layout, running on libultraship’s reimplemented N64 SDK. Its bundled Torch extractor converts the user’s US ROM into an asset archive, and the port adds mods, custom tracks and an editor. The README does not name its upstream decompilation, and no matching or fidelity checks are published.
Independent reconstruction project
SpaghettiKart's Android fork brings Mario Kart 64 to Android. Its app validates a user-provided US ROM and extracts an mk64.o2r archive on the device; the repository includes Android launcher, input and touch-control code.
Independent reconstruction project
SpaghettiPad adapts the decompilation-based SpaghettiKart port of Mario Kart 64 for iPhone and iPad. Its mobile integration adds Metal rendering, analog touch steering, Bluetooth controller routing, game-data import and optional texture-pack loading. Builds require the player's supported US 1.0 ROM.
Independent reconstruction project
SpartanPort ports the PS4 release of God of War III Remastered to Windows and Linux using the player's own game dump. It runs the game's x86-64 code through a native runtime, uses Vulkan graphics components and includes a loader that rewrites selected instructions for CPUs lacking MOVBE, BMI1 or LZCNT.
Independent reconstruction project
SpyroEngine ports the original PlayStation Spyro trilogy to PC with title-specific native subsystems and psxport's Lightrec executor for remaining MIPS code. It authenticates each player's game executable before running it, and records per-title progress on presentation, terrain and gameplay paths.
Independent reconstruction project
SSB-X ports the N64 Super Smash Bros. to the original Xbox using an existing Dreamcast port's game code. It reimplements the Dreamcast port's PowerVR, AICA, controller, storage and threading services on Xbox hardware, while generating game content from the user's US ROM during the build.
Independent reconstruction project
ssb64-dc ports the N64 Super Smash Bros. decompilation to Sega Dreamcast. It replaces N64 graphics, audio, and memory paths with Dreamcast implementations, while build tools convert assets from the user's US ROM. The author describes the port as playable but still affected by minor visual issues.
Independent reconstruction project
This is a Sega Dreamcast port of Star Fox 64, based on sonicdcer/sf64. The player builds a CDI from their own Nintendo 64 ROM. The README says it is intended for real Dreamcast hardware, with VMU saving when a VMU is present.
Independent reconstruction project
Star Fox Enhanced ports UltraStarFox to a native C++ and SDL3 program for Star Fox and Star Fox EX. It separates fixed game simulation from presentation frame rate and reconstructs runtime assets locally from supported retail ROM revisions supplied by the player.
Independent reconstruction project
Star Haven is a native Nintendo 3DS port of Paper Mario for the Nintendo 64, built from the pmret/papermario decompilation. The game's own C code runs on the 3DS.
Independent reconstruction project
A native PC port of Star Fox 64 that compiles the game's decompiled C code against libultraship, an N64 porting library that reimplements libultra and renders through Fast3D. On first run it uses the Torch tool to turn the user's US ROM into an asset archive, and it ships for Windows, Linux, macOS and Switch. The README of the separate Starfox 64: Recompiled static recompilation calls this port its sibling, built with different technology.
Independent reconstruction project
StarshipPad adapts the decompilation-based Star Fox 64 source port Starship into an iPhone and iPad application. Its maintained patches and build scripts add Metal rendering, touch flight controls, controller handling and local ROM import through Files.
Independent reconstruction project
Starwing 3DS ports the reconstructed Star Fox / Starwing engine to Nintendo 3DS with dual-screen presentation, console input, SPC audio and local processing of a user-supplied SNES ROM. It builds on Starfox Enhanced and related reconstruction work; the author describes the release as experimental.
Independent reconstruction project
Street Rod Enhanced ports the reconstructed Street Rod engine to SDL3 and adds a road view drawn at the display refresh rate with higher resolution and antialiasing. The engine retains the original garage, opponents, physics and screens, while the new renderer covers races and drives through town.
Independent reconstruction project
Strikers is a native port of Super Mario Strikers built on Yannick Suter's decompilation. It runs on Windows, Linux, macOS, Steam Deck, and Nintendo Switch. One executable covers the US, European, and Japanese discs and loads ISO, GCM, CISO, GCZ, or an extracted folder. Graphics go through Metal, Vulkan, or Direct3D 12 via Aurora. Build steps are on the project wiki.
Independent reconstruction project
sundog ports the Atari ST game SunDog: Frozen Legacy to modern platforms by implementing its UCSD Pascal p-system interpreter in C. It runs the original p-code from the player's disk image, reimplements graphics assembly routines and uses SDL2 and OpenGL ES for host input and display.
Independent reconstruction project
sm64-psx ports reconstructed Super Mario 64 source to the original PlayStation. It replaces floating-point-heavy paths with fixed-point math, translates RSP display lists into a PSX-oriented format and converts textures, while extracting required assets from a user-provided US ROM.
Independent reconstruction project
Super Mario All-Stars runs from the user's SNES ROM in a Windows and Android port with its own SNES runtime and game-specific extensions. The repository documents reverse-engineering findings for the included Mario games, including RAM fields, code banks and checks made with traces, memory watches and save states.
Independent reconstruction project
The Super Mario Bros. Atari Lynx port adapts the NES game's 6502 logic to the Lynx 65C02 using a complete disassembly. Adapter code maps NES tile rendering to Suzy sprites, APU output to Mikey audio, and controller input to the Lynx joypad; artwork and level data are extracted from the user's ROM at build time.
Independent reconstruction project
Builds a native PC port of Super Mario Sunshine’s North American release from a pinned matching-decompilation fork, adding a host platform layer for graphics, disc, audio, input and OS services. The fork’s README says AI was used extensively to reconstruct and match its code; the port documents scripted regression hashes and lockstep comparisons with retail captures. Functions that do not yet match can still behave differently from retail, and the game must come from the user’s own disc image.
Independent reconstruction project
Super Mario Sunshine PAL PC port compiles the GMSP01 decompilation for native Windows and replaces GameCube platform services with host implementations. Its Aurora bridge renders GX through WebGPU on Direct3D or Vulkan, and the project adds widescreen, 60 fps, configurable controls and optional mod support.
Independent reconstruction project
PS5_Sunshine adapts the decompilation-based Super Mario Sunshine PC port to PlayStation 5 with platform code, SDL drivers and build patches. It compiles game code for the console and reads models, levels, sound and movies from the user's North American disc image.
Independent reconstruction project
sms-android ports Super Mario Sunshine to native ARM64 Android using decompiled game source, OpenGL ES 3.0, and SDL2 input. It reads a user-provided USA GameCube GMSE01 ISO and adds on-screen touch controls alongside USB and Bluetooth gamepad support.
Independent reconstruction project
A C# translation of Super Metroid implements the game's movement, combat, rooms, menus, rendering and audio. The Windows application extracts required resources from the user's Japan/USA NTSC v1.0 ROM, while original addresses and regression tests guide behavioral comparison. The author reports that it is playable from beginning to end.
Independent reconstruction project
Super Monkey Ball 2 Sakura Edition Vita runs the Android game on PS Vita by loading its ARMv7 executable, resolving imports with native functions and applying platform patches. The setup uses the player's APK and downloaded cache files from versions released before the game became free to play.
Independent reconstruction project
SwitchWaker ports the GameCube game The Wind Waker to Mac, Linux and Switch by compiling imported decompiled source and running it through a new platform layer with Aurora rendering. Build scripts generate required asset headers from a user's GZLE01 or GZLP01 revision 0 disc.
Independent reconstruction project
Ports the ZeldaWWHDRecomp static recompilation of The Wind Waker HD to the Nintendo Switch as homebrew, adding a libnx platform layer and a renderer that draws the game’s GX2 graphics with deko3d, with translated shaders compiled on the console by uam. Game code is recompiled locally from the user’s own Wii U dump, so no Switch binaries are released. README reports the game playable handheld and docked at stock clocks, at 26–30 fps in its own measurements, and states that nearly all of the Switch work was written by Claude Code under human direction and hardware testing.
Independent reconstruction project
Swordigo Vita runs the Android ARMv7 build of Swordigo on PS Vita by loading its executable, resolving imports with native functions and applying patches. Users provide the Android APK and extract the required executable and assets.
Independent reconstruction project
swos-port adapts the DOS Sensible World of Soccer 96/97 to C++ and SDL. It combines generated translations of original assembly routines with rewritten systems and compares port state frame by frame against recordings from the DOS game.
Independent reconstruction project
Tactical-Retreat rebuilds Counter-Strike 1.5 game logic for the QuakeC-based Rad-Therapy and FTEQW stack. Its entity notes map hostage, bomb, buy-zone and other CS behaviors to source implementations, while original game data is supplied separately.
Independent reconstruction project
Test Drive Enhanced ports the 1987 DOS game to SDL3 using the author's C reimplementation of its driving simulation and game flow. Its engine notes link that implementation to reverse-engineering specifications and disassembly of TDEGA.EXE; this version adds higher-resolution road rendering and optional elements from the Amiga release.
Independent reconstruction project
Test Drive III Enhanced ports a reconstructed Test Drive III: The Passion engine to a native SDL3 program. It keeps a faithful game core while adding smoother high-resolution rendering, longer draw distance, steering changes and a launcher. The program loads the player's original executable and data files.
Independent reconstruction project
Test Drive III: The Passion is reconstructed in C as an SDL3 port that reads the player's original DOS game files. The project documents recovered functions and resource formats, including pictures, 3D objects, maps, and sound. Its VGA version covers the cars, courses, menus, traffic, replay, results, and scores; several original graphics and sound modes remain outside the port.
Independent reconstruction project
Test Drive SDL3 ports the DOS EGA, CGA and Hercules versions and the Amiga version of the 1987 game to native SDL3 programs. Reverse-engineering specifications cover game flow, simulation, rendering and platform behavior, while a separate document covers file formats. The ports read user-supplied original game files.
Independent reconstruction project
th06-headless adapts reconstructed Touhou 6 game logic into a deterministic Linux runtime for replay and learning research. It removes window, audio and frame-pacing requirements, accepts seeded per-tick actions, exports JSONL state, and offers a lockstep observation/action interface. The fork builds on GensokyoClub/th06 and uses the user's original Japanese game data.
Independent reconstruction project
th06-sdl2 is a cross-platform port of Touhou Koumakyou, the Embodiment of Scarlet Devil, version 1.02h, built on the happyhavoc/th06 reconstruction. Direct3D 8 and the Win32 window and audio stack are replaced with SDL2. Renderers are desktop OpenGL, OpenGL ES 2.0, and an optional Vulkan backend. The README says the project is archived.
Independent reconstruction project
Compiles the reconstructed C++ source of the Japanese Touhou 8 1.00d release to WebAssembly with Emscripten, adding WebGL 2 rendering, Web Audio, browser input and IndexedDB saves behind the game’s D3D8-, DirectSound- and DirectInput-shaped interfaces. Players select their own retail DAT files locally. The web build is a separate port from the curated TH08 reconstruction.
Independent reconstruction project
The Hobbit, native ports the 1982 ZX Spectrum game to C one Z80 routine at a time, guided by an annotated SkoolKit disassembly. It provides a faithful version preserving register and memory behavior plus a separate edition that fixes identified bugs, with a reference runner that compares routine effects and transcripts against the original.
Independent reconstruction project
The Last Guardian PC port runs the PS4 game's original executable as native CPU code while replacing PS4 system services and translating graphics to Vulkan. Its loader and runtime use a user-provided dump of the game and update 01.03; an optional library from the user's console firmware supplies audio. The author reports playable Linux sessions, while Windows gameplay remains untested.
Independent reconstruction project
TLG-Port runs The Last Guardian's PS4 executable on Windows through game-specific replacements for PS4 system libraries. It executes the game's x86-64 instructions on the host CPU and maps graphics commands to Vulkan while converting shaders to SPIR-V during play.
Independent reconstruction project
This is a native PC port of The Legend of Zelda: The Minish Cap for x86-64 Linux, Windows, and macOS. It uses SDL3, the ViruaPPU software renderer, and agbplay. The USA ROM baserom.gba has SHA-1 b4bd50e4131b027c334547b4524e2dbbd4227130. The EU ROM baserom_eu.gba has SHA-1 cff199b36ff173fb6faf152653d1bccf87c26fb7. Prebuilt archives are named tmc-usa-{linux,windows,macos}-<version>.tar.gz and are published from 999sian/tmc. A Switch build is in platforms/switch.
Independent reconstruction project
The Minish Cap PC port compiles the GBA game's recovered C source for Linux, Windows and macOS. It replaces GBA hardware with SDL3, a software PPU renderer and agbplay audio, extracts assets from the user's ROM, and currently supports the USA and EU releases for native play.
Independent reconstruction project
The Order: 1886 PC port runs the user's PS4 game executable natively on a Windows x86-64 processor through replacement system libraries. It uses the shadPS4 video core to translate PS4 GPU commands and shaders to Vulkan; the author reports reaching a rendered prologue with CUSA00035 version 01.02.
Independent reconstruction project
The Simpsons Game — Android Evolved ports statically recompiled Xbox 360 game code to Android ARM64 using ReXGlue, SDL3 and Vulkan 1.1. It adds Android launcher and touch controls, renderer adjustments and diagnostic tools. The author reports reaching the title screen and animated introduction on a Galaxy S25 Ultra.
Independent reconstruction project
The Simpsons: Hit & Run Android adapts an earlier Switch and PS Vita port of the game for Android. It adds native touch controls and an in-game control-layout editor, supports external controllers, and loads assets supplied from the player's PC copy.
Independent reconstruction project
The Witcher 3 native research recovers selected vector, VM, and decoder functions from The Witcher 3: Wild Hunt for ARM64 port experiments. Ghidra helpers extract references, while C models and harnesses compare x64 and ARM64 behavior; the author reports checks of 21 small function bodies and no complete engine or playable port.
Independent reconstruction project
Thimbleweed Park Vita runs the Android ARMv7 build of Thimbleweed Park on PS Vita by loading its executable, resolving Android imports to native functions and applying runtime patches. Users provide the game's APK and OBB files.
Independent reconstruction project
TMNF reconstructs parts of TrackMania Nations Forever 2.11.11 as a native Android 15 game using behavior and data recovered from the Windows executable. Its C++ core reads GBX and NadeoPak files, rebuilds campaign tracks and collision scenes, and drives vehicle simulation and a recovered camera from user-supplied game data.
Independent reconstruction project
tmnt-recomp ports the 1989 NES Teenage Mutant Ninja Turtles game to C from analysis of its 6502 code. It loads a user-provided European or American ROM at runtime, implements game logic and needed NES hardware behavior, and compares recorded runs with emulator traces.
Independent reconstruction project
Tomodachi Native adapts nxnative to run the Switch game Tomodachi Life: Living the Dream on Apple Silicon Macs and iPads. It rewrites selected ARM64 instructions, supplies Switch system services and translates NVN graphics to Metal 4 using a game-specific profile. The author reports that early island and Mii creation scenes work on Mac.
Independent reconstruction project
Ports Tony Hawk’s Pro Skater (PlayStation, USA) to native Windows and Linux builds from a fork of an in-progress matching decompilation of the retail executable. The decompilation recompiles reconstructed functions with a Psy-Q toolchain and compares them byte for byte with the user’s retail executable, while the port replaces PlayStation hardware and libraries with SDL2 and OpenGL services. Play needs the user’s own disc image; matching and gameplay results remain project-reported.
Independent reconstruction project
th11 reconstructs the Japanese 1.00a release of Touhou 11: Subterranean Animism in named C++ and runs it in browsers through WebAssembly, SDL3, and WebGL2. Its documentation reports comparing gameplay state and original replays across fixed samples; players assemble a runnable package locally from game files they may use.
Independent reconstruction project
Touhou Reiiden is a C# and .NET 8 port of the 1997 PC-98 game that loads assets from the user's own disk image or game folder. It rebuilds stages, bosses, menus, scoring, and audio, using ReC98 as a behavioral and file-format reference and measurements of the original for selected boss sequences.
Independent reconstruction project
tp-vita ports Dusklight's GameCube Twilight Princess code to PS Vita by compiling the game and JSystem sources for ARM. It retains Aurora's GX command processor and adds a vitaGL GLES2 renderer. The author reports a VPK that boots and renders in Vita3K; audio is disabled, and a memory-card prompt blocks progress past file select.
Independent reconstruction project
Twilight Princess PC Port adapts the zeldaret Twilight Princess decompilation to PC and is developing a bridge from GameCube GX graphics to Aurora. Its source initializes heap, video, controller and process systems, while asset loading, scene creation and gameplay rendering remain unfinished.
Independent reconstruction project
Twilight Princess VR ports The Legend of Zelda: Twilight Princess to Apple Vision Pro using Dusklight's decompilation-based PC version and the TPVR mod. Its visionOS app runs the game framework with immersive, portal and window views, and loads a disc image supplied by the user.
Author-reported mixed workflow
UGH! ports the 1992 DOS game routine by routine from analysis of UGH.EXE into C++23 and SDL 3. It reads graphics, levels and sound from the user's executable, models VGA Mode X behavior and ports the AdLib driver. Project guidance records use of a REA plugin with Ghidra during analysis.
Independent reconstruction project
Rebuilds the Sega Master System version of Ultima IV: Quest of the Avatar from a disassembly and ports its routines to native C for PC. The ROM build is checked byte for byte against a user-supplied release, while shadow execution compares C rewrites with the original code's state and can also compare timing.
Independent reconstruction project
Uncharted Collection PC runs the PS4 Uncharted trilogy on Windows by executing the original x86-64 game code over replacement PS4 system libraries and a Vulkan graphics layer. The fork adapts a pre-existing runtime to the collection and documents game-specific fixes, controls and remaining performance issues.
Independent reconstruction project
This Windows port runs the original PS4 code of Uncharted: The Nathan Drake Collection on a PC and translates its graphics to Vulkan. A launcher selects among the three games, using a user-provided decrypted collection dump; the port builds on bbport and a shadPS4-derived renderer.
Independent reconstruction project
unturned-godot ports Unturned map content and selected gameplay to Godot 4.7 with C# readers for the game's serialized data. It loads terrain, objects, foliage, roads, audio and characters from a Steam installation, with movement, zombies and multiplayer at an experimental stage.
Independent reconstruction project
Vagrant Story Native ports the PlayStation release of Vagrant Story to Windows x64 in C++. It adapts prior decompilation work into native game systems, converts data from the user's disc, and documents remaining engine and content gaps.
Independent reconstruction project
Valiant Hearts Vita runs the Android release of Valiant Hearts: The Great War on PS Vita by loading its ARMv7 executable into memory. The loader resolves imports with native functions and patches the program for the Vita environment. Users provide the executable extracted from their own APK and the game's OBB file.
Independent reconstruction project
Builds on shao113’s matching decompilation of PlayStation Vandal Hearts, adds a Japanese matching tree, and carries both through to a native Windows and Linux port. SDL2, OpenGL or Metal and OpenAL backends replace the console’s GPU, GTE, CD-ROM/XA, SPU, MDEC and pad interfaces, and one executable runs the USA, Asia and Japan discs. The matching builds are still checked on every change; PC-only features such as Tactical Mode and HD packs are opt-in.
Independent reconstruction project
Verdite1 ports the Japanese PlayStation release of King's Field to Windows, Linux, and Android as native C/C++ built from an existing decompilation and King's Field Enhanced. It reads a user-provided SLPS-00017 disc image and adds widescreen display, keyboard and mouse controls, rendering changes, and mod support.
Independent reconstruction project
Vigilante8-xport reconstructs routines from the PlayStation game Vigilante 8 in C for a native port. Its startup code loads the original SLUS_005.10 boot image and BIOS, mounts a disc image, and connects game routines to PlayStation runtime services.
Independent reconstruction project
The WHITE ALBUM 2 Apple port adapts a Godot 4 .NET reimplementation of the game's engine for iPhone, iPad, Vision Pro, Apple TV, and Apple silicon Macs. It adds platform input and performance work, reads scripts and media from the user's PC copy, and includes an ASF/WMV playback extension.
Independent reconstruction project
Wind Waker HD for PlayStation 5 ports ZeldaWWHDRecomp to a homebrew-enabled PS5, compiling Wii U PowerPC code from the user's dump and drawing GX2 graphics through the recompilation's Vulkan renderer on RADV. The author reports reaching the first island after the prologue on one console; later areas remain unmeasured.
Independent reconstruction project
WindowWaker builds a native Windows port of The Legend of Zelda: The Wind Waker from a community decompilation of the USA GameCube release. The fork adds a Windows build and presentation interpolation for 60 and 120 FPS while game simulation remains at 30 Hz; the build generates asset headers from the user's disc image.
Independent reconstruction project
WinWar rewrites Warcraft: Orcs & Humans as a C# and MonoGame desktop port for Windows, Linux and macOS. It loads the original game's WAR art and level files from a user-supplied retail or demo copy. The project is archived.
Independent reconstruction project
wipeout_pc runs WipEout Omega Collection's original PS4 x86-64 code on PC with a replacement system runtime and shadPS4-derived Vulkan graphics core. It documents executable preparation, import mapping and game profiles by title ID; one executable runs WipEout HD, Fury and 2048 using files from the user's own PS4 dump.
Independent reconstruction project
World of Goo Vita runs the Android version of World of Goo on PS Vita by loading its ARMv7 library into memory, replacing Android imports with native functions and applying runtime patches. The loader uses the user's own paid Android game files, including libworldofgoo.so and asset folders.
Independent reconstruction project
World of Kartcraft ports Crash Team Racing's driving model, read from a decompilation, into a Rust World of Warcraft 1.12.1 client. It recreates kart handling, powerslides and boosts in Azeroth while setup extracts kart data from the user's CTR disc and reads a separate WoW installation. The project documents the physics port and the resulting multiplayer kart systems.
Independent reconstruction project
The Zelda: The Wand of Gamelon PC port runs the CD-i game's decompiled C code natively on Windows. An SDL3-based layer replaces video, audio, disc and input hardware behavior while loading game data from the user's own disc image. The port supports five regional releases.
Independent reconstruction project
The Zombies Ate My Neighbors PC Port rewrites the SNES game's logic in C and checks it against execution of the user's original ROM. An in-tree tracer produces code/data logs and memory maps, while a co-simulation harness compares port behavior with the reference core; the port also adds widescreen display and controller options.
Independent reconstruction project
ZumaTAS ports Zuma Deluxe game logic from the CircleShootApp decompilation into a deterministic JavaScript simulation for browser and Node.js use. It includes asset extraction from a user's game installation, a replay viewer, search programs, and recorded tool-assisted play through all 76 Adventure levels. The author reports an 8:12 total for the published run.