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THE REVERSE ENGINEERING COLLECTION

Reverse-engineering case studies

Page 11 of 21, cases 2,001–2,200. 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 2,001–2,200 of 4,025

Games

2832 cases

All sections

Ports of reconstructed source

357 cases

rac1-native: porting Ratchet & Clank to PC

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

th06-sdl2: porting Touhou Koumakyou to SDL2

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

tp-vita: porting Twilight Princess to PS Vita

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

Engine reimplementations

467 cases

New code that recreates an engine or its rules from file formats and observed behavior, usually running the original game data.

Abyssal reimplements the mobile game DEEP in a Godot engine for desktop, browser and Android. It converts a player-provided MIDlet JAR locally, decoding resources and evaluating selected class-file data tables to supply the engine. The implementation covers submarine piloting, stations, trading, missions and combat.

Re-implements Microsoft’s Age of Empires and its Rise of Rome expansion as a cross-platform C++17 engine on SDL2 and OpenGL that loads the original game’s DRS archives and language.dll resources. README says it mimics the Windows API and the Genie engine for compatibility and reconstructs some code from the disassembly; the repository adds format notes and Python tools for inspecting the original data files. Only very basic gameplay through a multiplayer session exists so far, so it is an early engine case rather than a playable replacement.

Rebuilds the Vietnamese Perfect World client's fashion collection window as a standalone 3D app. Python readers decode package, mesh, skeleton, animation and UI formats; the project also recreates face morphing, body-shape rules and shaders identified in the client's x86 code. It generates assets locally from the user's game client.

Arcanum — Unity Reimplementation rebuilds the engine of Arcanum: Of Steamworks and Magick Obscura in Unity 6 while reading data from the user's game installation. Its C# readers cover archives, art, dialog and other formats, and its notes describe the original engine's systems and behavior. The playable systems remain partial.

ash reimplements a limited Dark Souls: Remastered experience in a C99 engine for Sony PSP hardware. Local converters prepare models, animations and parameters from the user's game copy; the engine provides combat, rendering and AI bytecode execution. The author reports playing from the Northern Undead Asylum to Firelink Shrine on a PSP Street E1000.

Reconstructs the Sega Saturn RPG Panzer Dragoon Saga as native C++, rewriting the game’s SH-2 routines for its kernel, field, town, battle, menu and audio systems. The rewritten code loads the user’s original disc files and reads their tables by Saturn address, rendering through bgfx and SDL with ImGui debugging views. README calls the project very early: the opening is semi-playable, with bugs, up to the Arachnoth battle, and no byte-matching rebuild is attempted.

Battalion Wars 2 is reconstructed as a native Rust and Bevy engine that loads archives, models, terrain, audio and Lua 5.0 mission bytecode from a user-supplied Wii disc image. The project documents PowerPC main.dol analysis used to implement native Lua bindings. The author reports playable campaign and multiplayer maps while listing remaining physics, AI and shader parity work.

BelthasarProject reimplements Chrono Trigger for the SNES, USA 1995, as a portable C engine. The dump is a headerless 4,194,304-byte ROM, SHA-1 de5822f4f2f7a55acb8926d4c0eaa63d5d989312. The README says the title, a new game, the field, battles, menus, the overworld, and the music run on the C engine. A full playthrough remains unverified. Optional mods add widescreen and frame rates above 60.

Benilla-Wotlk reconstructs the World of Warcraft 3.3.5a client in Rust and Bevy, using the original client as a behavioral reference and loading assets from the user's installation. It implements MPQ, BLP and world-format readers, FrameXML and Lua interfaces, and the game's authentication and world-session communication.

Bravo: a reverse-engineered Minecraft server

Independent reconstruction project

Reimplements the server side of Minecraft’s Alpha- and Beta-era multiplayer in Python on Twisted; its documentation calls it a reverse-engineered implementation written from scratch, credits network traffic dumps and says general Minecraft data went to a community wiki. The final 2.0 release speaks the 1.4.x client protocol for login, chunk transfer, entities, server-side inventories, lighting, physics and Anvil saves, while deliberately changing behaviour such as chunk loading and item stacking. A pluggable architecture adds terrain generation, seasons and commands, and small scripts inspect packets, NBT and region files.

Rea Bully studies Bully: Scholarship Edition's executable, Lua 5.0 scripts, and asset formats with REA, Ghidra, and local recovery tools, then builds an Unreal Engine 5.8 exploration runtime from those findings. The author reports a Windows developer preview with 85 assembled zones across 47 areas, sampled traversal checks, and selected characters and interactions.

Butterscotch reimplements the GameMaker: Studio runner in C so exported games can execute on additional platforms. It interprets GameMaker bytecode and documents support for WAD versions 8 through 17, with desktop, web, and console targets. Bytecode support remains in progress, and native-code YYC and GMRT games are outside its stated scope.

Cadence reimplements Geometry Dash 2.2091 in Rust for desktop and browser play using the user's game resources. Its notes record binary analysis, level-data study and runtime traces; comparison tools check physics and camera behavior against the original. The author reports step-by-step position and velocity matches on 135 recorded runs, while the project remains in early development.

Command Series engine recreates play for MicroProse's Crusade in Europe, Decision in the Desert and Conflict in Vietnam using the user's Atari ATR disk image. Its Go code includes game rules and interface modules, plus tools for disk reading, map and image extraction and disassembly. Music, sound, intros, endings and some visual effects are listed as missing.

Reimplements the engine of Bullfrog’s 1997 Theme Hospital, with game logic in Lua and C++ for graphics, sound, movies and pathfinding, on top of the original game’s data files. The README reports that the full campaign can be completed, lists features that are still missing, and adds extensions such as high resolutions and a map editor. It recreates the game’s behaviour on original content.

Cranked: reconstructing the Playdate runtime

Independent reconstruction project

Cranked reconstructs a runtime for Playdate console games by emulating its ARM processor with Unicorn and implementing the Playdate API across native, Lua and C++ calls. Development compares program execution with the official simulator, and the emulator accepts .pdx directories or .pdx.zip archives. The author reports compatibility mainly with SDK demos so far.

CroftEngine is an open-source engine for the first Tomb Raider. It reads data from an original installation, and the README points soundtrack files at opentomb.earvillage.net. Releases include a Windows installer, and openSUSE packages it in the Games repository. A setup assistant starts from Beta 15 when files are missing. Windows builds use vcpkg and CMake. The listed packages include boost, glfw3, libpng, openal-soft, OpenGL, freetype, ffmpeg, utfcpp, gettext tools, libarchive, and libjpeg-turbo. git submodule update --init --recursive is required first.

CrossCraft reconstructs Minecraft Classic 0.30 as a Zig client and server on the Aether engine. Shared code covers world generation, physics, saves and networking, and the project documents independent reverse engineering behind its compatible network protocol. It uses original or third-party licensed assets.

CSVM reimplements the Crimson Skies (2000) engine in Godot and reads game data from the player's own install or disc. Its C# readers handle original formats, while format and behavior notes draw on data inspection, comparison with the game, and static analysis of crimson.exe. The build covers campaign, Instant Action and multiplayer modes.

Cursed Lands reimplements the engine for Evil Islands and Lost in Astral in Godot, reading maps, models, audio, scripts and tables from the player's own game copy. Its native rendering, combat, AI, scripting and interface systems follow the original game's rules, with releases for desktop, Android and browsers.

D2Decomp reimplements the Diablo II: Lord of Destruction 1.14d engine for Linux, Windows and macOS using the user's game data. Ghidra analysis informs the code, while Unicorn runs original functions for behavior comparisons. The author reports that all five acts play through; multiplayer hosting and a dedicated server remain unfinished.

Dejavu: reimplementing classic Game Maker

Independent reconstruction project

Dejavu reimplements classic Game Maker in Rust to run existing projects and games on modern platforms. Its source includes GML parsing, compilation and interpretation, project reading, and a game runtime; the CLI accepts GMK projects, EXE games, and GML scripts. The implementation is early-stage, with GML and drag-and-drop code running while more APIs remain to be added.

The Donkey Kong arcade remake recreates the 1981 game's four stages in C++ with Allegro5, using published descriptions of original mechanics and observations from play videos. The author reports that rolling barrels are close to the original while other behaviors and movement timing differ; the repository contains the game logic without its assets.

donut: reimplementing The Simpsons: Hit & Run

Independent reconstruction project

donut is a C++ and OpenGL reimplementation of The Simpsons: Hit & Run. It needs the original game assets. git clone --recursive fetches the tree. Dependencies are SDL2, Bullet3, OpenAL Soft, and fmt, installed through vcpkg or found by CMake. Windows uses Visual Studio 2019. The Linux command is cmake -S . -B build with the vcpkg toolchain, then cmake --build build.

dreamREfactory rebuilds CyberFlix's DreamFactory game engine in TypeScript for browser play using the owner's game data. It decodes container formats, interprets scripts and supports titles including Titanic: Adventure Out of Time, Dust, Timelapse and RedJack; executable disassembly supplies logic for Skull Cracker, Lunicus and Jump Raven.

DRIG reimplements Race Driver: GRID in Rust and Bevy, loading tracks, cars, textures, sounds, and other data from the user's PC installation. Its research uses Ghidra on grid.exe and compares reconstructed driving, AI, audio, and selected routines against original behavior. The author describes the playable engine as early and experimental.

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