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THE REVERSE ENGINEERING COLLECTION

Reverse-engineering case studies

Page 12 of 21, cases 2,201–2,400. 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 2,201–2,400 of 4,025

Games

2832 cases

All sections

Engine reimplementations

467 cases

Epic Pinball HD reimplements the DOS Epic Pinball engine as a native macOS app with classic and enhanced modes. It imports tables and media from the user's own copy, runs some original executable rules through a small x86 runtime and compares classic-mode behavior with original code in Unicorn. Across all 13 tables, the author reports matches in 415/415 physics scenarios, 415/415 rules scenarios and 413/415 full-main-loop scenarios.

evnova-decomp reimplements the Escape Velocity Nova engine in C++23 and SDL3 using data from a local Windows Community Edition installation. Its research notes cover resource formats, missions and gameplay behavior, while Ghidra-based tools support comparison with original functions. The author reports a playable storyline but notes missing features and timing differences.

F.LF: rebuilding Little Fighter 2 for the web

Independent reconstruction project

F.LF rebuilds Little Fighter 2 as a JavaScript and HTML5 game engine for desktop and mobile browsers. It converts the original game's dat files to JSON and implements characters, backgrounds, versus matches, WebSocket player networking, and selectable AI. Its core library supplies graphics, controls, and network modules.

FA Remastered reimplements the Supreme Commander: Forged Alliance engine in C++ around the user's game data, Lua scripts and mods. It provides a multithreaded simulation, renderer and interface, and compares replay states beat by beat with the original. The author reports identical results for sixteen test replays; local skirmishes are playable.

Firestaff rebuilds runtime paths for Dungeon Master, Chaos Strikes Back, Dungeon Master II and Theron's Quest using original media supplied by the player. It identifies editions by content hash and keeps their data separate from its native engine. Source-linked reports and regression checks document supported startup and gameplay slices; Nexus currently reaches a limited Saturn title presentation path.

Cross-platform reimplementation of the Diablo 1 game engine. The README says the project is archived, that original data files are required, and that the current build can walk the town, animate players and NPCs, enter the dungeon, fight with melee and limited ranged and magic attacks, drop loot, and buy and sell items.

G-Engine reimplements the engine needed to play Gabriel Knight 3: Blood of the Sacred, Blood of the Damned on Windows, macOS and Linux using the original game's data. Its C++ code parses Barn asset bundles and handles the game's Bink and AVI videos; the source credits earlier reverse engineering of BRN, BSP and ACT formats. The author reports a completable game with remaining bugs and missing noncritical features.

Galaxian2 reimplements Galaxy on Fire 2 as a Godot engine using content imported from the player's Mac Full HD or Android HD release. The importer prepares ships, missions, audio and other resources locally and reads static declarations from the original executable. The source describes a playable campaign and add-ons with release-specific content paths.

Galaxian reimplements the iPhone edition of Galaxy on Fire 1 as a Godot engine. It imports ships, missions, artwork and other resources from the player's IPA, reads AEM and AEI formats, and extracts selected embedded Mach-O definitions into a local cache. The remake adds its own controls and play modes alongside the reconstructed campaign.

Game Creator implements a cross-platform .NET engine for games created with classic Game Maker versions through 8.1. It derives compatibility from observed API and gameplay behavior and includes game logic, function and action libraries, with interpreter, editor and file compatibility work distributed across branches.

GearsUE3 is developing a native engine port for the Xbox 360 Gears of War games, with Gears of War 1 as its active target. Its planned product combines Xenia Xenon dynarecs and system services with title-specific native function overrides. The repository records code maps and reverse-engineering findings. The current launcher cannot start that product because image loading and runtime composition remain unwired.

gen2recomp recreates Pokémon Gold, Silver and Crystal in LÖVE2D with a handwritten Lua engine and Generation II script VM. Its importer checks a player-supplied ROM and decodes game tables, text and graphics into a private cache. The same launcher also offers early support for selected Generation III through V games.

GLSMAC is an OpenGL and SDL2 reimplementation of Sid Meier's Alpha Centauri and Alien Crossfire. The current version heading is v0.3+. The first launch asks for the original installation path and loads its images and sounds. cmake -S . -B build -DCMAKE_BUILD_TYPE=Release && make -C build is the release build. Linux packages include CMake, SDL2, SDL2_image, FreeType, GLU, GLEW, ossp-uuid, and yaml-cpp. Windows builds use Visual Studio 2022.

Gorc: rebuilding the Dark Forces II engine

Independent reconstruction project

Gorc is an early-stage C++14 recreation of the Jedi Knight: Dark Forces II engine intended to replace the original executable and run its single-player and multiplayer levels. The project includes game code, a test harness and a GOB utility for inspecting episode contents. Its current client requires manual selection of an episode GOB and level file.

GT3 Revisited reimplements the Gran Turismo 3 A-Spec engine for Windows, macOS, Linux, Android, iOS, and Meta Quest. It reads an ISO or CHD disc image at runtime. The project status says GT Mode, Arcade, licenses, split-screen, the Replay Theater, movies, music, and physics are playable. Online battle supports up to six players. Releases publish SHA256SUMS. Khronos OpenGL ES 3.0 headers are MIT and Apache 2.0. Windows packages include ANGLE under the BSD 3-Clause license.

A Rust/Bevy port reads GunZ: The Duel files from the user’s installation and provides native releases, browser build tooling, screenshots and a documented REA/Ghidra investigation framework. Its LAN uses the port’s own protocol, with retail-server compatibility unverified; movement behavior is inferred, with gameplay parity unproven.

h4r reimplements the Heroes of Might and Magic IV engine in Rust using data from a player's installation. It parses .h4r archives and .h4c maps, renders an adventure-map prototype and reconstructs selected movement and combat rules, with a separate harness comparing some rule outputs to the original executable.

hercules-native reimplements the 1997 Disney's Hercules Action Game engine in C11 and SDL2 for Apple silicon Macs. It reads scripts, state tables and assets from the user's PC game files, with decoders for HERCULES.FS, sprite banks, maps and ETV videos; the author reports all levels playable with some missing effects.

This reimplements the DOS game 金庸群侠传 (The Legend of Jin Yong Heroes). The program is hojy.exe. With -DBUILD_TOOLS=ON, makedata takes the original game directory, a target directory, and a font file, then writes data, config.toml, and the merged map pictures. SDL2 is zlib-licensed. libADLMIDI and zita-resampler are GPLv3. soxr is LGPLv2.1.

Hexwaste reimplements part of the Fallout 2 engine in C# and MonoGame using files from the user's own installation. It reads DAT archives, maps, sprites, scripts, audio, and cutscenes, and implements exploration, dialogue, combat, travel, and persistent state. Its research notes compare behavior and formats with fallout2-ce while documenting the playable scope.

hi-octane202x is a C++ reconstruction of Bullfrog's Hi-Octane that uses data extracted from the user's original game files. It implements vehicle physics, weapons and HUD elements, with basic computer-driver steering and attacks. Its level editor can change textures, terrain heights, columns and map entities.

Rewrites Minecraft: Java Edition 26.3 as a native Rust client, dedicated server and launcher that prepare their resources from the user’s own copy of the game. Contributors are told to read the vanilla code first, and tools/rea_vanilla.py runs a pinned REA release with a headless JADX engine over the shipped client and server jars to inspect classes, methods and callers. Differential harnesses run Java oracles against the real game and Rust probes against Horizon; README reports all 281 passing, which covers only what they compare.

HotaSim reimplements selected Heroes III: Horn of the Abyss battle mechanics in C++ and uses them in a battle simulator. The author describes reverse-engineering game code, recording Cheat Engine addresses and annotating AI disassembly. The simulator currently handles simple melee units without additional abilities.

hulabee reconstructs the Sauce engine used by Hulabee Entertainment games as an SDL2 virtual machine. It includes opcode tracing, tools for extracting and converting .pan and .gg assets, and notes on the engine's language and file formats. The VM documentation names Moop and Dreadly in the Treasure on Bing Bong Island and Ollo in the Sunny Valley Fair as supported games.

Reimplements the MAGES. visual-novel engine, used by the Science Adventure and Memories Off series, in C++ with OpenGL, running supported titles from the user’s original data files through per-game Lua profiles in one binary. README says all endings can be reached in at least one game, Memories Off 6 T-Wave, but no game is fully complete. The project’s tracking issue lists partial support for titles including Chaos;Head Love Chu Chu, Chaos;Child Love Chu Chu, Steins;Gate and Robotics;Notes Elite.

Irisu ML reconstructs Irisu Syndrome! v2.03 normal mode as a deterministic C++20 simulator, Python learning environment and playable browser client. It models input timing, seeded spawning, scoring, chains and progression, with original-format replay support. The author reports event-level matches on four eligible instrumented playbacks and a selected-seed high-score replay.

Implements a standalone runtime for Call of Duty: Modern Warfare 2 (2009) in Rust on Bevy and wgpu, loading maps, models, textures and weapons from the user’s installed game through native FastFile readers and translating its Direct3D 9 shaders to WGSL. Bots, demo recording and replay, and multiplayer over custom UDP with a QUIC master are implemented, while README warns that gameplay remains incomplete, with missing behavior, bugs and desyncs. README states that the whole project is written by an LLM; NOTICE names the community projects consulted and says the original binaries were read with Ghidra.

Jade Cocoon on Bevy reimplements Jade Cocoon: Story of the Tamamayu in Rust and Bevy for Windows. It reads tables and scene scripts from the user's European PlayStation disc image. The author reports story progression through the ending, with battles, creature systems, media and local saves, while noting remaining differences.

Reimplements Jazz Jackrabbit 2 (1998) as a native C++ game on an extensively modified nCine engine, converting the user’s original game files into its own cache on first start. It runs on desktop, mobile, web and many homebrew console targets, with multiplayer, an enhanced Reforged mode and partial JJ2+ and MLLE support. A two-sided trajectory probe checks its non-Reforged movement against the original game, and the project reports 376 of 406 scenarios within 25 px/s.

JGR Portable rebuilds Jet Grind Radio as a native PSP game using reconstructed game and DSP behavior. Its conversion tools process a user-supplied Dreamcast GDI image locally into the data needed by the PSP program. The repository includes PSP source, format converters and build documentation; the author describes performance as scene-dependent.

jpog-decomp rebuilds Jurassic Park: Operation Genesis and its Toshi engine in C++20, replacing original functions one at a time. Its 32-bit Windows build compares reconstructed DLL exports with the original, while a portable SDL3 and bgfx shell targets Windows, Linux and macOS. The author reports that the hybrid build opens a game window and that the portable build remains an early developer shell.

Re-implements Mario Kart Wii’s physics engine in C++ as a command-line simulator, continuing stblr/Hanachan’s goal of perfectly accurate time-trial ghost replay. Each test case replays a recorded ghost through the engine and compares kart position, rotation, velocities, speed and checkpoint state frame by frame with a trace captured from the original game. It reimplements only the physics behavior and runs through a command-line interface without a graphical frontend.

Kirpich recreates the Game Boy Tetris game in native C++ on Polyrhythm using behavior specifications derived from the original. It reads graphics and sound from the player's ROM and runs the original randomization and sound routines in a narrow SM83 virtual-machine host; desktop builds add optional modes and controls.

KlingonWin10WPF rebuilds the FMV player for Star Trek: Klingon Immersion Studies as a Windows application using the user's original disc videos. Its code handles scenes, clickable hotspots and saves, with video playback through libVLC. The author reports missing button lighting in one scene, no save prompt on exit and hotspot drift after some window resizing.

Reimplements the engine of Little Big Adventure 2, and now also Little Big Adventure 1, in TypeScript, Three.js and React so that it runs in a browser on resources imported from the user’s copy of the game. README calls it a full re-engineering rather than a disassembly-based approach: every island and building can be explored and most graphics and part of the gameplay work, but the game cannot yet be completed. It adds an editor with an actor-script debugger, VR support and fan-made 3D replacement models for the isometric scenes.

Re-implements a large part of the RenderWare Graphics middleware API as a portable C++ library that reads and writes its DFF model and TXD texture files for PS2, D3D8, D3D9 and Xbox and is meant to convert them between platforms. Direct3D 9 and OpenGL backends render the scenes, while PS2 rendering works only as a test. README names rendering GTA as its use; BSP world files are not supported.

lp-engine: rebuilding the LovePlus+ runtime

Independent reconstruction project

lp-engine runs the Nintendo DS game LovePlus+ on desktop systems using the player’s own Japanese game dump. Its Rust runtime executes the original game logic while recreating graphics, sound, input, clock and save services, with higher-resolution rendering and an English translation delta. Research notes document the script VM, game flow and save format.

Luna Purpura works toward a portable interpreter for 1990s Purple Moon games, including Rockett's New School, using the user's original CD-ROM files. Ruby format-research tools, C decoders and Lua bindings support a developing LÖVE-based player. The author describes the implementation as an early research-stage work.

Mercenaries 2: World in Flames is reconstructed as a Rust game engine that loads models, terrain, scripts, menus, audio and other data from the user's PC installation. The project traces the Xbox 360 program in Ghidra to recover engine behavior and uses game data and original footage for other behavior. The author reports a playable single-player story on Windows, while shared-world co-op remains unfinished.

Metal Mutant in the browser reimplements the 1991 DOS game's engine in JavaScript and runs the player's original scripts, graphics and sounds. It rewrites the interpreter, object scheduler, renderer, interrupts and PC-speaker audio routine by routine; the author reports frame-by-frame memory and screen comparisons with the original.

mgcarpet rebuilds Magic Carpet, Hidden Worlds and Magic Carpet 2 in a Rust engine that imports data from the user's game copies. Its simulation is compared turn by turn with state and input recorded from retail executables in instrumented DOSBox; the author reports matching certified recordings while tracking exceptions. Rendering and audio are rewritten separately, with deliberate differences documented.

My biggest work investigates how Brawlhalla patch 11.00 replays matches from recorded inputs, aiming to reproduce the simulation outside the game. Its Python toolkit parses replay, SWF, ABC and SWZ data, while notes map the tick loop, random generator and movement; the full simulator and player-position rendering remain unfinished.

Reimplements a Total Annihilation-compatible strategy-game engine in Go, with public file-format research and separate gameplay profiles. It distinguishes intended retail 3.1 behavior from community-patch research and deliberate modern changes, and separates synthetic checks from tests requiring original game data.

Olduvai reimplements the 1991 Prehistorik engine in C++ and SDL2 for desktop and Linux handhelds, reading data from a user's game copy. Its documented method studies the DOS executable with disassemblers and checks behavior against a separate reference implementation frame by frame; the author reports a playable release candidate.

OMK: reconstructing the Omikron game engine

Independent reconstruction project

OMK reimplements the engine of Omikron: The Nomad Soul in C++20 using files from a user's game copy. Its documentation records asset formats, the script VM and game state, while the engine covers opening sequences, city exploration, menus and combat; the author reports that a cold-start event trace matches all 42 recorded original events.

Open Horizon reimplements the rendering and physics of Ace Combat: Assault Horizon in C++ using resource files from the original game. Its source includes game, renderer, physics and container modules. Its contribution guide suggests clean-room design or documenting findings when direct disassembly is unavoidable.

Open KF reimplements the 2009 Killing Floor engine and gameplay in Rust and Bevy, reading maps, textures, audio and other resources from the user’s installed copy. Its ue-assets crate parses Unreal packages and provides commands to inspect objects, scripts, meshes and BSP data. The project offers single-player play and experimental cooperative multiplayer.

Open Northland reimplements Cultures - 8th Wonder of the World with a deterministic TypeScript simulation, a PixiJS isometric renderer and an offline asset pipeline. It decodes original game formats into local content and currently offers a playable settlement economy, building, combat, fog and a basic computer player.

openage reconstructs the Genie Engine used by Age of Empires, Age of Empires II and Star Wars: Galactic Battlegrounds. Its C++ engine and Python media converter use assets from the user's original games and convert them into openage formats. The author states that gameplay is currently almost nonfunctional while the simulation is rebuilt.

Reimplements Remedy Entertainment’s Alan Wake engine, later known as Northlight, in C++ and OpenGL, aiming to run Alan Wake and Alan Wake’s American Nightmare portably from the user’s game data, with Quantum Break and possibly Control as later goals. README documents only a free camera for moving through loaded game data, and the American Nightmare script table implements 16 of its 278 native functions. The repository also includes command-line tools for the games’ archive, texture, Havok and sound formats.

OpenBattlespire reimplements the engine of An Elder Scrolls Legend: Battlespire in C and reads the user’s original game files at runtime. Its source includes game systems, format parsers and data tools; research notes analyze GAME.EXE and document BSA, BS6, save and other formats. The README describes playable movement, combat, dialogue and save behavior.

openblack reimplements Black & White (2001) in C++ with OpenGL and Vulkan rendering, loading assets extracted from the user's original game. Its repository includes utilities for game formats such as GLW visual effects and a library for LHVM script bytecode. Several non-desktop builds are described as experimental.

OpenBreed investigates and reimplements Alien Breed Special Edition 92, Alien Breed II and Alien Breed: Tower Assault. Its C# editor reads maps, sprites, tiles and image formats from original resources, while the author works to recover behavior and tables stored in the games' executables. The game engine lacks game-specific logic and is not yet playable.

openchrome is a C++ runtime and viewer for Dying Light 1 game data, using Vulkan and SDL2 to read resources from the user's installation. Its parsers and format notes cover rpack containers, textures, meshes, materials, map placement, lighting, animation and sound banks. The author reports that the viewer renders environments and provides a stand-in walk mode.

OpenClaw: reimplementing Captain Claw

Independent reconstruction project

OpenClaw is a C++ reimplementation of the 1997 game Captain Claw. It uses SDL2, Box2D, and TinyXML, and reads the original CLAW.REZ archive from Build_Release. The assets in Build_Release/ASSETS are zipped to ASSETS.ZIP. Windows can open the Visual Studio 2017 solution or run cmake -G "Visual Studio 15 2017". Ubuntu installs the SDL2 development packages and then runs cmake and make. An Emscripten build produces openclaw.html, openclaw.js, openclaw.wasm, and openclaw.data.

OpenDriverEngine is a C++ project to run Driver 1 and Driver 2 content through a shared engine. Its TODO list marks LEV level, texture and model loading, Driver 2 physics, and a decompiled reimplementation of Driver 1 car cosmetics as done. The README specifies content conversion and Lua game logic as project goals.

OpenEmperor 0.1.0-alpha.2 is a clean-room reimplementation of Emperor: Rise of the Middle Kingdom for Apple silicon macOS. It includes a playable city sandbox and an optional original-economy experiment. Original campaigns and save games are unsupported. The first launch asks for an installed or extracted Emperor data directory. The program is build/openemperor. Space pauses, and F5 and F9 save and load.

OpenEnroth reimplements the Might and Magic VI, VII, and VIII engine. Might and Magic VII is the playable game. It needs the ANIMS, DATA, MUSIC, and SOUNDS directories from that game. OPENENROTH_MM7_PATH selects the data directory. Windows, Linux, macOS, and an experimental Android build are listed. Source build steps are in HACKING.md.

OpenGG reimplements Gearhead Garage: The Virtual Mechanic as a Godot and C# engine that loads cars, jobs, decals, sounds and scenes from a user's game folder. Its rules and interface follow observations of the running original, while its loaders parse data-file formats worked out from the original files.

OpenGMK reconstructs the GameMaker Classic runner and supplies tools for examining its games. GM8Decompiler extracts game data embedded in GameMaker 8 executables and rebuilds GMK or GM81 project files. Its companion emulator runs Classic games and records or replays TAS input; development remains in progress.

OpenGothic is a reimplementation of the Gothic 2: Night of the Raven client, using the original game data and mods. The README says the main quest and the addon can be completed. Development targets Gothic 2. Windows uses DirectX 12 or Vulkan, Linux uses Vulkan, and macOS uses Metal. git clone --recurse-submodules, then cmake -B build -DBUILD_SHARED_LIBS=ON -DCMAKE_BUILD_TYPE:STRING=RelWithDebInfo and make -C build. The executable is OpenGothic/build/opengothic. The macOS target is Gothic2Notr.

OpenGT4 is a native Windows port of Gran Turismo 4, reimplemented in C. The tested disc is NTSC-U SCUS-97328 version 2.00. CORE.GT4 on that disc has SHA-1 30031137ce494323816bb707b90d3ec0d07937d2. The player selects a disc image in the launcher. The release files are OpenGT4-<version>-setup.exe and OpenGT4-<version>-win64.zip.

OpenIGI reimplements the engine for Project I.G.I. and I.G.I. 2 in C# on .NET 10, reading missions, scripts and assets from the user's retail installations. It runs the games' QVM scripts in a reconstructed interpreter and provides a native renderer, launcher and modding layer. The author reports all 14 first-game missions playable, while I.G.I. 2 remains in development.

OpenInsaniquarium reimplements Insaniquarium Deluxe 1.1 in Rust with a deterministic simulation and Bevy presentation layer. It loads assets from the user's game installation and uses captured original-game traces for tick-by-tick comparisons; the author reports that the preview covers Adventure's first tank and all 24 pets in testing.

OpenJKDF2 is a function-by-function reimplementation of Jedi Knight: Dark Forces II in C. The README lists 64-bit Windows, macOS, and Linux builds that use SDL2, OpenAL, and OpenGL 3.3, plus ARM64 Android, Nintendo DSi, Dreamcast, 32-bit Windows, and an Emscripten WebAssembly build. Source files follow the original game layout, using symbols from the Grim Fandango Remaster ports and assertions from other games, and the tree includes the byacc and flex versions used to parse COG scripts.

OpenJones3D reconstructs the Jones3D engine of Indiana Jones and the Infernal Machine in C. Its method analyses the original engine executable, debug symbols and strings, then replaces calls into the original binary with implemented functions while retaining the user's game assets.

OpenKingdoms reimplements the Total Annihilation: Kingdoms engine in C11 from observed game behavior. Its native and WebAssembly builds load the user's game files and reconstruct economy, combat, AI, animation, mission scripts, and map handling; the repository also records behavior and parity research.

OpenLRR incrementally rebuilds the PC game LEGO Rock Raiders by implementing and replacing game and engine functions. Unreplaced behavior continues to use the user’s original executable and game assets. Its MakeExe tool adds an import for openlrr.dll and redirects the original entry point to the replacement code.

OpenMadoola reimplements The Wing of Madoola and reads graphics and level data from a ROM. The ROM can be madoola.nes or the Steam collection file sharedassets0.assets. It also needs font.bin, 2c04.pal, nes.pal, and the demo and mml directories. GNU/Linux builds are on Flathub as com.infochunk.OpenMadoola. Windows builds are on Releases. macOS is built from source. libco is ISC. nes_ntsc is LGPL-2.1 or later.

OpenMCM2 reimplements Motocross Madness 2 in Rust for macOS, Windows, and Linux using files from the user's own game copy. It decodes archives, terrain, scenes, models, textures, and other game formats, and reconstructs riding physics and AI from study of the original. The author reports that some physics comparisons still differ.

OpenMCM2 rebuilds the Motocross Madness 2 engine in Rust from a study of the original game. It reads the user's game files, including RS2 archives, terrain, scenes, models and UI data, and implements racing, bike physics, menus and network races between OpenMCM2 copies. The author reports that some jump landings, rough ground and object collisions still differ from the original.

OpenNFS is an early C++ engine project that aims to recreate Need for Speed 1–5 using original game data. It has loaders for tracks, cars, images and music from selected PC and PlayStation releases, Bullet-based vehicle dynamics and shaders for dynamic lighting and shadows; loader coverage and gameplay remain incomplete.

OpenPlatinum reimplements Pokémon Platinum's field engine in C++17 with SDL3 and OpenGL for Windows and macOS. It reads the user's French or US .nds dump, parses cartridge formats and runs game scripts on its own VM, using the pret decompilation as a behavior reference; several gameplay systems remain partial.

OpenPrivateer reconstructs Wing Commander: Privateer and its Righteous Fire add-on for modern systems using the player's original game files. Its engine loads original archives and saves, runs mission scripts, and recreates flight and combat using findings from game data and executable disassembly. Basic multiplayer and modding features are available, with further work in progress.

Provides a C# engine for early Westwood real-time strategy games, with mods that reimagine Command & Conquer: Red Alert, Tiberian Dawn and Dune 2000. It loads the original games’ content through its own file-system, MiniYAML rules and Lua mission layers. Gameplay and interface follow OpenRA’s own design.

Re-implements RollerCoaster Tycoon 2, originally written in x86 assembly, as a C++ engine that runs on the original game’s data. It loads RCT2 saves and scenarios, and RCT1 scenarios when those files are present, while saving to its own documented park format. Modern-platform support, interface and AI changes, higher limits and multiplayer are deliberate extensions.

OpenRedRacing reimplements Big Red Racing in a portable C++ engine using SDL2 and OpenGL 3.3. It reads the user's original game files, recreates circuits, vehicle handling and races, and includes level and vehicle viewers. The author reports Windows builds and tests; all seven championship rounds are implemented but have not been fully tried in game, and some handling and rendering details remain unfinished.

Reimplements the Rise of Nations: Extended Edition engine as a native macOS app with a Metal renderer, a deterministic simulation, a computer opponent and a compatible BigHugeScript compiler and virtual machine, loading art, maps, rules and scripts from the user’s own Windows installation. Subsystem specifications written from Ghidra study of the symbol-bearing executable, together with JavaScript reference tools, guided a C++17 implementation built with heavy Claude Code assistance. The alpha plays tutorials and scenarios, and its bit-exactness checks remain project-reported.

Re-implements Rockstar Games’ Grand Theft Auto III (2001) as a cross-platform C++ engine that runs on the data of a legitimate PC copy. It has its own loaders for the game’s RenderWare models, textures and archives, a script machine for the original mission scripts, and an optional Qt data viewer. Playability is partial: the project’s mission tracker marks six early Portland story missions as completable.

openSA is an early C++ reimplementation of the GTA San Andreas runtime built on librw. It parses original IMG, IDE, IPL, model and texture data, and supplies viewers for streaming world geometry. The author documents comparisons with the owned 1.0 US executable while noting that the result is not yet a playable game.

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