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THE REVERSE ENGINEERING COLLECTION

Reverse-engineering case studies

Page 13 of 21, cases 2,401–2,600. 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 2,401–2,600 of 4,025

Games

2832 cases

All sections

Engine reimplementations

467 cases

OpenSAGE reimplements the SAGE strategy-game engine with an initial focus on Command & Conquer: Generals and Zero Hour. Its code parses original formats including .map, .w3d and .ini, and the author describes studying data files and observed game behavior. Rendering and game logic remain incomplete.

Reimplements SimCity 4 as a Godot project in GDScript that reads DBPF archives, region folders and city saves from the user’s own SimCity 4 installation. The code draws a region view with city thumbnails and interface elements built from the game’s UI definitions, opens a saved city’s terrain and water in 3D, and includes a DAT explorer for previewing archive subfiles. It is an early, inactive engine case without simulation gameplay.

OpenSE4 reimplements the Space Empires IV Deluxe engine in C++23, loading art, sound and data from the player's own installation. Its rule specifications combine the original manual, data files, observed behavior and executable analysis; the engine covers economy, movement, combat, research, diplomacy and computer players, with remaining parity differences documented.

OpenTennis rebuilds the 2007 PlayStation 2 game Hot Shots Tennis in Rust and Bevy for desktop, mobile and browser play. It reads models, textures and other game data from the user’s US disc image at runtime. The author compares ball physics, timing, rules and AI frame by frame with recordings of the original; research tools inspect executable overlays and game formats.

OpenTESArena rebuilds the 1994 DOS game The Elder Scrolls: Arena in a new C++ engine using separately obtained game assets. It implements combat, items, shops, citizens, travel, and most character creation, while documenting original-game behavior and parsing Arena asset formats. Quests, spells, and saving remain unfinished.

OpenTPW: reimplementing Theme Park World

Independent reconstruction project

OpenTPW reimplements Bullfrog's 1999 game Theme Park World, also released as Sim Theme Park. It needs a full copy of the original game and its assets. The project page says the project is early and not playable yet. Texture, settings, sound, and string formats are marked implemented. Models, map data, ride scripts, and saves are partial. Fonts, lip sync, materials, and video are not implemented. Format notes are at opentpw.gu3.me/formats.

Reimplements The Sims 2 in the Unity engine, reading the user’s Ultimate Collection installation through its own C# code for the game’s DBPF packages and asset formats, which the project also aims to offer as modular libraries. README reports an early stage: a basic main menu with a neighborhood chooser, neighborhood previews and a basic neighborhood view, while the tree also holds lot, build-mode, Sim and SimAntics code. README credits FreeSO for much of its code and structure.

OpenUT2k4 recreates Unreal Tournament 2004 in C++ on Unreal Engine 5.8 using maps, characters, audio and music converted locally from the player's installation. It builds maps at runtime and implements UT2004 network compatibility so its client and server can play alongside the original game.

Reimplements MicroProse’s UFO: Enemy Unknown (X-COM: UFO Defense) and X-COM: Terror from the Deep as a C++/SDL engine that runs on the user’s original game resources. Game data such as items, craft, research and missions is expressed in YAML rulesets, which also carry its standard mods and a wider modding ecosystem. It is a clone that reuses original content, not recovered MicroProse code.

OpenXWA reimplements the 1999 game Star Wars: X-Wing Alliance as a native Windows, macOS and Linux program that reads an original installation. Its code covers game systems, OPT models and digital iMUSE audio, with classic and enhanced graphics modes and modern input options. The author reports that the original functions outside multiplayer have been reimplemented.

Oracles reconstructs The Legend of Zelda: Oracle of Ages and Oracle of Seasons with a shared C# engine in Godot. It imports data from a pinned disassembly and uses original ROM behavior for timing, object order, collisions and state. Ages is described as playable; Seasons currently covers its opening and selected early-game rooms and events.

Ozymandias (Julius) adapts the Julius/Augustus city-building engine to run Pharaoh and its Cleopatra expansion using the player's original assets. The unfinished implementation loads original saves and supports early campaign missions, with systems including houses, farming, trading and campaign progression.

Ozymandias recreates the engine of the city-building games Pharaoh, Zeus and related titles in Godot 3.6 Mono. Its project tree contains game-system scripts, scenes and interface code that use files from an original game installation. The author describes the current implementation as early, with basic structure and menu logic.

Reimplements P.T.’s game logic in C++ on a new Vulkan engine that reads levels, models, textures, sounds, scripts and cutscenes from the user’s own PS4 copy at run time. The author documents reverse-engineered file formats and used the shadPS4 emulator as a behavior and frame reference. Fidelity to the original is author-reported, and the use of AI coding tools is disclosed.

PanzerMortyr reimplements the Mortyr 2093-1944 engine as a replacement executable that loads original game data. The author reports reverse engineering archive, map and model formats and recreating observed enemy behavior, movement physics and game balance. Written mostly in Ü, it supports Windows and GNU/Linux; game data can come from an installation or a CD image.

Pinball Fantasies Reassembled recreates the 1993 DOS game engine in Rust using files from an original copy. Its technical notes map the MZ executables, per-table PRG programs, interrupt interfaces, sound drivers and user-data formats. The source includes asset readers, table simulation and tools for dissecting original files.

Pizza Legacy: reimplementing Pizza Tycoon

Independent reconstruction project

Pizza Legacy rebuilds the 1994 DOS game Pizza Tycoon, also released as Pizza Connection, in a C++20 engine that loads the original game's assets. The author reports that the major gameplay systems support a complete playthrough. The remake also adds optional bug fixes, autosaving, and support for modern displays and controls.

Portémon Nitro reimplements the Pokémon HeartGold and SoulSilver engine in LÖVE for PCs and mobile devices. It reads a user-owned Nintendo DS ROM, derives game data locally, and separates ROM interpretation from runtime behavior and the app interface. The repository contains Lua game code, Nintendo DS and game-specific libraries, and ROM import tooling.

Powerslave EX reconstructs the PlayStation Powerslave game on Kex Engine 3.0, combining recovered game logic with new collision and AI systems. Its research files document MIPS disassembly, extraction code and partial findings about the ZED format; the engine uses converted game data rather than the CD data directly.

Primal Rage RE reconstructs the DOS game's engine in C over a memory layout matching PRAGE.EXE and runs it with SDL3 using the user's game data. The project includes Ghidra analysis scripts, LE and resource-format documentation, captures and differential checks; the author reports all 759 game-owned functions ported.

Cross-platform reimplementation of Plants vs. Zombies: Game of the Year Edition. The README says the code is a manual reimplementation from community research, . It names Linux, Windows, macOS, Android, iOS, WebAssembly, and Switch, using OpenGL ES 2.0 and SDL, with a browser build that still needs the player's game data.

R.E.L.I.V.E. develops a cross-platform engine intended to replace the original PC executables for Abe’s Oddysee and Abe’s Exoddus. It runs with the player's game files and provides controller support, display options, and a level editor. The project reports that both games are playable, with bugs and crashes still possible.

RA2 Engine rebuilds Command & Conquer: Red Alert 2 with Yuri's Revenge as a C++17 and SDL2 engine for Windows and Android. It reads the player's original MIX and CSF files, including rulesmd.ini, and implements combat, movement, AI and timing from observed game behavior. The author describes version 0.9 as a playable beta.

Rad-Therapy: recreating Half-Life in QuakeC

Independent reconstruction project

Rad-Therapy is a QuakeC game for the FTE engine that plays the 1998 Half-Life campaign and deathmatch. Menus, client, server, and the network sub-protocol run in QuakeC. The release file package_valve.pk3 goes in HL1/valve/. A source build clones the game into the Nuclide SDK and runs make game GAME=valve. Launch can pass -halflife, and mods use fteqw -halflife -game.

RappelzCore and RappelzRust reconstruct a Rappelz NoLimits server and game client in Rust from analysis of the customized SFrame.exe client. The author documents REA and Ghidra work on client functions, resource formats and packet layouts; both components are described as under development.

Re-Comprehend reimplements the Comprehend and Graphics Magician engines for Penguin Software adventures including Transylvania, Crimson Crown and OO-Topos. It reads the user's original DOS game files, preserves the original save format, and offers data dumps and runtime commands for inspecting objects, rooms and state.

Reimplements Resident Evil 2’s PS1 game rules in a native Nintendo DS engine, with converters that turn data from the user’s own disc into DS formats. A helper wraps the PS1 executable as an ELF for REA’s Ghidra lane, analysis notes name the PS1 functions and tables each part follows, and the Reddit post linking it credits REA and Claude Code. Leon’s disc 1 is reported playable, while Claire’s disc, most enemy types and some menus remain unfinished.

reB3 reconstructs Xbox Burnout 3: Takedown as a C runtime using equations and behavior recovered from default.xbe and formats read from the user's disc. Its notes cite executable addresses for physics, collision, scoring and AI, while extraction code loads track and vehicle material at runtime. The author reports a playable racing harness with career mode absent.

Rebellion 2 recreates the 1998 strategy game Star Wars: Rebellion in Unity. The source includes campaign simulation, AI, interfaces and modding support; the author reports that the single-player campaign is playable while multiplayer and replacement 3D tactical combat remain unfinished. Installation requires ownership of a supported original game.

REGoth reimplements the zEngine used by Gothic and Gothic II. The reviewed README says the project restarted at REGoth-project/REGoth-bs. This tree's latest tagged Windows and Android builds are version 0.4. git clone --recursive, CMake 3.1 or newer, and a C++14 compiler are required, along with libsndfile. The tested compilers are GCC 6, MinGW, and Visual Studio 2015 or 2017. REGoth -g takes a Gothic I or II installation and -w takes a zen file such as newworld.zen. The binary is in build/bin.

reRBR reimplements Richard Burns Rally 1.02 for Linux, macOS and Windows, using the player's game files and NGP 7.4.778 physics. Its Rust code covers game formats, stages, cars, race flow, damage, saves and rendering; the author reports comparing gameplay behavior with recordings of the original. BTB stage support remains experimental.

ReverseSanta is a C++ reimplementation of Joymania's Santa Claus in Trouble built from study of the original without disassembly tools. Its source includes game, level, graphics, and editor components using DirectX 9. The author describes the result as inaccurate to the original and has not tested it from start to finish.

Rockport Native reconstructs the PlayStation 2 release of Need for Speed: Most Wanted as a macOS game using a Swift and Metal engine and data converted from the player's ISO. The project documents disc formats, game systems and a Ghidra and REA disassembly workflow; the author reports a playable Mac release and remaining gameplay gaps.

RodLegacy reimplements Street Rod and Street Rod 2 in C++ for modern systems, reading game data from user-supplied Amiga disk images. Its game code covers cars, races, scenes, sound and save files, with optional car-set mixing and several soundtrack sources. The author describes both games as playable while development and bug fixing continue.

Rollerbot-Android reconstructs the 2000 game Rollerbot: A Time Journey for Android and Linux from its original scripts and user-supplied assets. It implements gameplay, scene, audio and platform components, with an Android disc importer and a Linux Flatpak. Supporting notes map Direct3D Retained Mode call sites in the original executable.

rrt2-decomp reimplements Railroad Tycoon II in Rust after studying the Platinum executable, game data and simulation rules. Its crates parse PK2 archives, LAD sprites, maps and saves, while a differential harness runs original functions for comparison; the new game uses the player's installed assets and a wgpu renderer.

rugrats reconstructs the North American PlayStation game Rugrats: Search for Reptar as a native Rust PC game using data read from the player's own disc. Separate readers decode models, rooms, animation, sound and cinematics, while a new runtime implements controls, physics, level rules and saving. The author reports start-to-finish playability and records reverse-engineering findings in a worklog and format reference.

Rusty MCLA rebuilds Midnight Club: Los Angeles Complete Edition as a Rust game engine for Windows using data prepared from the user's Xbox 360 disc image. Its format tools handle the disc, archives, resources, scripts and shaders, while a function registry tracks work against the original executable. The author reports about 17 percent of functions closed and lists online play and several hardware features as later work.

Reimplements the Grand Theft Auto: San Andreas engine in Unity (C#), loading the archives, RenderWare models and textures, collision, animations, audio, text and item definitions from the user’s own PC installation. README says it will not be a complete reimplementation; it focuses on gameplay features, multiplayer and a framework for extending and modding the game through C# plugins. Development has stalled: the newest commit on any branch dates from 2022-09-30.

Sarien reimplements Sierra On-Line's Adventure Game Interpreter (AGI) in C so that AGI games such as Leisure Suit Larry, King's Quest II and Mixed-Up Mother Goose run across many platforms. It executes the compiled Logic bytecode and handles AGI graphic, text and sound resources, including Amiga and Apple IIgs versions and AGDS games, and adds extras such as a debugger console, picture and dictionary viewers and three-channel PCM sound. The Hacker's Guide documents the interpreter's architecture, drivers, graphics and sound; the project later merged into ScummVM.

SDLPAL is an SDL reimplementation of the Chinese RPG Legend of Sword and Fairy, also called PAL. It builds for Windows desktop and UWP, GNU/Linux, macOS, Android, iOS, and several consoles. Windows desktop opens win32/sdlpal.sln in Visual Studio 2017 or later. GNU/Linux runs cd unix && make and needs SDL 2.0. The original resource files are copied into the same directory as the executable. On case-sensitive filesystems those filenames are lower-case. Versions are selected in the first-launch window or in sdlpal.cfg.

sekiro-rs rebuilds parts of Sekiro: Shadows Die Twice in Rust and Bevy using data extracted from a user's Steam installation. It interprets Havok Script and behavior graphs, TAE events and Lua AI scripts, reads game formats including FLVER and MSB, and rewrites engine combat rules identified through static analysis.

sena-rs: reimplementing SoftPAL for Koikake

Independent reconstruction project

sena-rs reimplements the SoftPAL engine in Rust for Koikake, with a PAL virtual machine, asset handling, script disassembly and decompiler components. It runs from an external game installation and provides builds for desktop, mobile, WebAssembly and experimental console targets. The author states that console hardware execution has not been tested.

sh23ds rebuilds Silent Hill 2: Director's Cut as a native C engine for Nintendo 3DS using the player's PC game data. Game logic, camera, lighting and events were reconstructed from the PC executable; the research notes report analysis with Ghidra and REA. The author reports a complete playthrough in Azahar, while real-console testing and some PC behaviors remain unfinished.

Shiloh is a Rust engine for The X-Files Game (1998), with an SDL2 window and a WebAssembly browser build. Complete playthroughs are reported for the English DVD Edition, program build 2.05, the Russian 1.00 release, and the German 7-CD release, program build 1.00.19. The browser build is served at 127.0.0.1:8640. Tables such as the computer, phone, and notes are read from the player's copy at run time.

shin reimplements a game engine used by Entergram visual games, initially targeting the Switch release of Umineko no Naku Koro ni Saku. It runs original game data and includes a core library and CLI for extracting .rom, .bup, .pic, .nxa and other resources; .snr scenarios have execution tracing rather than decompilation.

si78c: reimplementing Space Invaders in C

Independent reconstruction project

si78c is a C reimplementation of the 1978 arcade game Space Invaders. Running it matches the original memory state apart from the stack, and the frames match pixel for pixel. The ROM files go in inv1/. invaders.e is MD5 7d3b201f3e84af3b4fcb8ce8619ec9c6, invaders.f is 7709a2576adb6fedcdfe175759e5c17a, invaders.g is 9ec2dc89315a0d50c5e166f664f64a48, and invaders.h is e87815985f5208bfa25d567c3fb52418. make builds ./bin/si78c. It uses SDL2 and ucontext, and the documented builds use Ubuntu 18.04 and Mac OS X El Capitan on little-endian machines.

siglus_rs reimplements the UK2, AVG32, RealLive and SiglusEngine game engines in Rust, with its main focus on SiglusEngine. Launchers identify engines from game-directory formats and import games on supported platforms; the web launcher runs SiglusEngine, RealLive and AVG32, while UK2 runs on desktop, iOS and Android.

Reimplements Skate 3’s skating, tricks, grinds and offboard movement in a new Rust and Bevy engine that runs on assets converted from the user’s own Xbox 360 copy, adding difficulty settings and a .skate custom-map format. Physics notes cite functions and constants read from the original executable in IDA, and audio research reads traces from a research-hooks branch of a separate Skate 3 static recompilation. README says gameplay parity is still a work in progress, credits dumbad’s years of format research and states that AI coding tools were used to write the rewrite.

Sourcehold is an early open-source engine for Stronghold, the 2001 castle game by Firefly Studios. It uses SDL2, OpenAL, FFmpeg, zlib blast, and the EnTT, filesystem, and cxxopts submodules. git submodule update fetches those. Windows builds use vcpkg for sdl2, ffmpeg, and openal-soft, then cmake --build build. macOS runs apple/build.sh macos. The iOS path builds only the simulator. --path points at the game data, or the files go in a data directory with binks, fx, gfx, maps, and stronghold.mlb.

Subway Runner 3D is a procedural Three.js endless runner modeled on Subway Surfers movement and presentation. The author reports using REA and frame-by-frame observation of the original to derive speed, acceleration, jump and gravity values, then implementing lane movement, obstacles and power-ups for browsers and an Android WebView build.

Surreal Engine reimplements Unreal Engine 1, currently for Unreal Gold and Unreal Tournament. The SurrealEngine executable adds game folders and launches a selected game. It runs on Windows 10 or newer, macOS 15 or newer, and a current Linux distribution, using Direct3D 11, OpenGL 3.2, Vulkan, or Metal 2. Build steps are in Docs/Building.md. SurrealEngine [--url=<mapname>] [--engineversion=X] takes a game-folder path.

SWBF2 Browser Reconstruction rebuilds parts of Star Wars Battlefront II (2017) in a three.js browser runtime using data extracted from the user's installed game. The pipeline converts Frostbite meshes, textures, lighting, animations, audio and gameplay values; its reference scene is Death Star II with Blast and Free for All modes.

TempleRun-RL reconstructs Temple Run's track generation, hazards, and runner physics in a headless training simulator. A Frida gadget reads live state and calls game methods on an arm64 Android phone so the project can measure behavior and evaluate a PPO policy against the original. The author reports a longest device run of 16,782 metres.

Test Drive II Enhanced reimplements the EGA Test Drive II: The Duel executable in C and runs it through SDL3 with the player's original game files. Its replacement road renderer draws at higher resolution and 60 frames per second with a longer draw distance, while a classic mode retains the earlier view. A stage viewer reads the game's scenery data for camera exploration.

Test Drive II: The Duel is reimplemented in C for SDL3 from analysis of the DOS EGA game. The port loads the user's original executable and data, while accompanying tools unpack EXEPACK files, disassemble x86 code and decode resource archives. Function indexes, porting specifications and file-format notes document the reconstruction.

Reimplements the engine of The Elder Scrolls III: Morrowind on the Crystal Space 3D engine, loading the BSA and ESM files of an installed Morrowind with Tribunal and Bloodmoon. Plugins cover a BSA virtual file system, NIF mesh loading through niflib, terrain, skybox and game logic. The docs describe how NIF scene trees and animations are converted, how plugin reference IDs are remapped when several master files load, and list original Morrowind bugs with their causes, fixes and status in the engine.

The Force Engine rebuilds the Jedi Engine to run Star Wars: Dark Forces on modern systems using the user's original game copy. Its source includes game and engine code derived from analysis of the original executables, alongside a software renderer, GPU renderer, mod loader, and level editor. Outlaws support is planned but is not yet playable.

Thirdeye reimplements the AESOP/16 and AESOP/32 engine in C++ to run Eye of the Beholder 3 and Dungeon Hack from their original RES files and unchanged bytecode. It includes a SOP virtual machine, resource readers and a RES disassembler, alongside a modern runtime with SDL3 audio, input and display support.

touhou-engine reimplements Touhou danmaku gameplay in Python, with TH07: Perfect Cherry Blossom as its reference game. The author says its engine logic was ported frame by frame against a decompilation, while the new architecture supplies an event stream, replay handling, headless stepping, and a pygame renderer. It reads original game archives supplied by the user.

tower-together reconstructs SimTower's simulation as a multiplayer browser game. A TypeScript simulation core runs in a Cloudflare Worker and clients, while documented behavior notes and captured traces from the original executable guide comparisons of state at each tick. The project supplies its own interface and assets.

TurokEX reimplements the PC version of Turok on the Kex engine, with the game's actors, enemy AI, weapons, pickups, areas and HUD written as AngelScript classes. Its KPFGen converter reads the original CARTFILE.DAT and Turok.exe and packs their textures, fonts, sounds, models, levels and particle effects into a game.kpf archive. The engine side covers OpenGL rendering, collision and physics, OpenAL sound, a console, ENet networking and an SDL2 platform layer.

Un-Banished rebuilds the Banished 1.0.7 engine in Rust for desktop and browser play using data from the user's own game copy. Its documented process uses Ghidra pseudocode, emulated original functions and comparisons of the new code with original behavior. The engine also reads existing saves and BanishedKit .pkm mods; the author reports a beta with known differences.

Underworld Revisited reimplements Ultima Underworld: The Stygian Abyss (1992) in Unity. It reads the GOG or Steam copy. The checked GOG executable UW.EXE is 547,248 bytes. Windows releases are UnderworldRevisited-<version>-win64.zip and start with UR.exe. Linux releases since 0.3.0 are UnderworldRevisited-<version>-linux64.tar.gz and start with UR.x86_64. Saves use the installation folders UNDEROM1\SAVE1 through SAVE4.

VERA20K rebuilds the Red Alert 2: Yuri's Revenge engine in Rust while reading the user's original game files. The project says coding agents study the original engine with Ghidra, implement its behavior in a new simulation and rendering architecture, and compare results with the original through tools and playtests.

Wanderer: reimplementing Project Nomads

Independent reconstruction project

Wanderer reimplements the 2002 game Project Nomads in Java with libGDX, using assets from the original game. Its documented asset formats include models converted from Nebula NVX, textures converted from NTX, and animations converted from NAX; a story guide maps the original TCL scripts to JavaScript. The project aims to retain the original gameplay while fixing flaws.

Weltall rebuilds the PlayStation game Xenogears as a native Unreal Engine 5 port that reads content from the user's disc images. Its source implements field and battle rendering, game systems, input, saves, and disc-data handling. The author reports checking gameplay behavior against the original code and completing a playthrough of both discs.

wkbre2: recreating the Warrior Kings engine

Independent reconstruction project

wkbre2 is an engine reimplementation for Warrior Kings and Warrior Kings Battles. It uses a client-server architecture and original game assets, and aims to load unit definitions and interpret gameplay scripts from the games' data.bcp archive. It supports Direct3D and OpenGL rendering and is in early development; it is not completely playable.

WoodyRE reimplements the engine of Woody Woodpecker: Escape from Buzz Buzzard Park, the 2001 PC game. It checks the player's CD against the English 1.00 release and also accepts the Spanish CD and three February 2002 discs. Releases cover Windows, Linux, Android 7.0 or later on 64-bit devices, and an experimental Switch build.

X-Settlers is an early C++17 reimplementation effort for The Settlers 3/4 that renders map terrain and documents Settlers 3 map partitions. Its format notes identify map information, player and team data, previews, areas, buildings and resources. Loading graphics and maps directly from an original installation remains planned.

Reimplements BioWare’s Aurora engine and its later derivatives as a portable C++ engine that runs on the user’s installed game data, targeting nine games from Neverwinter Nights to Dragon Age II. Resource management, many Aurora file formats, graphics and sound are in place, and every target shows partial in-game areas in a free-flying spectator mode. README states that normal gameplay is not implemented yet.

YodaStoriesNG reimplements Star Wars: Yoda Stories and Indiana Jones and His Desktop Adventures in C# and SDL2 using each game's original data file. It parses tiles, zones, puzzles and IACT scripts, reconstructs world generation, and provides script disassembly and other inspection windows. The author reports complete Yoda Stories play and remaining Indiana Jones puzzle gaps.

Rebuilds Zelda II: The Adventure of Link (NES) in Rust for desktop, browser and Android by replacing the game’s 6502 routines one at a time. A built-in interpreter still runs the user’s ROM and hands ported routines to Rust, while a verifier compares RAM, sprites, palette and frames with a reference emulator. It is a behavioral, clean-room-style reconstruction guided by a community disassembly, with a standalone engine still in progress.

ZT1-Engine reimplements Zoo Tycoon 1 for modern Windows by recovering game rules from zoo.exe and comparing behavior with the original. It reads art, sound, and other files from the player's installation and includes a lab for examining original addresses and execution traces. The author describes base-game freeform play as available in alpha, while expansion features and save parity remain incomplete.

Other methods and analyses

321 cases

Rehosting runtimes, analyses, experiments and cases whose evidence does not establish one of the methods above.

2ooM works toward a remake of Master of Orion II that runs on the original game's data files. Its liblbx library and the lbxtool and lbximg tools list and extract LBX archives and decode the game's multi-frame 256-colour LBX images to PNG, applying base palettes from fonts.lbx and override palettes for player colours, with an md5-based regression test against the original archives. Notes record the music format and map stream.lbx and streamhd.lbx entries to named tracks, and the engine repository holds a plugin-based skeleton with a virtual file system and SDL and FFmpeg modules.

accd reconstructs the Assetto Corsa Competizione dedicated server in C99 for Linux and BSD systems. It accepts unmodified game clients and implements the observed connection handshake, session scheduling, car updates, results and telemetry messages. The repository includes server source and protocol validation tools.

ACEmulator: Asheron's Call server emulator

Independent reconstruction project

ACEmulator rebuilds the Asheron's Call MMORPG server in C#, aiming to reproduce the game world as it was when the official servers closed in January 2017. The source implements the client network protocol (packets, game actions, events and messages), physics, world objects and a loader for the client's .dat files, backed by MySQL or MariaDB. Server options switch individual retail behaviours, such as door holding and fast buffing, on or off.

Afterhours 2015 reconstructs online services for Need for Speed (2015) as a Rust server and local launcher. The workspace implements stream framing, tagged fields, typed backend and world messages, and content preparation from the player's installation; the author reports live checks for selected gameplay and garage flows.

agario-client is a Node.js implementation of an earlier agar.io client protocol. It connects over WebSockets, parses game packets, and provides API methods for movement, spawning and spectating alongside events for ball-state changes. The author stopped development after a later game update changed the client implementation.

Aion 2 Network Protocol Research reconstructs parts of the game's client-to-server network protocol from captures and client inspection. It documents unsigned-varint framing, LZ4 bundles, an RSA-OAEP-SHA1 world handshake and continuous RC4 over post-handshake client frame bodies. Python tools analyze captures, recover session material and implement client cryptographic primitives.

Alley Cat Disassembly is an in-progress effort to turn the DOS game's Ghidra disassembly into annotated NASM x86 assembly. Its source is divided into gameplay, graphics, input, sound and data modules, and progress notes document the MZ header, segment mapping and address translation. The build compares the assembled output with the original cat.exe.

Another Life reconstructs parts of The Witcher 3 Remastered save format and quest state to generate new saves from a player's story choices. Its Rust crates read and write the save container, variable table and token tree, then patch game facts, journal entries and quest graphs into a user-provided template save. The author reports limited successful in-game checks on patch 5.01.

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