Independent reconstruction project
PTD2 Server reconstructs online services for the Flash game Pokémon Tower Defense 2 from analysis of its original SWF. Its PHP endpoints and save codecs support story, gym, one-on-one and trainer-versus modes, with MySQL-backed saves.
Independent reconstruction project
Puniemu recreates a C# server for Yo-kai Watch Puni Puni. Its source handles account creation and game data while implementing the client's AES-based request and response encoding, including compressed responses and salted SHA-1 digests.
Independent reconstruction project
QuestEditorRe rebuilds the original QuestEditor as a standalone Windows application and a Win32 DLL compatible with map editors for Alien Shooter 2 and related games. Its C++ implementation edits levels.cfg, levels.db and mission.txt while preserving unknown fields and unchanged bytes where possible, and supports quest links, properties and backups.
Independent reconstruction project
RA3Bar-RA3QuickLoader replaces the Red Alert 3 RA3.exe launcher with a Win32 program that starts the game without waiting for the original launcher’s defunct news-server request. It also adds a control center for launch arguments and mods, plus a replay browser that reads match details and repairs some crash-damaged replays.
Independent reconstruction project
Rampage Arcade studies the Z80 program ROM of the 1986 MCR-3 arcade game, covering startup, input, sound, sprites, level decoding and hardware interaction. Python scripts and a batch file convert graphics from user-supplied ROMs into images.
Independent reconstruction project
rd-131655 recreates an unreleased pre-classic Minecraft cave test from its first public video and contemporary IRC logs. The Java implementation includes cave generation and 8×8×8 chunks, and the project provides a Gradle run task.
Independent reconstruction project
RECAR rebuilds the server for the RACER Chrome Experiment game. Its Node.js code provides HTTPS and WebSocket services, with instructions for connecting a separately downloaded official client to the replacement server.
Independent reconstruction project
recherno investigates Chernobyl: The Legacy Continues by running its original Fortran/Win32 engine inside a custom virtual machine. It uses Unicorn to execute the engine and Capstone for debugging. Engine API reconstruction and a Qt GUI for controlling game functions are in progress, with removal of the original binary blobs planned later.
Independent reconstruction project
Redneck-Rampage-RE reconstructs source code for Redneck Rampage and Redneck Rampage Rides Again. The repository contains C and assembly game and engine files and identifies Watcom 10.5 as the build compiler.
Independent reconstruction project
reEgg reconstructs part of the server behavior used by Egg, Inc. mobile game version 1.12.13 in Python. Developed alongside research into the game's protobuf API, it provides responses for selected first-contact, calendar, contract and event functions while its roadmap lists unfinished services.
Independent reconstruction project
ReGameDLL_CS reconstructs the Counter-Strike server GameDLL from the original HLDS Linux library using its embedded DWARF debug information. The replacement mp.dll or cs.so supports Counter-Strike 1.6 and Condition Zero and adds an extended API and gameplay settings.
Independent reconstruction project
ReHLDS reconstructs the Half-Life dedicated server from DWARF debug information embedded in the Linux HLDS engine_i486.so for builds 6152/6153. Its replacement engine fixes reported defects and provides an extended API for mods and plugins.
Independent reconstruction project
ReJet runs the European Xbox release of Jet Set Radio Future on Windows from the user's own disc image or extracted files. It loads the game's original x86 code and replaces Xbox graphics, sound and controller interfaces with PC implementations, adding configurable display options.
Independent reconstruction project
Rerun rebuilds the Sonic Runners server in C# and ASP.NET Core using earlier research and the Outrun server as a basis. Its source includes login, game, store, leaderboard, and player controllers, while the author says the emulator cannot yet reach the game's main menu and its database setup remains incomplete.
Independent reconstruction project
RestoRoom investigates Rec Room's client-to-server behavior as groundwork for a replacement server. Its current findings list API endpoints and documented rec.net subdomains, with a packet capture in the repository; account, room and relay services are still planned.
Independent reconstruction project
retruxx is a reverse-engineered Hard Truck Apocalypse project that builds the game executable and separate renderer, input, and sound DLLs. Its 32-bit build matches the original game's memory layouts.
Independent reconstruction project
Reverse Engineering Scorcher investigates the 1996 game's asset formats through a Python extractor. The script opens TAGDEN.BIN, extracts its resources and converts R0V images to PNG; the format inventory identifies additional files, including WL3 models and HMP heightmaps, that remain undecoded.
Independent reconstruction project
skRex presents disassemblies of both sides of the ZX Spectrum game Rex. The repository stores Side A and Side B SkoolKit source and reference files, and documents rendering the development version to HTML with skool2html.py.
Independent reconstruction project
The Rise of the Robots project disassembles the USA SNES release into assembly, ROM maps and extraction scripts. It uses the author's SNES ROM framework and extracts required assets from a user-supplied headerless ROM.
Independent reconstruction project
rlapi reconstructs Rocket League’s internal HTTP and WebSocket APIs and supplies a Go SDK for them. The documentation maps authentication, custom WebSocket messages, PsySig HMAC signatures, and selected endpoints. Bundled Frida hooks and a local proxy capture traffic, while a PE scanner extracts build information from the game executable.
Independent reconstruction project
RO3Emu reconstructs a server for the Ragnarok Online 3: Genesis game client. Its C# and .NET 10 code implements multiplayer systems and client-facing message routes, while research notes document observed client behavior and mark uncertain behavior as guesses. The launcher can find an existing game installation or download the game from its update servers.
Independent reconstruction project
RS Mod reconstructs RuneScape game-server behavior in Kotlin, with the goal of matching the original mechanics. Its documentation recommends RSProx to inspect client-server packets while developing and checking those mechanics, and the repository contains server, cache and gameplay modules.
Independent reconstruction project
rsc-server reconstructs a RuneScape Classic server for the web-based rsc-client and Java mudclient204. Its Node.js implementation handles game packets over TCP or WebSockets, persists world data through rsc-data-server and adds quests, skills and interactions through plugins. The README also describes a browser worker mode.
Independent reconstruction project
Rush 2 Recompiled is a native PC build of Rush 2: Extreme Racing USA. The player supplies a USA ROM. Optional USA ROMs add San Francisco Rush 2049, San Francisco Rush, and California Speed. Windows and Linux builds are on the Releases page.
Independent reconstruction project
rustify-doom reconstructs the Doom engine in Rust from a stripped doomgeneric binary using Rustify. Its source covers game systems, rendering and SDL integration, and its compatibility report compares replay scenarios and recovered requirements against the original build with Freedoom data.
Author-reported mixed workflow
A documented REA/Ghidra investigation maps SA-MP 0.3.DL-R1 client subsystems to a new C++ DLL, loader and smoke-test executable. The result is an architectural reconstruction with unresolved network and graphics behavior; retail-client compatibility remains unverified.
Independent reconstruction project
Sapphire reconstructs a FINAL FANTASY XIV 3.3 game server in C++, with authentication, world configuration and game data. Its development guidance calls for testing behavior against the retail game; the author describes the implementation as incomplete and insecure.
Independent reconstruction project
Studies the Apple II version of Sargon III through a partially commented disassembly, focusing on its move generator and opening-library encoding. Two C utilities help decode and rebuild openings whose one-byte moves index the generator's move order.
Independent reconstruction project
SC2k-docs maps SimCity 2000 file formats and simulation behavior, chiefly for the Windows 95 Special Edition. Its specifications cover .sc2 saves, archives, sprite and text data, and systems such as power, water and traffic.
Independent reconstruction project
scvk reconstructs SimCity 4's renderer interface as a native Vulkan DLL loaded through the game's GZCOM plugin system. It claims existing renderer class IDs and emulates the cIGZGDriver fixed-function API with pipeline state and shaders for terrain, buildings, lighting, textures and interface drawing.
Independent reconstruction project
Secret of Evermore: reverse engineering documents the Europe/PAL game's ROM layout, compression, maps, sprites, text, scripts and audio. Python extractors use a user-supplied ROM; Mesen2 scripts capture game-rendered results, and Ghidra labels support routine analysis. A pygame viewer displays extracted maps and sprites.
Independent reconstruction project
Sengoku Basara 4 Sumeragi Native PC provides a Windows runtime for a user-supplied PS4 game folder. It links the game's executable and system modules and adapts shadPS4 graphics components to a Vulkan presentation layer, with launcher controls for display and input.
Independent reconstruction project
SF1RE uses game-specific IDC scripts to rebuild an IDA Pro analysis database for the USA release of Shining Force. Its workflow imports labels and parsing rules, formats the ROM's code and data, and exports a split disassembly for the separate SF1DISASM project to rebuild and compare.
Independent reconstruction project
sh3-evil-effect recreates the Another World Evil procedural texturing effect from Silent Hill 3. Its implementation uses graphics libraries including GLEW, GLFW, GLM and FreeImage.
Independent reconstruction project
This is an incomplete disassembly of Shin Megami Tensei for the Super Nintendo, Japanese version 1.0. Each line starts with an address label of the form #_AAAAAA, where AAAAAA is the 24-bit ROM address. One instruction is written per line. MVN and MVP are written with a macro so the standard form assembles. The README says unused code from overwritten builds remains in the ROM.
Independent reconstruction project
Shittim Server reconstructs services used by the Steam release of Blue Archive as a local C# ASP.NET Core server backed by SQLite. It redirects and patches the installed client to connect locally, and its Frida capture tool inspects plaintext responses at the client's decryption boundary to inform protocol implementation.
Independent reconstruction project
Silkroad Online's SR_GameServer is being reconstructed in C++ from research into native server behavior. The repository includes game and server logic, supporting libraries, evidence notes and focused regression tests. Its documented reference is a v1.188 executable, and the implementation remains incomplete.
Independent reconstruction project
SimCity SNES Disassembly provides assembly sources for the US Super Nintendo release of SimCity. Its asset-extraction script uses a clean, headerless copy of the supported ROM supplied by the user, and the project uses version 1.0.1 of the author's SNES ROM framework.
Independent reconstruction project
Skool Daze records a SkoolKit disassembly of the ZX Spectrum game. Its .skool and reference files can be rendered as browsable HTML or exported to assembler-ready source using SkoolKit commands.
Independent reconstruction project
sm reconstructs Super Metroid as a C program and runs it alongside a user-provided ROM for frame-by-frame comparison. It saves a snapshot when it detects a mismatch.
Independent reconstruction project
sm_disassembly provides a relocatable assembly disassembly of the SNES game Super Metroid, organized into bank files and based on earlier bank logs. Build scripts extract assets from the user's original NTSC ROM and assemble the source with asar 1.81.
Independent reconstruction project
SmashUpDerby reconstructs the Smash Up Derby player in C++. The source creates a Windows window, reads player settings from the registry, loads Virtools plugins and initializes a render context.
Independent reconstruction project
snatcher-port investigates the Sega CD version of Snatcher and builds a desktop Mega CD runtime around code and data supplied from the user's disc. Its findings describe the main and sub CPU roles, while the engine implements game-needed hardware and BIOS services and offers a build-time 68000 translation path.
Independent reconstruction project
zx-sof-reveng documents the ZX Spectrum game Soldier of Fortune through a commented Z80 disassembly. The notes map loader behavior, memory regions, graphics data and game-loop calls, including uncertain interpretations marked in the annotations.
Independent reconstruction project
Sonic the Hedgehog disassembles the Sega Master System game from a user-supplied ROM. A Python unpacker and annotation file generate Z80 assembly, which WLA-DX assembles into an output ROM; the repository also includes ROM asset-location and level-viewing tools.
Independent reconstruction project
SonsOfSparta-PS5 Native runs the PS5 release of God of War: Sons of Sparta on Windows by executing its x86-64 game code through a compatibility layer. The layer reimplements PS5 system libraries and GPU commands, while a first-start process prepares the user’s decrypted game files. The author reports play from the logo into gameplay and identifies later areas as untested.
Independent reconstruction project
Speedos reconstructs the Spe_ed game rules as a Mesa model with interfaces shared by the original game. Multi-Minimax agents use the model to simulate future actions, with a Voronoi heuristic for evaluation and iterative deepening for search. The repository includes recorded games from the original for testing the model.
Independent reconstruction project
spikewall reconstructs a server for the discontinued Sonic Runners mobile game using .NET 9 and ASP.NET, drawing on earlier server research. Its documented working flows cover account creation, login, tutorial, information, experience, Story Mode and Timed Mode. Leaderboards, events and support for older clients remain planned.
Independent reconstruction project
Splitgate Backend implements local TypeScript service routes for the game's backend and redirects Splitgate's AccelByte requests to them through Fiddler or mitmproxy. The repository includes authentication, lobby, profile and WebSocket routes. Its data workflow captures HTTP calls for item and section information.
Independent reconstruction project
SR1 Creator recreates the Saints Row (2006) character creator in a browser using meshes, morph targets, textures and tables read from the user's Saints Reborn folder. JavaScript readers handle VPP packfiles, PEG textures, character meshes and morphs; the author reports comparing geometry and camera behavior with the running game. A photo-fitting view estimates face sliders from landmarks.
Independent reconstruction project
This project disassembles the N-SPC/Kankichi-kun SNES sound-driver variant used in Star Fox and Starwing. Its assembly source separates driver code, sound-effect tables, macros and instrument patches, and the build can compare the resulting SGSOUND0.BIN with an original copy.
Independent reconstruction project
StarCombat Offline reconstructs backend services for the discontinued mobile game Star Combat: Space battle Online. Original Python and Android mock servers handle its HTTP and TCP exchanges, while scripts patch a user-supplied Unity IL2CPP client for local addresses and offline behavior; Frida probes support the investigation.
Independent reconstruction project
Starquake is a work-in-progress disassembly of the 1985 game, with SkoolKit files for the game and its loader. Many routines and data items remain undocumented.
Independent reconstruction project
strkexeu documents how the DOS releases of Desert Strike: Return to the Gulf and Jungle Strike keep their game executables packed inside DAT files behind a small loader EXE. It contains a Turbo Assembler disassembly of the original DESERT.EXE/JUNGLE.EXE loader, with macros for each game and an optional CD check, and a single-file C unpacker that extracts the game EXEs. A technical note specifies the RLE and Huffman-forest compression.
Independent reconstruction project
Summit rebuilds a World of Warcraft 3.3.5a server in Go, with authentication, world-server and packet-handling components. Its supporting tools include a proxy for capturing authentication traffic, a packet dumper and a DBC converter; the author describes using Ghidra during development.
Independent reconstruction project
Super Mario Advance 2 disassembly reconstructs the Game Boy Advance game as assembly and data source. Its Makefile uses a user-supplied baserom.gba with devkitARM and pokeruby build tools to produce a ROM whose expected SHA-1 is documented.
Independent reconstruction project
Super Mario Galaxy 2: selected gravity behavior and format reconstruction implements host-side C++ versions of selected CubeGravity, PlanetGravity and PointGravity operations. It provides bounds-checked readers for Yaz0, RARC, U8, BCSV/JMap, Wii FST and selected J3D metadata, with synthetic-input tests.
Independent reconstruction project
Super Punch-Out!! is a disassembly of the USA SNES game, organized as assembly source with ROM maps and extraction scripts. It uses the author's SNES ROM framework and requires a clean, headerless user ROM for asset extraction.
Independent reconstruction project
Super Tennis Disassembly reconstructs the Sega Master System game Super Tennis in WLA DX assembly. It targets the Japanese revision 0 and USA/European revision 1 and provides a Docker-based assembly process that emits ROM and debugger symbol files.
Author-reported mixed workflow
swemu reconstructs a server for the SoulWorker GB/Steam 2.3.34.7 game client in Rust. Its research log reports REA/Ghidra decompilation and Unicorn execution of client routines to recover packet layouts, encryption, and exchanges used for login, characters, world entry, and early combat.
Independent reconstruction project
SWGEmu Core3 reconstructs the server for the pre-Combat Upgrade era of Star Wars Galaxies. Its authors describe reverse-engineering the original behavior from scratch and implementing a new engine and game logic; the repository contains C++ server code and extensive Lua gameplay scripts.
Independent reconstruction project
Tales of Eternia is a structural investigation of disc 1 of the Japanese PlayStation release SLPS-03050. Python tools and committed reports examine ISO 9660 and CD-XA layout, the PS-EXE, LZSS blocks, archive indexes, TIM graphics, audio, video and Shift-JIS text.
Independent reconstruction project
TamagoC implements Tamagotchi-style virtual-pet behaviour from observation. Its C core models feeding, health, happiness, discipline, waste and a play outcome counter.
Independent reconstruction project
Tamagotchi P1 for FPGAs reconstructs the handheld's CPU and surrounding hardware for Analogue Pocket and MiSTer. Its design follows Epson CPU specifications, uses microcode for control, and draws on disassembly of the Tamagotchi ROM to examine a disputed instruction behavior.
Independent reconstruction project
Tekken 3 Recompiled combines a playable hybrid recompilation of the US PlayStation game with an early native PC port. Its tools inspect local BNS, ARC, TIM, VAB, model, XA, and STR data, while the native slice currently uses procedural stage and fighter stand-ins.
Independent reconstruction project
TF15-Client rebuilds the Team Fortress Classic client in C++ for Xash3D FWGS. It provides Android, Linux and Windows builds and uses the valve and tfc folders from a Steam copy of the game.
Independent reconstruction project
TFM2DB Field Notes maps selected Teamfight Manager 2 database records and provides template-based CSV roundtrip tools. The notes cover the TFM2 gzip wrapper, CRC32, record kinds, dynamic player offsets and fixed-width fields that the importer can patch in a matching database.
Inspect a 16-bit PC-98 DOS helper and relate its angle calculation to a pinned reconstruction and historical compiler checks.
Independent reconstruction project
The Hobbit documents a disassembly of the ZX Spectrum game in SkoolKit source files. The repository includes annotations and scripts that generate browsable hexadecimal or decimal disassembly pages.
Independent reconstruction project
This port runs the PlayStation 4 game The Last of Us Remastered, product CUSA00552 with update 1.11, on Windows. The game's own x86-64 code runs on the PC. A runtime supplies the PS4 system libraries, and a Vulkan renderer from the shadPS4 video core executes the GPU work. TLOU Launcher.exe selects the dumped game folder. A source run places CUSA00552 beside the repository and the update as CUSA00552-patch. The MSYS2 CLANG64 build uses gow3_pc/build.sh after the Vulkan, SDL3, and FFmpeg packages are installed.
Independent reconstruction project
The Last Story research documents the Wii game's LastWorld engine and provides parsers and extractors for archives, text, textures, audio, models and scenes. Its executable analysis uses a custom DOL loader and Gekko SLEIGH language to examine main.dol, including the archive path hash and engine structures. The author reports format coverage and validation against game data.
Independent reconstruction project
zeldasource disassembles the NES release of The Legend of Zelda into banked assembly files. Its CC65 build uses an original iNES ROM supplied by the user and checks the rebuilt image against an MD5 checksum.
Independent reconstruction project
The Oregon Trail investigation maps the two disk sides of the Apple II game from their bytes. It documents the DOS 3.3 layout, sector-addressed loader, Applesoft programs, machine-language commands, saved variables, picture packing and music files, with Python readers and recorded outputs.
Independent reconstruction project
The Peacock Project reconstructs online server functions for the HITMAN World of Assassination trilogy. Its TypeScript server handles game content and features, with documented challenge, progression and XP processing; the authors say it was rewritten after beginning as a LocalGhost fork.
Independent reconstruction project
urbz-re investigates the USA Nintendo DS release of The Urbz: Sims in the City through an ARM9 split, assembly listings, symbol names, and function notes. Its build script checks a user-supplied ROM and regenerates assembly with ds-decomp 0.12.1. The source tree has no matched C yet; the author reports that 280 ARM9 functions have been read.
Independent reconstruction project
Thexder examines the NES/Famicom game through an IDA analysis file and a PHP level renderer. The renderer reads tile values and object records at fixed offsets in the game ROM and outputs a level image.
Independent reconstruction project
TimeSplitters: Future Perfect is being rebuilt as a native PC game using data imported from the user's Xbox copy. The launcher identifies the disc by the hash of default.xbe, extracts and checks game files, and manages settings and mods. The repository also contains game reconstruction code and a decompilation analysis toolchain.
Independent reconstruction project
Titanic reconstructs osu! server services to examine how Bancho works across stable client releases from 2007 through 2026. The repository combines a Python Bancho game server with Go score and web services, database migrations and shared client-version checks.
Independent reconstruction project
TL2BetaMiniLobby reconstructs the lobby service required by the May 2012 Torchlight 2 beta. Its C# server handles lobby messages so the beta client can start offline after its configured lobby host is changed to localhost; the author reports testing client version 0.20.8.1.
Independent reconstruction project
tMock-Server is an unfinished C++ reimplementation of the Terraria server's initial network flow. It uses socket code and packet classes to accept connections, check protocol versions, request passwords, and assign player slots; the README records packet IDs, fields, directions, and structures informed by traffic analysis.
Independent reconstruction project
tModLoader Mobile investigates selected PC Terraria mod behavior inside Android Terraria through an independently written managed compatibility layer and native bridges. The prototype includes item and time demonstrations, a respawn adapter, texture experiments and research notes; the author reports bounded test outcomes and an unresolved in-process stability issue.
Independent reconstruction project
tmuf_physics is a C library that reads installed TrackMania Nations and United Forever data to simulate vehicle physics and race rules. It offers reference and optimized backends, reads and writes replays, and includes pack-format findings. The author reports tick-for-tick agreement with the game on 11,758 replays.
Independent reconstruction project
tje-disasm investigates the REV 02 Sega Genesis release of ToeJam & Earl through assembly source, ROM tools and documented code comparisons with REV 00. Its notes examine function-level differences and possible compiler fingerprints. The project requires a user-supplied REV 02 ROM and describes the disassembly as incomplete.
An essay published on REA’s site, with pinned evidence notes, describes one author’s agent-driven reconstructions of TH08, TH095 and TH04. It dates milestones from public commits and progress ledgers, separates exact-comparison and playable-build oracles, and documents a TH08 check that missed wrong floating-literal data. Project results remain author-reported, and REA is credited with supplying analysis evidence, not the reconstructions themselves.
Independent reconstruction project
tpp-server-emulator rebuilds the backend used by Metal Gear Solid V: The Phantom Pain. Its C++ server implements game command handlers and database models, while the documentation tracks command coverage and shows how Lua scripts can handle client requests. Configuration supports MySQL or SQLite3.
Independent reconstruction project
Trashman documents a disassembly of the ZX Spectrum game using SkoolKit. The repository contains SkoolKit source and scripts for generating browsable hexadecimal or decimal HTML listings.
Independent reconstruction project
Twin Cobra documents a partial disassembly of the Sega Genesis game through an Exodus-generated assembly listing, RAM and ROM maps, object structures and address-indexed tables. A separate analysis traces weapon damage and enemy health scaling to specific memory locations.
Independent reconstruction project
This repository collects research toward a native Windows port of the 2012 PlayStation 3 game Twisted Metal. Its public export provides host models, a synthetic Taskset probe and development tasks. Python 3.10 unit tests and a CMake 3.20 host probe exercise those components.
Independent reconstruction project
Runs the PS4 Uncharted: The Nathan Drake Collection’s own x86-64 executables natively on Windows: a runtime supplies the PS4 system libraries and a shadPS4-derived Vulkan renderer executes the GPU work. The port adds a per-game launcher, resolution patches and modern upscaling, and its status table reports all three games playable with listed open issues. It is a compatibility-runtime port rather than a decompilation, and its results remain project-reported.
Independent reconstruction project
Unicorn Overlord PC runs the PlayStation 4 Unicorn Overlord executable on Linux and Windows through a game-specific loader and host runtime. It adjusts executable addresses, implements imported PS4 system functions and routes GPU commands through a shadPS4-derived Vulkan layer. The author reports playing through the prologue and first chapter battle, with saving and loading working.
Independent reconstruction project
uo-client reconstructs the Ultima Online T2A 2.0.7 client in C++, including its packet protocol, MUL asset loading and isometric display. The author describes consulting the decompiled original in IDA, recording findings in its database and comparing renderer output and protocol behavior with the original. The client targets the UO Demo shard and includes a JavaScript-driven navigation bot.
Independent reconstruction project
VerilogBoy reconstructs a Game Boy-compatible console as Verilog RTL for the Pano Logic G1 FPGA device. Its modules implement the SM83 CPU, pixel processing, audio, DMA, and timers, while CPU notes and test results document the behavior used to guide the implementation.
Independent reconstruction project
The Virtua Cop 2 investigation examines the 1997 PC game's asset files with parsers, ImHex patterns and a browser explorer. The explorer displays models and textures from a selected game directory and offers experimental browsing of stage maps in P_STG*.BIN files.
Independent reconstruction project
Void Client is an unfinished JavaScript rewrite of the Starblast.io browser game client based on study of its network protocol. Its current Node.js and browser components provide game-mode selection, server discovery, local WebSocket communication, and parsing and JSON export of some received packets.
Independent reconstruction project
War Action reconstructs Sudden Strike Gold 1.2.1 from its original binaries as separate launcher, renderer, menu and game modules. It documents DirectDraw rendering at three screen sizes, added windowed-mode work and partial menu and gameplay progress; multiplayer remains in progress.
Independent reconstruction project
Waygate reconstructs an Elden Ring matchmaking server around the game's multiplayer protocol. Its Rust workspace includes wire serialization, message types, protocol handling and server features for summoning, invasions, player messages, bloodstains and ghosts.
Independent reconstruction project
WiiLink WFC implements a replacement Nintendo Wi-Fi Connection server for Nintendo DS and Wii games. Its Go source contains service components for game clients, and the repository includes a PostgreSQL schema for server data.
Independent reconstruction project
An investigation of the Apple II release of Wizardry IV uses SYSTEM.RELOC to map five disk sides into a virtual volume and examines the separate sixth side. It studies the game's p-machine program, Huffman text, level maps and leftover files, with purpose-built readers and saved command output supporting the format findings.
Independent reconstruction project
WolfensteinRPG-RE reconstructs Wolfenstein RPG in C++ for desktop builds. Its source implements gameplay, combat, rendering, and resource loading from a game package, with CMake instructions for Linux and Windows.
Independent reconstruction project
wotb-dvp reconstructs the layout of WOTB DVPM files and the DVPD footer. Its specification maps DVPM metadata, file entries, LZ4 and RFC1951 compression identifiers, CRC32 fields and both footer structures.
Independent reconstruction project
WoWee reconstructs a native World of Warcraft client in C++ with Vulkan rendering, networking and audio. It handles Vanilla 1.12, TBC 2.4.3, WotLK 3.3.5a and Turtle WoW 1.18 through expansion-specific packet parsers and extracts assets from the user's own installation.
Independent reconstruction project
Wowser recreates a World of Warcraft 3.3.5a client in JavaScript and WebGL for the browser. It authenticates, lists realms and characters, joins a game world and logs its packets; a local pipeline serves resources from the user's official client copy.
Independent reconstruction project
A disassembly of Super Mario World 2: Yoshi's Island provides SNES assembly sources and maps for the USA v1.0 and v1.1 ROMs. Its asset-extraction script uses a clean, headerless copy of a supported ROM, and the project builds on the author's SNES ROM framework.
Independent reconstruction project
ygo3-research reconstructs early Yu-Gi-Oh! Online 3 server exchanges and provides a YPK archive extractor. Its experimental Python server responds to observed authentication, profile, player-list and selection requests and documents packet encryption, length masking and nested data encoding. The client currently stops after player selection.
Independent reconstruction project
ZCure rewrites the master server of Blacklight: Retribution v3.02 in .NET 8, based on the ZCAPI library decompiled from BLRCrashReporter.exe of an older build. It serves authentication, users, funds, friends, mail, inventory, loadouts, store, clans, missions, stats, matchmaking and game-server management over TCP/HTTP, with a UDP presence server. Its documentation describes the message format (begin and end markers, header, optional zlib compression, colon-delimited serialization) and the XXTEA encryption taken from the decompiled ZCAPI.
Independent reconstruction project
zelda_gb_disassembly records an assembly disassembly of the black-and-white Game Boy version of Zelda: Link's Awakening. Its files are organized by memory bank, and its notes identify bank 0 as the starting point and main routine.
Independent reconstruction project
zkTH06 reconstructs selected Touhou Koumakyou v1.02h gameplay transitions for replay-driven execution in OpenVM. It compares a Linux reference with observations of the shipped Windows game, implements bounded player, bullet, enemy, and item state transitions, and records differential results and proof obligations. The author reports matching projections over specified replay prefixes.
Independent reconstruction project
The ZZT Disassembly Project documents how creatures and other tile types behave in ZZT by disassembling ZZT.EXE. It publishes annotated assembly, pseudocode for functions and game objects, memory-layout notes, and an IDA database.