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THE REVERSE ENGINEERING COLLECTION

Reverse-engineering case studies

Page 4 of 21, cases 601–800. 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 601–800 of 4,025

Games

2832 cases

All sections

Matching decompilations and disassemblies

583 cases

Tom and Jerry Tales reconstructs C source for the EU Nintendo DS game with Metrowerks mwccarm. Its matching process counts a function only when its compiled bytes match the original and the user's ROM still rebuilds byte for byte; the author reports 92.10% matched code and 1889 of 1931 functions in the dated progress table.

This matching decompilation of Tomba! builds four PlayStation releases from the same sources. NTSC-U SCUS-94236 has main-executable SHA-1 81cbc79f0230aeb4252e058039f47ac95a777f5a. NTSC-J SLPS-01144 has SHA-1 07d577698ad31ec1a69b9d7b80a7c3f90b650888. PAL SCES-01330 has SHA-1 1d98c6595a49bd8063c906221df1eaa854964cb1. PAL SCES-01331 has SHA-1 f6c383514e5d8367d2eed06400315cf6dd57ef6b. On the European discs the game itself is EXE/MAINn.EXE.

Tombi-Decomp reconstructs PlayStation Tombi! code as C compiled against the original discs and also builds a native Windows, Linux and Android port. Its progress reports compare individual functions byte for byte across PAL, US, Japanese and demo versions; the author reports 99.68% matching game code for the PAL reference.

thps64 reconstructs the C source of Tony Hawk's Pro Skater for Nintendo 64 (US V1.1) from a user-supplied ROM. It splits compressed game code into functions and compares compiled instructions with the original. The author reports a byte-identical default build, 2,449 matching functions and 62 more represented by nonmatching C.

Tony Hawk's Underground is being reconstructed as matching C++ for the NTSC-U PlayStation 2 release SLUS-20731. The project splits the ELF into functions, compiles each recovered function with a pinned SN Systems toolchain and compares instructions; remaining functions are assembled so the complete build can be checked against the user's disc by SHA-1.

Top Spin 4 decompilation reconstructs C source for the Xbox 360 game and compares compiled functions against code in three retail XEX modules. The repository includes reconstructed functions, Ghidra analysis tooling, build configuration and progress reports; the author reports partial exact compiler matches.

Reconstructs C++ source for the Windows executable of Touhou 6: Embodiment of Scarlet Devil version 1.02h, aiming at an exact rebuild with the original Visual Studio .NET 2002 and DirectX 8 toolchain. reccmp and objdiff compare the rebuilt binary with the user’s original executable function by function. The committed progress badge reports every function implemented and 98.03% byte accuracy.

Reconstructs C++ source for the Windows executable of Touhou 7: Perfect Cherry Blossom 1.00b and its custom.exe configuration tool, built with the original Visual Studio .NET 2002 and DirectX 8 toolchain and compared function by function with the user’s originals through reccmp. The committed progress badges report th07.exe fully implemented at 99.78% accuracy and custom.exe fully matched. The README says the game should be fully playable, but a matching build trips the game’s integrity check, and the cross-platform ports live on separate branches.

Toy Story disassembly reconstructs the Mega Drive game's ROM as generated assembly source and compares the rebuilt ROM byte for byte with the user's copy. Its 68000 tracer, ROM maps, RNC decoder, and sprite tools support ongoing recovery of routines, text, and graphics formats. The author reports that the rebuild matches while equivalent named source remains incomplete.

Turok: Rage Wars aims to reconstruct matching C source for four N64 releases and provides a native Windows port based on the USA v1.1 ROM. The port implements graphics, audio, input and virtual Controller Paks on Windows. The author reports that it runs menus and one-to-four-player matches; the port currently supports USA v1.1.

Reconstructs Twilight Princess source that compiles back to binaries identical to the originals, building GameCube, Wii and Nvidia Shield releases from one codebase through conditional compilation. README reports the GameCube code as completely matching but not every translation unit linked yet, with Debug and Wii alignment ongoing; the repository ships no assets or assembly and will not produce a port.

Twisted Metal Re-Arc reconstructs code and data from the Japanese 1995 PlayStation release of Twisted Metal using matching decompilation. Its build splits the user's extracted SIPS_600.07 executable, compiles replacement C units and checks a headerless code-and-data image against the original.

Twisted Metal: Black Re-Arc Project reconstructs source for the game's NTSC PlayStation 2 executable through matching decompilation. Its build splits the user's SCUS_971.01 ELF, combines disassembled objects with reconstructed C and C++, and relinks an executable for comparison with the original.

Valkyrie Profile decomp reconstructs parts of the Japanese Rev 1 PlayStation game as C that compiles to the original bytes. It covers the main executable and four overlays, with remaining functions retained as assembly. The author reports byte-matching outputs for all five units and warns that a build from a fresh clone may need local reference files.

Warblade Service Release reconstructs Warblade 1.34 game code from its debug build and provides an SDL-based modern release. A PTK branch preserves function-level binary matches, while the SDL branch replaces PTK and BASS and adds window, rendering and interpolation options. Both branches use assets from a local Warblade installation.

wc2-re reconstructs Wing Commander II source from its Kilrathi Saga Win32 release and provides an SDL2 port. The C game core and C++ audio library rebuild with Visual C++ 4.1; the author reports that the resulting WC2.EXE matches all 714,752 bytes of the retail executable. The port runs with user-supplied game data on Windows, Linux and macOS.

A work-in-progress decompilation of the Wii Menu, the console’s System Menu (IPL), targeting version 4.3 in its USA, European, Japanese and Korean builds. It recovers the menu’s own code together with the Revolution SDK, NintendoWare (NW4R), EGG and middleware libraries linked into it, matched unit by unit against the original executable with decomp-toolkit and objdiff. The repository holds no assets or assembly; a build needs the user’s own Wii Menu WAD and yields only main.dol.

Winning Eleven 3 Final Ver. reconstructs the Japanese PlayStation release's boot executable and five confirmed runtime overlays with an assembly baseline and byte-matching C functions. Its tools extract a user-provided disc, build modules and compare complete output hashes. The author reports 901 functions in matching C; a native PC build remains planned.

Wizardry 8 decompilation reconstructs the Windows game's executable and supporting libraries as C and C++ and compares rebuilt functions with retail code. Its workflow combines Ghidra analysis, Visual C++ 6 builds, reccmp comparisons and runtime tests; the recovered executable runs with original game data.

xc2-decomp reconstructs Xenoblade Chronicles 2 version 1.0.0 C++ for Nintendo Switch and checks functions against the original AArch64 executable. Its Nix environment provides Clang 3.9.1 and analysis tools; check compiles reconstructed functions and reports byte differences. The author reports 37,087 of 48,739 named functions matched.

xenogears-decomp-port combines a partial matching C decompilation of PlayStation Xenogears with a native Linux x86-64 port. The port runs decompiled game code with PsyCross and SDL2 providing PlayStation hardware and host services, and reads files extracted from the user's own USA Disc 1. The author reports that the r5 release reaches the prologue, Lahan and the first Gear battle.

Xenosaga-I-Decomp recovers C functions from the NTSC-U PS2 executable of Xenosaga Episode I and compares compiled bytes with the original ELF. Its tools split the executable, extract symbols and track decompilation progress. The author reports a byte-matching full executable build with a small fraction of functions rewritten in C; Japanese releases are planned.

xmen2-pc reconstructs X-Men 2: Clone Wars as handwritten C and ports it to Windows and Linux without 68000 emulation. Its workflow uses a byte-matching disassembly, static recompilation and the original Apple MPW C 3.3 compiler; the author reports machine-code matches for 3,047 C functions and instruction-level comparisons for 117 assembly functions. The port loads graphics, sound and levels from the user's ROM and adds widescreen play, higher display rates and rollback netplay.

xmen2disasm reconstructs the Sega Genesis game X-Men 2: Clone Wars as a byte-matching 68000 disassembly. Its build reads data from the user's ROM, and emulator traces support function boundaries, labels and coverage checks. The author reports a byte-identical ROM rebuild; the related C reconstruction and native PC port reside in xmen2-pc.

sma3-disasm reconstructs the US Yoshi's Island: Super Mario Advance 3 ROM as Armips assembly. The author reports an exact full-ROM match and replaces ROM pointers with labels to support edits. Game graphics and sound are extracted from a user-supplied vanilla ROM, while the single-cartridge multiplayer region still needs research.

ygofm-decomp reconstructs the North American PlayStation release of Yu-Gi-Oh! Forbidden Memories as C whose compiled functions match the original executable bytes. Unconverted functions remain extracted assembly, and the build hashes both the executable and complete disc image against a user-supplied copy.

A byte-matching decompilation of Yu-Gi-Oh! Forbidden Memories reconstructs C source for seven regional PlayStation releases. Regional configurations and overlay inventories support rebuilding each PS-X executable against the user's game files; the author reports that some overlay coverage remains in progress.

Yu-Gi-Oh! GX Tag Force reconstructs the North American PSP game's runtime and game modules as C. The build compiles the C with mwccpsp, compares the result with the original and retains unmatched parts as assembly. Architecture notes cite REA evidence from Ghidra analysis of the BOOT module. A playable PC port remains planned.

This decompilation reconstructs the NTSC-U PS2 release of Yu-Gi-Oh! The Duelists of the Roses in C, covering SLUS_205.15 and 762 code modules. Its make check target compares rebuilt files byte for byte with the user's originals. The author reports that the main executable is in C while module functions remain partly in assembly.

Zelda II: Famicom Disk System disassembly

Independent reconstruction project

The Zelda II disassembly reconstructs the initial Famicom Disk System release of The Adventure of Link from a disk image. It includes utilities for building an FDS image, an asset extraction script, and C-like control-flow annotations. The files inside the rebuilt image are meant to match the originals, while the image itself carries local filenames and timestamps.

This rebuilds 1,130 code regions of Zoids Legacy for the Game Boy Advance, USA, and compares each region's bytes with the ROM. make verify checks the ROM SHA-1 and does not write a ROM. The translation editor is python3 tools/script_editor.py and listens on 127.0.0.1:5097. English and Spanish text files are dialogue-en.json, scene-translation.json, and the Spanish counterparts. The USA ROM is named Zoids Legacy (USA).gba.

Zoids Saga Fuzors is reconstructed as C and assembly code for the Japanese Game Boy Advance release. The verifier compiles each listed region at its original address and compares the bytes with the user's ROM; a native build takes remaining bytes from that ROM. The author reports 1,384 byte-matched regions, including 1,330 C functions.

Non-matching decompilations

343 cases

Recovered source checked by behavior or not at all, rather than rebuilt byte for byte.

A two-bank 6502 disassembly of A-Team for the Atari 2600 assembles with DASM and doubles as the basis for a PAL conversion. Compile switches pick NTSC, PAL 50 Hz or PAL60 colors and timing, and toggle the intro logo and intro glitch fixes, the level-1 border color cycling and a bug fix that keeps the scanline count fixed, each with the original behaviour available. Comments mark the color register writes for backgrounds, characters, missiles, the score panel and the intro screen.

acnl-decomp reconstructs the USA 1.5 release of Animal Crossing: New Leaf – Welcome amiibo as C++ source for its main code and CRO modules. Its GCC build checks implemented functions against a user-supplied dump using call order, member accesses, constants, references, and decisions rather than byte identity.

afe-decomp: decompilation of Animal Forest e+

Independent reconstruction project

afe-decomp is a work-in-progress decompilation of Animal Forest e+ for the GameCube, the Japanese release どうぶつの森 e+. The README supports revisions GAEJ01_00 and GAEJ01_01 and says the repository contains no game assets or assembly. Windows, macOS, and Linux setups use Python and Ninja, with wibo downloaded for macOS and Linux.

A labeled and commented 6502 assembly listing reconstructs Air-Sea Battle, Atari's 1977 game for the Atari 2600, on the MiniDig disassembly page. An assembler switch selects the NTSC or PAL build of the 2K ROM. Header notes cover the taller PAL kernel zones, why the NTSC version's EXPERT difficulty gives a missile size of 0, and the two RAM locations, $91 and $92, that the author marks as unused.

Banjo-Kazooie: Xbox Live Arcade decompilation

Independent reconstruction project

This decompiles the Xbox Live Arcade version of Banjo-Kazooie. The expected default.xex has SHA-1 24f81f8058d1be416d95ccfcb5ebd2503eb4fd47. make split reads bk.yaml, and make regenerates merged.xex. The documented Xbox 360 SDK is version 7645. Comparisons use Visual Studio 2005 SP1 output against GCC for PowerPC, so objdiff shows function-call relocations as different.

blackhack rebuilds the SetupControl UI widget classes of runblack.exe as hand-decompiled C, covering buttons, big and tab buttons, check boxes, lists, sliders, edit fields, colour pickers, pictures and graph widgets, along with parts of Lionhead's lhlib. A Detours launcher checks the executable's md5, injects a DLL and swaps original functions for the rebuilt ones through per-version tables of function and data addresses. It also patches the fullscreen setter so runblack.exe always runs windowed.

BloodOmen2NX functionally decompiles the Spanish Windows PC release of Blood Omen 2 into C++17 for a planned Nintendo Switch port. The Linux host build reads game formats and renders a level for comparison with the original under Wine. The author reports that no chapter can yet be completed and the Switch backend has not begun.

Boku Doraemon maps the Japanese Dreamcast game's 1ST_READ.BIN, generates a matching assembly baseline from an owner's disc, and tests C function candidates for equivalent calls, memory writes and results in an SH-4 interpreter. Its committed model map records recognized models, textures, sounds and offsets. The author reports 123 equivalent functions, all from locally supplied SDK source at this checkpoint.

Bumpy's Arcade Fantasy reconstructs the 1992 DOS game's engine as C source guided by Ghidra analysis. It includes a build target for a faithful executable and a playable target with a host layer, plus Python decoders for PAV, DEC, BUM, VEC, BIN and CAR resources. The original game files are supplied separately by the user.

c1: a C port of PlayStation Crash Bandicoot

Independent reconstruction project

Ports the original PlayStation Crash Bandicoot game code to C function by function; its coding standard labels functions with the addresses of their original implementations. Only the PC build, using OpenGL, SDL2 and FluidSynth, currently works; it loads asset files from the user’s game disc and is only partially playable.

Call of Duty 2: Big Red One reconstructs the original Xbox game's code as C++ toward a native Linux and Windows build. Ghidra analysis and function naming support the work; a comparison harness checks rewritten functions against the originals, primarily during gameplay and, for some functions, offline. The author reports 7,067 rewritten functions, while most mission-script functions remain unfinished.

Combat: an annotated Atari 2600 disassembly

Independent reconstruction project

A commented 6502 assembly listing reconstructs Combat, the Atari 2600 tank, biplane and jet game, aiming to explain every instruction, memory location and table. Assembled with DASM it yields an image that differs from the cartridge ROM only in the unwritten padding bytes before the startup vectors. The header maps all 27 game variations to their missile, maze and cloud options, and main-loop routines carry Atari's original names, taken from presentation notes.

Computer Archeology stores the markdown disassemblies and notes that its toolchain renders into the pages at computerarcheology.com. Assembly files stay in GitHub-flavored markdown, and a names-in-code pass links memory operands to named definitions. The README starts the renderer with py -m computerarcheology.carender.app.

Cosmic Ark for the Atari 2600 (Imagic, 1982) is reconstructed as an analyzed, labeled and commented 6502 assembly listing with NTSC and PAL builds. The PAL conversion rescales nearly all game speeds through the game's fractional addition so both versions play at the same pace, and optional switches enable size optimizations. The notes point out the leftover code for a non-cooperative two-player mode and the game's heavy use of status flags.

Costume Quest reconstructs functions from the Windows x86 Steam build 81338 as C++ source intended to match game behavior. The project records original function addresses, marks uncertain or unfinished sections, and builds with xmake and an x86-capable MSVC toolchain using a separately obtained game copy and Steamworks SDK.

Crash Bash is an ongoing decompilation of the PlayStation game, with recovered code organized by game binary. The documented strategy proposes loading rewritten functions into PCSX-Redux memory and comparing their output with the original functions. Accompanying scripts analyze emulator traces and apply symbols to the results.

Crash Twinsanity reconstructs the PAL PlayStation 2 game’s executable in C++, using a platform layer and data split from the user’s original executable. The author reports that the build boots and plays in PCSX2 with matching boot state, frame output and saves. The build tools also generate assembly from the user’s executable for a byte-matching comparison.

Crazy Taxi decomp reconstructs the European Dreamcast game's executable with recovered C and per-function SH-4 assembly generated from the user's disc. Its pipeline maps game assets, checks C functions against original behavior and builds a disc image with the reconstructed executable. The author reports a byte-for-byte executable rebuild and a playable game.

dataeast_snddrv is a disassembly of the sound driver Data East used in High Seas Havoc, split into 68000 driver code, a Z80 DAC sample player and a frequency table, assembled with vasm. Its documentation describes the song layout of six track pointers mapped to YM2612 channels, the track command opcodes for tempo, loops, portamento, LFO, panning and DAC samples, and the 32-byte instrument record. Python scripts extract songs, instruments and samples from a ROM of a game that uses the driver.

Devilution reconstructs source for the original Diablo game from surviving symbols and debug information in PlayStation and PC releases. Its C++ code builds a replacement for Diablo.exe that uses the user's original game files. The project preserves original behavior, including bugs, and treats Hellfire support as future work.

dw4-gc is a work-in-progress decompilation of Digimon World 4 for GameCube, targeting GDJEB2 Rev 1 USA. It configures and builds from a user-provided disc image, then generates objdiff configuration for comparing reconstructed source objects. The repository contains C source, headers, symbols, and split configuration.

DWM2: disassembling Dragon Warrior Monsters 2

Independent reconstruction project

DWM2 is a partial disassembly of Dragon Warrior Monsters 2 with assembly sources and function-level documentation. Its Windows build uses rgbasm, rgblink and rgbfix, then compares the produced ROM with a user-held backup. The author reports a very early byte-similarity result and says documentation progress differs from that figure.

An annotated disassembly reconstructs the enhanced BBC Micro version of Exile, the 1988 Superior Software adventure game, from its binary images, covering the sideways-RAM sample loader, the decryption code and the main game. Technical notes give the address ranges of the sprite plotter, the procedural 256x256 tile landscape generator, the three-list object physics engine, envelope-based sound, NPC mood stimuli and the novella-word copy protection, alongside game-play notes and a list of memory pokes.

santamonica is an early C++ decompilation of a PS2 prototype of Fahrenheit, also known as Indigo Prophecy. The prototype's RUNTIME.ELF and RUNTIME.MAP supply debugging symbols for analysis, and the build scripts compare the produced ELF with a recorded checksum. The author intends the unfinished work for learning and analysis.

Restores C source for Fallout 2’s Windows engine from the original binary, keeping as close to the original as possible with all its imperfections. The resulting fallout2-re.exe is a drop-in replacement for fallout2.exe that runs on the user’s own GOG or Steam copy. README says a few non-essential functions remain undecompiled; the code became the basis of the separate Fallout 2 Community Edition, and its author calls wide publication legally questionable.

Eric S. Raymond’s terminal port of Firefighter, Eben Sprinsock’s 1985 DOS shareware game. The project history says ChatGPT 5.5 decompiled the DOS binary to Borland Pascal and translated it to Rust, after which Raymond modernized the interface and corrected a scoring mismatch. Unchanged gameplay is the author’s statement; the intermediate Pascal and any comparison runs are not published.

FS15 Reconstruction recovers components of Farming Simulator 15 and GIANTS Engine 6 from the Windows 1.4.2.0 release. It combines decompilation, recovered scripts and native component comparisons with experimental gameplay and Linux hosts. The author reports that original GE6 code reaches a Linux-rendered farm view, while full engine and farming behavior remain incomplete.

Fusion reconstructs Rovio's multiplatform game-engine libraries, chiefly using the iPhone Angry Birds Seasons v4.1.0 executable and its debugging information as references. Its CMake project builds much of the recovered library code for Windows. DRM and in-app-purchase implementations are outside the project's stated scope, and other build types remain unfinished.

Gazillionaire reconstructs the Steam AIR/Flex release of the game from a user's installation. Scripts export the local game, prepare ActionScript source, build an AIR application and compare generated code with the original SWF. The repository also documents the game's architecture and code-generation experiments.

Reconstructs portions of Geometry Dash's Android C++ game classes from ARM64 disassembly, focusing on GameObject, GJBaseGameLayer, memory layouts, area movement, effects, and object state. The repository includes class source and headers and tracks unfinished vtable, trigger, and runtime behavior.

Grand Prix 4 Decompilation reconstructs GP4.exe functions as C++ and compares each candidate with the original under generated emulator inputs. Its repository includes a function ledger, input layouts and an in-game hook; the author reports 5,669 functions accepted by differential emulation while a playable replacement remains unfinished.

This project rewrites Grand Theft Auto: San Andreas function by function. The build is a DLL whose reversed functions replace the ones in the game, with a standalone executable as the stated end goal. The supported executable is the compact exe, 5,189,632 bytes. python setup.py configures a windows-msvc x86 Debug build by default, and python setup.py --build compiles it. The README estimates that about 50 to 60 percent of the code is done.

This is a work-in-progress decompilation of Halo: Combat Evolved build 2342. The executable is cachebeta.exe, SHA-256 4cc87b45f721270392a96f1674ed2b5cd4a7bb4355faeab4531d1cf1884d9520, from the PAL debug build. The August 2001 Xbox SDK supplies xbox/bin and xbox/include. configure.py prepares the build. ninja build compiles it and prints progress. On Windows, projects/cachebeta.sln opens in Visual Studio 2022. The README says later Halo debug symbols are used to map types, and that the CEA beta is not identical to the Xbox game.

A research project re-implementing the original Xbox Halo: Combat Evolved in C, one function at a time. Rewritten functions are compiled into a separate image and patched into the user’s original executable with redirects from the original implementations, so the hybrid game can be run and debugged in xemu or on an Xbox as work progresses. The project reports an early stage, and its sources document no byte-for-byte comparison with the original code.

Hollywood Poker documents a disassembly of the ZX Spectrum game made with SkoolKit. The repository holds SkoolKit source, control and reference files and utilities for producing browsable hexadecimal and decimal listings. Building the development listings requires SkoolKit; users need the original game to disassemble its code.

ht2-rev reconstructs Hard Truck 2: King of the Road's king.exe as C++ source for a 32-bit Windows build. The work grew from a byte-matching disassembly and translates the helicopter step and trailer hitch solver from x87 instructions, with tests against the original machine code. It extracts resources from the user's executable at build time and runs with an installed game.

IGI-RE rewrites the EU Project I.G.I. executable in C, function by function, and compares each rewrite with the original through Unicorn-based differential tests and scripted gameplay. It builds a standalone game executable and a DLL for substituting rewrites into the original; the author reports all 5,376 identified game and engine functions rewritten.

Indy 500 for the Atari 2600 is disassembled with DiStella v3.0 into a 6502 listing carrying a first pass of hand-written labels and comments. Named RAM locations cover game state, scores, speed settings, car positions, collision state and audio channels, and comments mark the mirror-symmetrical racetrack kernel, acceleration handling for both cars and per-game color-palette tables.

Kaboom!: an annotated Atari 2600 disassembly

Independent reconstruction project

A labeled and commented 6502 assembly listing reconstructs Kaboom!, Activision's 1981 paddle game for the Atari 2600, as a 2K ROM source on the MiniDig disassembly page. Assembler switches select NTSC or PAL timing and colors and choose between the original back-and-forth Mad Bomber movement and a smooth variant. Labeled constants cover paddle limits, bomb-group sizes and the display kernels, and comments note bomb-group table entries the game never reads.

This is a work-in-progress decompilation of Kirby 64: The Crystal Shards. The US ROM is named baserom.us.z64. make setup extracts assets and make builds the project. The setup uses Linux or WSL, python3, git, a MIPS GNU compiler, the qemu-irix package from n64decomp, and uv. The page reports 97 percent of the code matched.

kururin reconstructs the European Game Boy Advance Kuru Kuru Kururin in C for functional rather than byte-identical behavior, and builds an SDL2 PC port for Linux and Windows. The author's reported tests run the original and rebuilt ROMs side by side through recorded input, comparing RAM, sound and video; the port loads game data from the user's own ROM.

The author uses REA 6.3.0 with Ghidra to export dossiers, pseudocode and assembly for all 215 discovered procedures in the DOS shareware LEZAC.EXE, then recovers a small set of routines as Pascal and portable C. Recovered code is tested against the original x86 instructions, and a pinned DOSBox-X baseline records original-game runs..

This decompiles Legacy of Kain: Soul Reaver by translating its MIPS R3000 code to C, then builds a modern port. The completion badge for SLUS_007.08 reads 78 percent. It uses the Valkyrie emulator layer and SDL2. The listed platforms are Windows 7 through 11, Linux, 64-bit Mac, UWP, Xbox One and Series through UWP, the web through Emscripten, and Android. A WebGL demo is linked from the page. Build steps are in CONTRIBUTING.MD.

LibreGrimrock reconstructs the engines of Legend of Grimrock and Legend of Grimrock 2 as native 64-bit C++ modules from their original executables. The work follows recovered compilation units, class layouts and Lua bindings, while adapting platform libraries and loading data from owners' game installations.

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