Recovered source checked by behavior or not at all, rather than rebuilt byte for byte.
Independent reconstruction project
180 documents a SkoolKit disassembly of the ZX Spectrum game. The repository includes SkoolKit source, control and reference files, plus utilities for generating hexadecimal and decimal HTML listings. Building the development listings requires SkoolKit; users need the original game to disassemble its code.
Independent reconstruction project
4x4e reconstructs source for Terminal Reality's 4x4 Evolution Build 57 from analysis of the original binaries. The repository contains game code and DirectX and OpenGL renderers. Its stated goal is a playable implementation; the source is incompatible with the original Build 44 release.
Independent reconstruction project
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.
Independent reconstruction project
abcParkDecomp reconstructs source for Alphabet Park Adventure. The repository contains C source files, build metadata and a Makefile that invokes the unSP toolchain through Wine; its documentation gives make targets for building and cleaning.
Independent reconstruction project
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.
Independent reconstruction project
acnlwa-decomp is an in-progress C and C++ reconstruction of Animal Crossing: New Leaf. Its provenance notes track symbol names from ARM ELF mapping symbols, RTTI, Ghidra labels and manual code analysis, distinguishing provisional names from lasting ones.
Independent reconstruction project
This is an early decompilation of AeroGauge for the Nintendo 64, USA release. The ROM is named baserom.z64. The source tree has race logic, audio and DMA code, and libultra files. The README says the project is too early for modifications.
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.
Independent reconstruction project
agl is a decompilation of agl, a C++ library used by first-party Nintendo games for graphics, lighting, and parameter utilities called AAMP. The README points to open-ead/sead for the project goal, contribution guidelines, and build information.
Independent reconstruction project
Aidyn Chronicles: The First Mage is examined through Splat configurations and symbol tables for debug and NTSC 1.0 builds. The repository contains headers and manually cleaned, Ghidra-derived pseudocode for game source files, which the author describes as untested.
Independent reconstruction project
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.
Independent reconstruction project
Alien vs Predator (Atari Jaguar) — C Decompilation reconstructs the game's ordinary Motorola 68000 behavior as readable C. The code covers gameplay, audio control, files, rendering orchestration and save support, with host service interfaces for Jaguar-specific operations.
Independent reconstruction project
Alleyway documents a Game Boy disassembly and experimental C decompilation of the game's World ROM revision. It names roughly 200 functions and reports findings about an unused tilemap routine, serial-port-based RNG seeding and a paddle wall-clip bug; RGBDS commands assemble the ROM.
Independent reconstruction project
Amplitude (2003) is a decompilation project for the NTSC-U/C retail release. The workflow extracts SCUS_972.58 from a retail ISO, runs configure.py and ninja, and sets up objdiff after a successful build.
Independent reconstruction project
Angry Birds Decompilation documents recovery of Lua scripts from the PC ports of the Angry Birds games. The README's automatic path runs birdout.py with Python 3, 7-Zip, and a JDK, and the manual path uses OpenSSL, 7-Zip, and unluac. It points readers to their own PC-port files.
Independent reconstruction project
AutoDestruct-xport ports the PlayStation game Auto Destruct from decompiled code into a C runtime with Windows and web entry points. Its project notes describe native saves, CD data access, FMV playback and reviewed executable addresses.
Independent reconstruction project
AutoZone Hot Pursuit reconstructs the 1998 Need for Speed: Hot Pursuit and Modern Patch in C++ from analysis of their binaries. Its source includes a game framework, a sound module and DirectX 5, 6 and 7 renderer implementations, with documented calling conventions and module callbacks.
Independent reconstruction project
AZHS reconstructs Need for Speed: High Stakes 4.50 source from the original game binaries. Its technical notes map Watcom and Visual C++ calling conventions, the eacsnd.dll sound module, and several DirectX 6 and 7 renderer variants; complete playability and broader platform support remain goals.
Independent reconstruction project
Babil Decompilation Project reconstructs C++ source for the Steam version of Final Fantasy IV 3D Remake, targeting its November 2020 update. The repository contains game-structured C++ files and a Visual Studio project with Steamworks and SDL2 dependencies.
Independent reconstruction project
The Back to Skool project publishes a SkoolKit disassembly of the ZX Spectrum game. It provides decimal and hexadecimal browsing builds and can export assembly source from the SkoolKit file.
Independent reconstruction project
This is a disassembly of Balloon Fight for the NES, USA. Assembly uses ARM9's bass fork. An iNES build needs the CHR file named BalloonFight.chr.
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.
Independent reconstruction project
Reconstructs Battlestations Pacific's Win32 executable routine by routine as compilable MSVC C++ from Ghidra analysis. Addressed ledgers record ABI details, evidence, and uncertainty, while a milestone-based executable and focused probes exercise recovered subsystems.
Independent reconstruction project
batty provides a SkoolKit disassembly of the ZX Spectrum game Batty. The repository contains skool and control sources, reference notes and scripts for building hexadecimal and decimal HTML listings.
Independent reconstruction project
BIT.TRIP COMPLETE is an in-progress Wii decompilation of game ID SVTEXS. Its decomp-toolkit configuration splits the DOL into build objects from a user-supplied disc image, while objdiff supports function comparisons. The repository includes a small set of game-specific C++ sources and build hashes.
Independent reconstruction project
Black & White reconstructs the 2001 game's systems in portable C++ using analysis of its original x86 executable. An IDA and Ghidra pipeline walks RTTI vtables to recover class methods; the native viewer runs reconstructed world loading, physics, animation, scripting and audio paths.
Independent reconstruction project
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.
Independent reconstruction project
This repository is a decompilation of Blast Corps for the Nintendo 64. Named ROMs are the USA version, USA revision 1, the Japanese Blastdozer, and the European English and German version. Naming of the source and data is still in progress.
Independent reconstruction project
Blitz_MasterVer22-Decomp reconstructs code from Splatoon 2 version 3.1.0 for Nintendo Switch. Its setup reads the user's main NSO executable, prepares a Clang 4.0.1 build and offers a difference checker for the decompiled code.
Independent reconstruction project
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.
Independent reconstruction project
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.
Independent reconstruction project
bm64tsa is an in-progress decompilation of the Japanese and US Nintendo 64 releases of Bomberman 64: The Second Attack!. It combines C and assembly sources with versioned build tooling, extracts from a user-provided base ROM, and lists MD5 hashes for rebuilt ROMs.
Independent reconstruction project
Boom Street is a work-in-progress Wii game decompilation targeting the ST7P01 Rev 0 European release. It builds source against files extracted from the user's disc image and provides objdiff configuration for examining reconstructed objects.
Independent reconstruction project
This repository is a decompilation of Rovio's Bounce Tales (2008), a J2ME game that shipped on Nokia Series 40 phones. It aims to reproduce the original behavior. A Jademula layer can run it as a Windows application.
Independent reconstruction project
BS Zelda no Densetsu disassembles two SNES broadcast ROM versions, Map 1 Week 2 and Week 3, with Week 2 as its base. Its assembly maps and scripts use a clean, headerless user-supplied ROM to extract the game's assets.
Independent reconstruction project
BTD5-Decomp reconstructs Bloons TD 5 source by hand in C++, using leftover debug information where available to name files and classes. Its intended comparison is between compiled project code and the game executable, while the current source tree remains unbuildable.
Independent reconstruction project
BugsDecomp reconstructs functions from the PC game Bugs Bunny: Lost in Time for versions 1.0 and 1.6. A DLL and launcher patch decompiled functions into the running game, while accompanying notes document function locations and the BZE level-file format.
Independent reconstruction project
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.
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.
Independent reconstruction project
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.
Independent reconstruction project
This is a work-in-progress decompilation of Castlevania: Order of Ecclesia for the Nintendo DS. The supported original cartridges are YR9E00 (USA), YR9J00 (Japan), YR9K00 (Korea), and YR9P00 (PAL), all revision 0. Install steps are in INSTALL.md.
Independent reconstruction project
ChameleonTwist2v1.0-JP reconstructs buildable source for the Japanese v1.0 Nintendo 64 release of Chameleon Twist 2. Its workflow splits a user-supplied ROM into build inputs and uses the repository's C source and configuration to rebuild a ROM.
Independent reconstruction project
Reconstructs the US revision 0 DOL of Club Penguin Game Day through a buildable assembly tree and PowerPC linker configuration. The project is marked work in progress and requires a clean original DOL plus the specified compiler, linker and devkitPPC assembler.
Independent reconstruction project
CMR2Decomp is a decompilation of the PC game Colin McRae Rally 2.0. It uses reccmp to check functions and globals. The solution is for Visual Studio 2022, and the code is written so it can still be compiled with MSVC 6.0. CI uses a portable MSVC 6.0.
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.
Independent reconstruction project
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.
Independent reconstruction project
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.
Independent reconstruction project
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.
Independent reconstruction project
crash-ps2 begins a C decompilation of Crash Bandicoot: The Wrath of Cortex for PS2 NTSC-U v1.00. It contains several reconstructed functions and stubs, with a stated plan to move from functional implementations toward instruction matching and a PS2SDK build.
Independent reconstruction project
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.
Independent reconstruction project
Crash Tag Team Racing is a work-in-progress GameCube decompilation with C and C++ source, symbol maps and build configurations for the USA and Japanese releases. Users provide their own disc image, configure the target and build with Ninja; the Japanese release has not yet been split.
Independent reconstruction project
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.
Independent reconstruction project
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.
Independent reconstruction project
This repository decompiles Dance Central 3 for Xbox 360, the build dated 16 September 2012. The tree contains no game assets or assembly.
Independent reconstruction project
Dark Rift is a game decompilation with reconstructed gameplay, audio, model, and system source files. Its research notes map player move IDs through combat states and transition rules loaded from character .db files.
Independent reconstruction project
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.
Independent reconstruction project
Decompiling Sonic 1 translates the game's 68K assembly disassembly into organized C++11 source to study its behavior. The source covers levels, objects, movement, graphics and sound, while accompanying notes explain assembly patterns and inferred semantics.
Independent reconstruction project
Reconstructs the native DeusEx.dll game module for Deus Ex from analysis of its retail binary and Unreal Engine 1 interfaces. The project combines decompiler output, disassembly, SDK headers, UnrealScript declarations, and observed behavior; its recovered C++ remains a work in progress.
Independent reconstruction project
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.
Independent reconstruction project
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.
Independent reconstruction project
Dishonored Recompilation rebuilds the retail 2013 Win32 game executable as a functional, nonmatching C++ implementation. It combines a reference UE3 source tree with binary analysis, layout checks and runtime comparisons; the author reports that the build reaches the opening boat ride.
Independent reconstruction project
DisMKW reconstructs the NTSC-U release of Mario Kart Wii as PowerPC assembly, covering game and Mario Kart Channel code. Its build uses main.dol and StaticR.rel from the user's copy, while the progress list tracks sections still dependent on binary inclusion.
Independent reconstruction project
DoConfig-Decompilation reconstructs the options program for Cave Story as recompilable C++ source. The author reports that the rebuilt program behaves like the original.
Independent reconstruction project
DOD13-Client reconstructs the Day of Defeat 1.3 client library function by function on hlsdk-portable for Xash3D FWGS. It replaces client.dll or client.so, restores weapons, HUD, effects, movement, and menus, and documents engine messages and client mechanics.
Independent reconstruction project
Donkey Kong Country 2 Disassembly reconstructs the USA 1.0 SNES game's assembly and memory maps. Its Asar scripts extract required assets from a user-supplied, headerless ROM, while the repository keeps the disassembly and patch scaffolding.
Independent reconstruction project
Donkey Kong Country reconstructs assembly source for the SNES US v1.0 release. The work began with snes2asm output and includes game banks, SPC700 audio code, build scripts and notes on the ROM's HiROM layout. The project aims to recreate the game's source through static and dynamic analysis.
Independent reconstruction project
This disassembles Donkey Kong for the NES across Rev 0 (Japanese), Rev 1 (International), and the GameCube revision. The README says the code is fully disassembled and that graphics data is not included. It assembles with asm6.
Independent reconstruction project
DoomRPG-RE reconstructs Doom RPG as a C program with gameplay, combat, menus, rendering and input modules. Its SDL-based executable loads game data from DoomRPG.zip and builds through CMake with audio and compression dependencies.
Independent reconstruction project
Duck Hunt reconstructs NES game code and data as assembly files. The project directs users to extract graphics from their own ROM and assemble the source with ASM6N.
Independent reconstruction project
DuckTales of Disassembly provides assembly source for the Game Boy version of DuckTales. Its bank and data files can be assembled with RGBDS after graphics are extracted from a user's ROM and the Nintendo logo bytes are supplied.
Independent reconstruction project
Duke64-RE reconstructs the North American Nintendo 64 release of Duke Nukem 64 as C and MIPS assembly. A ROM segment map assigns offsets to game, renderer, audio, and libultra source files; the Makefile invokes MIPS tools and an IDO compiler for the build.
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.
Independent reconstruction project
dynamitedan presents an annotated disassembly of the 1985 computer game Dynamite Dan. Its SkoolKit files include game and loader listings, with reference files for the game.
Independent reconstruction project
Eltale Monsters is a decompilation built from a user-provided base ROM. The repository contains C and assembly sources and instructs users to build with configure and Ninja.
Independent reconstruction project
wally is a disassembly of the ZX Spectrum game Everyone's A Wally. Its repository contains SkoolKit sources for the game and loader, Z80 assembly, reference files and build scripts.
Independent reconstruction project
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.
Independent reconstruction project
Reconstructs Extreme-G 2 for Nintendo 64 as C and assembly using IDO 7.1, aiming for functional equivalence rather than a byte-identical C rebuild. The author's notes report byte-exact boot assembly sections; linking and checking the main decompressed code remain pending.
Independent reconstruction project
Faceball 2000 is represented by SNES assembly sources for the USA release. The project uses a SNES ROM framework and a batch script to extract needed assets from a user's headerless copy before assembly.
Independent reconstruction project
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.
Independent reconstruction project
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.
Independent reconstruction project
FFT-1997-Decomp is an early decompilation of Final Fantasy Tactics starting with the PlayStation executable SCUS_942.21. The author uses Ghidra 12.1.3 and separates recovered routines into C and assembly files while working through names for functions and data.
Independent reconstruction project
Final Fantasy VI Disassembly reconstructs assembly and game data for the Japanese Super Famicom and two US SNES releases, using ca65 and ld65 to build ROMs. Its scripts extract required data from a user-provided ROM; the Japanese build fills unused regions with 0xFF and has a different CRC32 from the original.
Independent reconstruction project
This is a work-in-progress decompilation of Final Fantasy VIII for the PlayStation, USA SLUS-008.92. Progress is tracked on decomp.dev.
Independent reconstruction project
Final Fantasy X decompiles the Japanese International release and supports a separate US alpha configuration. Its build extracts a user-supplied PS2 ELF, splits it into files and provides function-level assembly diffing against the target.
Independent reconstruction project
fe7_us reconstructs parts of the US Game Boy Advance release of Fire Emblem as assembly and C. The project builds a SHA-1-listed ROM from the user's base ROM and presents its partial decompilation as a modding and research reference.
Independent reconstruction project
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.
Independent reconstruction project
The project reconstructs code for Five Nights at Freddy's: Help Wanted Vive 1.0.11 in an Unreal Engine project. Its stated aim is functional parity with the game; the author says gameplay remains incomplete and some features may fail.
Independent reconstruction project
FlyingDodgem reconstructs the 1995 game HOVER! as C source and adapts it for Linux and Android. The project uses original MAZES, SOUNDS and DASHRES.DLL data, includes SDL3 platform code, and commits a reccmp comparison report while pursuing behavioral and binary matches.
Independent reconstruction project
Frogger's SNES port is reconstructed as assembly with ROM and RAM maps, SPC700 audio-engine code, and scripts for extracting assets from an original ROM. The author reports that the disassembly assembles completely; the included Asar-based framework provides the assembly workflow.
Independent reconstruction project
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.
Independent reconstruction project
This decompiles FUEL, the 2009 PC game by Asobo Studio, US retail. The executable FUEL.exe has SHA-256 ac1b2077137b7c6299c344111857b032635fe3d4794bc5135dad7c35feeda856. The build uses the patched MSVC 8.0 compiler and the August 2008 DirectX SDK.
Independent reconstruction project
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.
Independent reconstruction project
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.
Independent reconstruction project
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.
Independent reconstruction project
Glover is an in-progress decompilation of the Nintendo 64 game, with C source and assembly for functions that remain nonmatching. Its Makefile defines a MIPS cross-build for the game and separates matching from nonmatching build settings. The author describes Claude as a major contributor to the work.
Independent reconstruction project
Go Vacation is a Wii game decompilation with source and build configurations for several game versions. The author halted work because the game's main code sits in relocatable RSO modules that the decompilation toolkit did not support.
Independent reconstruction project
Goldeneye 007 is an ongoing, recompilable decompilation of the Nintendo 64 game. The project lists builds for US, Japanese and European ROMs and extracts required assets from a user-supplied copy of the game.
Independent reconstruction project
Maps functions in Jet Set Radio Future's Xbox executable and provides a workflow for patching reconstructed C++ functions into the user's XBE for emulator checks. The repository records selected addresses and subsystem findings while its source tree remains at an early stage.
Independent reconstruction project
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.
Independent reconstruction project
Green Beret documents reverse-engineered assembly for the 1986 ZX Spectrum conversion. Its notes explain an eight-character scrolling region, reusable sprite masks and compressed level-map blocks, alongside the assembly source.
Independent reconstruction project
Decompiles the PlayStation 2 game Gregory Horror Show through a workflow that unpacks a user-provided ISO, splits its executable, and rebuilds a destination ISO from assembly and C. The repository includes version configuration, build scripts, headers, and source files.
Independent reconstruction project
gta1_re reconstructs Grand Theft Auto's game code in C++ and configures comparison with a specified Grand Theft Auto.exe. The source labels functions and globals with original addresses, while CMake offers a matching build and an SDL3 graphics option.
Independent reconstruction project
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.
Independent reconstruction project
Guilty Gear X Plus is decompiled into game-specific C source, headers and symbol maps for the Korean release. The build starts from an extracted SLPM_645.25 executable, then uses configure.py and Ninja; the repository also contains a decompilation permuter for matching C functions to target assembly.
Independent reconstruction project
Guxt Decompilation Project reconstructs the 2007 Guxt shooter as C++ source. The author extends earlier work with reverse engineering and fixes; a compiled pxGame.exe uses data files obtained from the original game.
Independent reconstruction project
Halo 2 engine decompilation recovers selected routines from the original Xbox game into native C for Linux. It compares data arrays, allocation and other engine behavior against original XBE instructions, and provides a host that probes recovered pools and configuration loading.
Independent reconstruction project
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.
Independent reconstruction project
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.
Independent reconstruction project
Haunted House reconstructs the Atari 2600 game's code as commented assembly in haunted.asm. A DASM command and Makefile build a ROM that can be played in the Stella emulator.
Independent reconstruction project
hey_you_pikachu reconstructs part of a Pikachu Nintendo 64 ROM in C alongside disassembled MIPS code. Its Makefile assembles and compiles those sources into a ROM, while many functions remain as nonmatching assembly inclusions.
Independent reconstruction project
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.
Independent reconstruction project
Hot Wheels: Velocity X is being decompiled for the GameCube USA GHWE78 release. The repository contains C source, headers, split and symbol configuration, and a build that starts from the user's disc image. Its objdiff configuration supports comparisons of rebuilt objects with the original.
Independent reconstruction project
How to Be a Complete Bastard is a SkoolKit disassembly of the ZX Spectrum game. The repository keeps .skool source and helper scripts for producing browsable hexadecimal and decimal listings.
Independent reconstruction project
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.
Independent reconstruction project
Hunchback is an in-progress SkoolKit disassembly of the ZX Spectrum game. The repository includes a .skool listing, SkoolKit control and reference files, and a build script for the published disassembly.
Independent reconstruction project
The Hungry Horace project publishes a SkoolKit disassembly of the ZX Spectrum game. Its source can generate browsable hexadecimal or decimal HTML and an assembly file for an assembler.
Independent reconstruction project
IEStrikers reconstructs source for Inazuma Eleven Strikers and builds against a main.dol extracted from Inazuma Eleven Go Strikers 2013. The tree contains C/C++ source, headers, symbol configuration, and build scripts; the source reports that constructors and exception tables remain broken.
Independent reconstruction project
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.
Independent reconstruction project
Ikachan3 decompiles the Nintendo 3DS version of Ikachan into game source organized by subsystem. Its build uses the armcc compiler, and a user-provided original code.bin enables binary comparison. The repository includes source for player, map, sound and other game components.
Independent reconstruction project
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.
Independent reconstruction project
Jet Force Gemini is the subject of a Nintendo 64 decompilation with C and assembly source. The build defaults to the US ROM and can use the kiosk ROM; the author reports that PAL and Japanese work is minimal or has not started.
Independent reconstruction project
Jet Set Willy documents a disassembly of the ZX Spectrum game in SkoolKit source format. The repository provides the annotated source and commands to generate a browsable HTML release or assembly language output.
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.
Independent reconstruction project
Reconstructs the MS-DOS version of Karateka as C and assembly source that builds KARATEKA.EXE. The documented build uses Lattice C 2.15, MASM 1.25 and DOIT.BAT. The source includes the cutscene animation script engine.
Author-reported mixed workflow
A native Linux and browser port of Commander Keen Episode One is documented as a function-by-function REA/Ghidra reconstruction of KEEN1.EXE. Published analysis artifacts accompany the C/SDL2 game; the scope is the first episode.
Independent reconstruction project
KeeperFX rewrites Dungeon Keeper as a standalone game after an initial effort to reverse its original executables into usable code. It uses files from the player's original copy and adds higher resolutions, revised controls, bug fixes and new game content.
Independent reconstruction project
kh-com reconstructs code from the US Game Boy Advance release of Kingdom Hearts: Chain of Memories. The early source covers startup, initialization, the main loop and interrupt handling; many called routines remain placeholders.
Independent reconstruction project
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.
Independent reconstruction project
The Kirby's Dream Land 3 project supplies assembly sources for the US and Japanese SNES versions. It uses a SNES ROM framework and batch scripts to extract game assets from a user's clean, headerless ROM. The repository contains game assembly, RAM maps and sound-engine files.
Independent reconstruction project
KRTDL-Decomp is an early reconstruction of Kirby's Return to Dream Land assembly into C and C++. The author plans to use Ghidra to inspect routines, build a symbol map and recompile a DOL for Dolphin; the repository contains game source, assembly and build scripts.
Independent reconstruction project
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.
Independent reconstruction project
LADX-Decompile translates Game Boy Color Link's Awakening DX routines into C, organized by cartridge bank and subsystem. Tests compare memory changes with behavior described in the original disassembly; the author reports 906 verified standalone routines across the 4,298-routine whole-game inventory.
Author-reported mixed workflow
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..
Independent reconstruction project
Leaflitter decompiles the European release of Paper Mario: Sticker Star for Nintendo 3DS. It extracts code.bin from the user's game copy, generates assembly with n3dsdisasm, and builds source with armcc; utilities process Ghidra headers and symbol names, while make generates objdiff configuration.
Independent reconstruction project
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.
Independent reconstruction project
Lego Battles reconstructs Nintendo DS game source through manual decompilation, chiefly targeting the European version. Its build combines recovered C/C++ code with assets extracted from the user's ROM; an optional ARM7 BIOS enables a matching ROM build.
Independent reconstruction project
Lego Island 2 reconstructs the GBA game's code in C and assembly using bagd. Its documented workflow extracts assets from a user-provided baserom.gba with isle2-tool, generates build files with bagd and builds the ROM.
Independent reconstruction project
LEGO Racers is an N64 source reconstruction that splits a user-supplied, hash-matched ROM with splat and builds C and C++ source alongside assembly-backed functions. Its configuration recognizes two ROM hashes and generates region-specific build files.
Independent reconstruction project
LegoRockRaiders reconstructs LEGO Rock Raiders game code in C and C++. Its source tree covers rendering, audio, input, levels, objects, and gameplay systems, with a CMake build. The project cites a separate LEGO Rock Raiders analysis repository as a resource.
Independent reconstruction project
libmkb is a partial C++ library project aiming to reconstruct Super Monkey Ball 2's physics, camera and control code. Its goals are readable source, behavior close to the original and use with a graphical frontend. The build currently compiles a limited set of modules.
Independent reconstruction project
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.