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THE REVERSE ENGINEERING COLLECTION

Reverse-engineering case studies

Page 6 of 21, cases 1,001–1,200. 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 1,001–1,200 of 4,025

Games

2832 cases

All sections

Non-matching decompilations

343 cases

Static recompilations

761 cases

Original machine code or bytecode translated ahead of time into compilable code that runs natively on a replacement runtime.

007eon-recomp builds a native Windows port of the original Xbox release of 007: Everything or Nothing. Xbox XBE Recomp translates its separate on-foot and driving executables, while native Direct3D, XAudio2 and SDL components replace console services; findings document game-specific code and rendering behavior.

2014 FIFA World Cup Brazil Recompiled translates the Xbox 360 game code to C++ with ReXGlue and builds a native Windows port. A launcher selects and checks the user’s disc image or game folder; the repository contains game fixes, SDK patches and build instructions while generating translated code locally.

AC4-Port is an unofficial native Windows build of ARMORED CORE 4 for the PS3 USA release BLUS30027. The README describes static recompilation of about 3.6 million PowerPC instructions into C++, with SPU programs translated ahead of time, RSX commands drawn through Direct3D 11, and shaders converted to HLSL. The repository leaves out game data, game code, and keys.

AC6Recomp is a native PC port of Ace Combat 6: Fires of Liberation built with the ReXGlue SDK. The README says the Xbox 360 PowerPC game code is statically recompiled to x86-64, while visible rendering stays in the vendored RexGlue/Xenia graphics backend. It describes the project as a work in progress that can boot and run in game.

The Ace Combat 3: Electrosphere project configures psxrecomp and recomp-ui to generate a native build of the USA PlayStation release from a user's disc image. It includes title-specific symbols, configuration and a setup host that collects local inputs. The author reports gameplay in a private package, with exact release-package checks still open.

Ace Combat 3: Electrosphere is a PlayStation game reconstruction that documents the European and US discs, asset formats and executable code, then translates MIPS code to C for native builds. It also provides an Android APK that reads a player's own disc image through an interpreter. The author reports function-level validation and playable missions while native recompilation remains in progress.

Ace Combat 5 statically translates the US PlayStation 2 game's main executable into C and compiles it with a Windows runtime. The project renders aircraft, terrain and other 3D scenes through native Vulkan meshes while remaining menus and effects use a GS path; runtime components cover audio, movies, controllers and storage. Generated game code and assets come from the user's disc.

This recompiles ActRaiser for the Super Nintendo, USA. The cartridge dump is named internally ACTRAISER-USA, 1,048,576 bytes, with no copier header. The internal checksum is 0x83DB. SHA-256 is b8055844825653210d252d29a2229f9a3e7e512004e83940620173c57d8723f0. SHA-1 is e8365852cc20178d42c93cd188a7ae9af45369d7. CRC32 is 0xEAC3358D. The Builder verifies the file before it continues. macOS, Windows, Linux, and Steam Deck packages are listed.

Advanced Daisenryaku PC ports the Sega Mega Drive strategy game to native Windows in C/C++ using statically translated game logic. It reconstructs cartridge flow, turn-based combat, campaign state, graphics and input around a user-supplied ROM. Its development reports describe ROM differential tests and selected presentation comparisons.

Adventure Island II is statically recompiled from its NES ROM into a generated C catalog of fixed bank and program-counter identities for a native Windows frontend. The runtime includes NES CPU bus, PPU, APU, DMA, controls and MMC3B mapper behavior, validates a user-supplied USA ROM by SHA-256, and stops on unknown execution identities.

Alien Resurrection Recompilation turns the user's USA PlayStation disc image into a native build by generating C# with a RecompOne fork and compiling it locally. Its launcher manages first-run compilation, cached builds, saves, and game-specific fixes to disc, memory-card, and audio behavior.

Alone in the Dark: The New Nightmare Recompiled configures psxrecomp to build a native program from the European two-disc PlayStation release. Its setup host validates both disc images, handles their shared executable and uses a user-supplied regional BIOS. The author reports separate startup tests for both discs; an in-game disc change remains to be tested.

The Animaniacs: The Great Edgar Hunt port translates the USA GameCube game's PowerPC code into a native module with DolRecomp, while ModernGekko supplies graphics, audio, input and timing. Its scripts validate the user's disc and build the module; the author reports gameplay with a narrow interpreter fallback.

AnyPS3 converts PPU and SPU code from Ratchet & Clank: A Crack in Time into C++ ahead of execution and links it with an LV2 service runtime and Vulkan RSX renderer for Linux x86-64. The author reports that the original menu and first level render, while the full import-to-play workflow remains experimental.

Arizona Vamp Recomp builds a native Windows port of the original Xbox Darkwatch by statically translating its executable to x86-64 code. A host runtime maps Direct3D 8 calls to Direct3D 12 and DirectSound to XAudio2, while game files come from the user's copy. The author reports a playable beta with campaign progress into the first chapter.

This is a native Windows port of ARMORED CORE for Answer for the PlayStation 3, USA release BLUS30187. A recompiler turns the game's PowerPC code into C++, about 71,000 functions, and the PC compiler builds a 64-bit Windows program. SPU programs are translated ahead of time, and the RSX command stream becomes Direct3D 11.

Army of Two: The 40th Day Recomp translates the Xbox 360 game's PowerPC default.xex into C++ with ReXGlue for a Windows x64 port. Game-specific patches and configuration support the proof of concept. The author reports early menus and Shanghai gameplay, while later engine functions, boss scripts and saves remain unfinished.

Army of Two: The 40th Day Recomp translates the Xbox 360 game's default.xex PowerPC code to C++ with ReXGlue for a Windows x64 build. The repository adds title-specific function configuration, fixes and launch settings. The author reports menus, the first Shanghai chapter and a Highrise combat segment working, while later gameplay requires more engine functions, boss scripts and saves.

Ascension is a static recompilation of the PlayStation 3 game God of War: Ascension. The recompiler and runtime live in a ps3kit fork of ps3recomp. The source layout expects the disc under work/disc and EBOOT.ELF before the C++ is generated. scripts/windows/build.ps1 builds with Visual Studio 2022, clang-cl, CMake, and Ninja. The RSX renderer is compiled first by build-gpu.ps1 and comes from RPCS3. A from-scratch build is listed at 20 to 40 minutes and 16 GB of RAM. Saves go in gamedata/dev_hdd0.

Aster Native is an experimental port framework whose first game module targets the Xbox 360 release of Green Lantern: Rise of the Manhunters. It prepares user-supplied game data, generates a ReXGlue port locally and applies game-specific runtime and graphics patches; the author reports reaching early gameplay on Linux.

This statically recompiles Astral Chain for the Nintendo Switch, version 1.0.0 with no update, to macOS. Apple silicon is the preview target and uses Vulkan through MoltenVK. The README says the opening, character creation, and the File 01 motorcycle chase run, with the chase measured at a stable 30 fps on an Apple M5 Pro. A build from a real dump translates 1,332 shaders. Linux and Windows reach that same chase and are marked early. Saving and reloading are untested.

Azazel6 researches a native Android ARM64 port of Tekken 6 for PSP by translating selected Allegrex/MIPS code ahead of time to C++ and building a PSP service host. It includes executable analysis, an import inventory and bounded startup probes. The author reports that translated startup reaches graphics initialization; the game remains unplayable.

B3-Express ports Bayonetta 3 v1.2.0 to Windows by recompiling its ARM64 code to x86 with a modified ScarletNX runtime. An NVN-level Vulkan renderer draws the game, and a launcher checks an extracted game dump, copies its files and compiles the code on the user's PC. The repository also contains diagnostic notes on rendering and runtime issues.

BakuganBB-recomp is an early PC recompilation project for the Xbox 360 game Bakugan Battle Brawlers, with Linux as its first target. Its code includes speech and spatial-audio components intended to improve accessibility for blind players, while investigation notes document the executable, runtime imports and game interfaces.

Banjo-Tooie (XBLA): a ReXGlue PC port

Independent reconstruction project

The Banjo-Tooie XBLA port uses ReXGlue to translate the Xbox 360 game's PowerPC code into C++ for Windows and Linux. It supplies game-specific recompilation settings, a host harness and a launcher that extracts data from the user's XBLA package. The author reports gameplay on Windows and Steam Deck, while later areas remain lightly tested.

Uses N64Recomp to statically recompile the US 1.0 Nintendo 64 release of Banjo-Kazooie into a native port on N64ModernRuntime, rendered by RT64 and extended with mod support. Like Zelda 64: Recompiled, it is built through static recompilation; a symbols repository generated from the Banjo-Kazooie decompilation supplies function names for locating code in the ROM and writing patches.

This recompiles Battlefield: Bad Company for the Xbox 360, USA, title ID 454107F9, to Windows with ReXGlue. The README says 54,126 PowerPC functions are translated to C++23 and the build opens a window. It stops while Frostbite calibrates the disc cache, so the game is not playable yet. The default frame cap is 30 fps.

Beetle Adventure Racing Recomp builds a native PC port of the USA Nintendo 64 game using N64Recomp and a modern runtime. Continuing an earlier port, it adds widescreen and HUD work, extended draw distance, diagnostics and a technical reference on the ROM, relocatable modules and rendering. The author reports playable races on Windows; the Linux build is still in progress.

BeetleRecomp translates the USA N64 release of Beetle Adventure Racing! from MIPS machine code into C with N64Recomp and runs it through a native host using RT64. It uses a symbol-rich ELF and overlay metadata built from BeetleDecomp, and includes game-specific C hooks, a launcher and runtime services for input, audio and saves.

Bigodão statically recompiles Wario Land: Super Mario Land 3 for Linux, Windows, and Android. The World ROM SHA-256 is ac1682f17abcf590311a233289ee325214c2d71ab3a5aa175004002d85075e56. The IPS patch Wario Land - Super Mario Land 3 DX (World).ips v1.2 has SHA-256 599d9f59090df3e1e77c1678e069290a2cd9ce59c71cf58d66c4dc3db8b7facd. Widescreen 16:9 is on by default. The OpenGL renderer can run at 120 fps. The patch is applied in memory.

This is a native Windows port of the original Xbox game Black, made with Xbox XBE Recomp. An ISO or extracted files from the USA or Europe release go in assets. A source build needs default.xbe from the USA release in that folder. build.bat recompiles the game, and the executable is out/build/release/BLACK.exe. The first launch compiles the game code once. The minimum system is Windows 10 64-bit, a CPU with SSE4.2 and POPCNT, and a Direct3D 12 GPU.

black-recomp ports the Xbox game Black to Apple Silicon macOS by statically lifting its x86 functions to C and compiling them for arm64. It supplies game-specific host code, handwritten guest functions, analysis seeds and reproduction scripts, while a sibling xboxrecomp runtime provides Xbox kernel, graphics and audio services. The author reports first-mission interaction with unresolved boot instability, camera drift and silent game audio.

This recompiles Sonic and the Black Knight for the Wii to Windows x64. One executable contains the USA release RENE8P, the European RENP8P, and the Japanese RENJ8P, and the installed disc selects which one runs. It draws with Direct3D 11 at 3x resolution and 16:9. The Linux and Steam Deck steps use Proton.

Blakestone statically recompiles Blake Stone: Aliens of Gold and Planet Strike from user-supplied DOS executables into native Windows, Linux and macOS programs. Its lift driver uses pcrecomp to translate 16-bit x86 functions to C, while a local runtime implements the DOS, video, audio and input services the games expect.

This recompiles BLiNX 2: Masters of Time & Space for the original Xbox. The supported release is title ID 0x4D530065, version 1, region-free. default.xbe has one of two SHA-256 values: 0c57fd72053077bc938876d1f2477b937e1f70566500c0e020bb45bbfa4ddc5e or aa186954c47d9f0a98f8690948e8c43bae15201aa49c3457a42402a142b0c60e. Scripted runs reach every stage and boss, at 30 fps and 4:3. Windows uses Direct3D 11, Steam Deck and Linux use Direct3D 11 through Proton, and Apple silicon uses Metal.

Blood Wake Recomp translates the original Xbox game's code into C from a user-owned disc and compiles it into a native Windows build with xboxrecomp. Its runtime provides graphics, audio, controls, and Original and Remastered editions; the author reports that every game function translates and all story missions are playable.

This static recompiler reads Bloodborne for the PlayStation 4, CUSA03173 update 1.09, and writes its functions as C. The project page counts 181,521 of 181,570 functions recompiled and 10,284,725 of 10,691,122 instructions. The player's launcher builds that library on the player's own device. Code that is not recompiled yet still runs in the bbcpu translator.

Blue Stinger Recompiled translates the Dreamcast game's SH-4 code instruction by instruction into C++20 for a Windows x64 port. Its builder extracts a user-supplied CDI disc image and generates the executable, while native PC implementations replace file, input, save, movie, audio and graphics services; the author compares behavior with Flycast.

BlueWake is a static recompilation of the GameCube game The Legend of Zelda: The Wind Waker that runs natively on iPhone, iPad, Mac, Windows, and Linux. The README describes touch controls, controller support, and mods, and it names Windows 10 or 11 ready-made builds plus repository builds for Apple platforms and x86-64 Linux.

Release 0.1.0 statically recompiles Body Harvest for the Nintendo 64, USA, with N64Recomp. The ROM SHA-1 is bbb6666f5014a473747ee4145f036d9fb25d7348. It accepts .z64, .n64, .v64, or a ZIP. The port boots and plays the start of Greece. Windows runs body-harvest-recomp.exe. Linux runs ./body-harvest-recomp.sh. Widescreen follows the window, and the frame rate can follow the display refresh.

BombermanRecomp statically recompiles the North American SNES release of Super Bomberman into a native Windows program. A pinned snesrecomp engine generates C from a hash-checked user ROM; the project adds an interactive Win32 host with video, audio and SRAM persistence plus a deterministic headless host. Its changelog reports battle gameplay in a 3,000-frame test.

BOTW Compiled is an experimental Windows x64 port of the Wii U release of The Legend of Zelda: Breath of the Wild. It uses generated PowerPC code, a native runtime and an experimental GX2/Latte graphics path; the source reports an opening screen and introductory text while character and environment rendering remain incomplete.

BOTWRecompAndroid is an Android port of The Legend of Zelda: Breath of the Wild for Switch versions 1.0.0, 1.6.0, 1.8.2, and 1.9.0. The README says the game code can be recompiled into C on the phone, or run directly on the phone's ARM64 CPU in an experimental Native Mode, with the NVN graphics API translated to Vulkan. It is built on LAS Recomp and LASRecompAndroid.

Brawl Recompiled is a native Windows port of Super Smash Bros. Brawl made by statically recompiling the game's PowerPC code, main.dol and all 126 REL modules, to C++ with WiiCompiled. The README says boot, saves, the menus tested so far, VS battles, attract demos, the start of Classic mode, and the opening of the Subspace Emissary work, and that the project is unfinished.

Breath of Fire III Recompiled translates the Japanese PlayStation game's MIPS code and disc-extracted overlays into C for a native build. Its documentation maps overlay loading, text and game systems; the author reports play through the opening areas while dynamic overlay entry-point coverage remains in progress.

BT2 Recomp translates the North American PlayStation 2 release of Dragon Ball Z: Budokai Tenkaichi 2 to native Windows C++ with PS2Recomp. Its runtime supplies memory, system services and Vulkan GS rendering for the translated game code. The author reports playable versus battles and runs of story mode, Ultimate Battle Z, tournaments and training lessons without input; memory-card saving remains unconfirmed.

Buffy the Vampire Slayer: Chaos Bleeds — PC Port turns the 2003 Xbox game's code into a native Windows program with xboxrecomp. It replaces console graphics and input with Vulkan or Direct3D 11 rendering and XInput support, and provides an Android build. The launcher installs game data from the user's own PAL or NTSC Xbox disc image.

BullyRecomp translates the Xbox 360 Bully: Scholarship Edition executable to C++ with ReXGlue and runs it on Windows with a Direct3D 12 backend. Game-specific configuration repairs function boundaries, initializers and jump tables, while local patches adjust graphics and timing. The author reports gameplay in the opening tutorial; missions and wider areas remain untested.

This is a static recompilation of the original Xbox game Burnout 2: Point of Impact. The Windows build is the main target. Linux, Steam Deck, and macOS builds are described as experimental and still needing gameplay, sound, and performance checks. Release 1.14 adds a camera field-of-view slider, texture-pack installation, and initial scripting.

Burnout Recompilation builds a native Windows version of the original Xbox Burnout from the user's disc image. Its launcher extracts the image, translates XBE code to C with xboxrecomp and compiles the result locally, using game-specific seed lists and manual overrides. The author reports playable races in the early 0.1.0 release.

An early reverse-engineering effort on PlayStation Crash Bandicoot 2 that converts the engine’s MIPS machine code directly into a very large C file and runs it against a modified PCSX-R emulator library for hardware I/O. Translated functions are meant to be decompiled by hand and moved into ordinary C, gradually replacing the mechanical translation.

Captain America Super Soldier Recompiled configures ReXGlue v0.4 to build the Xbox 360 game as a native program. The repository includes a title manifest and host application source. The author reports a title-screen boot followed by a crash when story mode loads because addresses remain missing from the configuration.

Uses N64Recomp to statically recompile the US 1.0 Nintendo 64 release of Castlevania into a native PC port rendered with RT64. Game-specific C patches build against headers from a separate Castlevania 64 decompilation. A beta release tagged at the reviewed commit reports a working build with known issues, while the README there still describes an unfinished project.

This recompiles Castlevania Chronicles for Windows, macOS, and Linux with RecompOne. Release 0.3.10 has packages for Windows x64, macOS on Apple Silicon, and Linux x64, and each package includes the .NET runtime. The player selects a USA SLUS-01384 disc image, CUE/BIN or CHD. The first launch prepares the game code.

Castlevania: Curse of Darkness is ported from PlayStation 2 to Windows by translating its MIPS code to C++ and rebuilding PS2 hardware functions as PC code. The project includes a recompiler, a VU1 microprogram compiler, graphics and I/O implementations, and game hooks for widescreen display, a minimap and sprinting. Game-derived code is generated locally from the user's European disc image.

Champions: Return to Arms research maps the US PS2 game's executable, symbols, level scripts, file formats and online behavior. Its tools disassemble and compare original functions, then translate a player-supplied executable to C++ for a native runtime and Godot host; the author maintains an address-based findings ledger.

Chaves Kart (El Chavo Kart) Recompiled brings the Xbox 360 game to native Windows and experimental Linux builds through static recompilation with ReXGlue. Its launcher installs files from the user's El Chavo Kart (USA) disc image and accepts the specified default.xex version. The project also documents findings from static analysis of the game and adds PC graphics options and online multiplayer.

Civilization III: Conquests statically recompiles the user's Steam Win32 game executable into C with pcrecomp and builds native Windows and Linux hosts. The repository supplies lift scripts, runtime shims and scripted tests; the author reports matching original game state across 19 turns in one differential run.

Clockwork builds native PC versions of the Yo-kai Watch Nintendo 3DS games by translating each game's ARM code to C ahead of time. Its SDL3 runtime replaces console hardware and services, while the launcher unpacks and builds modules from a player's decrypted cartridge dumps. The repository also documents findings from Yo-kai Watch 2: Psychic Specters.

COD3 Reborn builds a native Windows port of Call of Duty 3 by translating its Xbox 360 PowerPC executable and level libraries with XenonRecomp. It links the generated code to a kernel, graphics and audio runtime inherited from an earlier port, then adds title-specific investigation and fixes. The author reports that individual levels load and render, while campaign-wide play and several graphics and input issues remain unresolved.

A Colin McRae Rally 2005 port recompiles the US original-Xbox game for native Windows execution using Xbox XBE Recomp. The bundled runtime supplies Xbox kernel and XDK replacements, Direct3D 12 rendering, audio and controller support, while game code and assets come from the user's own copy. The port adds display settings and rendering fixes.

Comix Zone XBLA analyzes the Xbox 360 release's XEX2 binary and reports translating its PowerPC code to C++ with XenonRecomp. The investigation maps PE sections, imports and an embedded Genesis emulator with 68K, Z80, YM2612 and video components. Function-boundary fixes and ReXGlue runtime implementation remain pending.

Statically recompiles the US Nintendo 64 release of Conker’s Bad Fur Day with N64Recomp into a native Windows, Linux and macOS port on N64ModernRuntime and RT64. Function names and boundaries come from a vendored, still mostly assembly decompilation, while the recompiled code is taken from the user’s ROM so unmatched decompiled C cannot change behavior. The author reports heavy use of Claude Code across the project.

This statically recompiles Conker: Live & Reloaded for the original Xbox to Nintendo Switch, Linux, and Windows. The retail NTSC default.xbe has SHA-1 2232a1b3874d67b4bb4cf53a940420d2dab59535. Single player is playable. The Switch build is reported at a stable 30 fps, with true 16:9 and an experimental 60 fps mode. Linux and Windows use OpenGL 3.3. Multiplayer and Xbox Live do not work.

Conker: Live & Reloaded translates the European original Xbox game's x86 XBE code into C++ for a native Windows x64 build. Game-specific configuration and hooks work with an Xbox runtime that replaces kernel, graphics, sound, and input services; technical notes document fixes for inlined Direct3D state.

Translates the 68000 game programs and Z80 sound programs of Capcom arcade boards ahead of time into C++ and runs them on a machine model written for the project, with an interpreter for code that has not been translated. One launcher covers Street Fighter Alpha and Alpha 2, Super Puzzle Fighter II Turbo, Vampire Savior and its variants, Vampire Hunter 2, Alien vs. Predator and the CPS-1 Cadillacs and Dinosaurs, adding training modes, widescreen and three-player options. Translated code is generated from the user’s own ROM sets, and a check build compares it block by block with the interpreter.

Native PC recompilation of the Xbox 360 game Crackdown. Static recompilation with the ReXGlue SDK produces a Windows build using Direct3D 12 and an experimental native Linux and Steam Deck build using Vulkan. The repository does not contain the game files, and the recompiled C++ is generated from the user's own disc.

A Windows launcher that uses the PSXRecomp recompiler and runtime to translate the user’s Crash Bandicoot 2: Cortex Strikes Back disc to C and compile it locally, so the game runs as native code with an emulated PlayStation hardware layer. The repository holds the launcher, a patched vendored runtime and a long bring-up log; it distributes no game code or data.

ctxbla statically recompiles the 2010 Xbox 360 XBLA release of Crazy Taxi into native x86-64 PC code with XenonRecomp and ReXGlue. The repository documents STFS and XEX extraction, executable-section analysis, game-specific stubs, and input and timing fixes. The author reports that the runtime reaches gameplay, while in-game audio is absent and some gameplay events can crash.

crazytaxi-ps3 statically recompiles the PS3/PSN release of Crazy Taxi for native Windows using ps3recomp. Its scripts prepare a user-supplied EBOOT, lift PPU and SPU code, and build against the shared runtime; the author reports the title screen and in-engine attract demo rendering while gameplay remains unreached.

crazytaxi statically translates the Dreamcast game Crazy Taxi from SH-4 machine code to native x86-64 C using dcrecomp and the user's disc image. Its repository adds game-specific entry points, bring-up code and a smoke test; the author reports that initialization reaches a persistent wait loop before any frame is drawn.

Crimson Skies statically translates the game's x86 Win32 executable to C and connects it to native MFC and DirectX libraries through import bridges and callbacks. The repository contains game-specific function maps, a generation pipeline and runtime code; the author reports reaching the GOS game shell, while asset loading, gameplay and a modern renderer remain pending.

Cristalis ports the Xbox 360 game Crystal Defenders to native Windows by translating its PowerPC code to C++ ahead of time with XenonRecomp and running it on a game-specific runtime. It reads images, audio, music, and text from the user's own game copy; the author reports finishing the game on a small number of machines. A Linux version is experimental.

dantes-inferno-nx statically recompiles Dante's Inferno Xbox 360 PowerPC code to C++ for a Nintendo Switch homebrew build. Its Switch runtime renders through deko3d, and its shader tools translate Xenos shader containers through HLSL and SPIR-V. The build uses the user's supported disc and Title Update 2 or a supported Games on Demand install.

This statically recompiles the 2011 Xbox 360 Arcade release of Daytona USA with ReXGlue. The package is an STFS arcade title, XA-2845, media ID 3CA562D4, 240058368 bytes, SHA-256 db2381451a15a4e537154712213a0309e9ddc33d20bdc03421d80c9939893cef. python3 scripts/extract_game.py extracts it and copies default.xex. The SDK submodule is the daytonaxbla branch. Linux uses cmake --preset linux-amd64 and Clang 20 or newer. Windows uses cmake --preset win-amd64 and Visual Studio 2022 with Clang 20 or newer. The Linux binary is daytona and takes --game_data_root pointing at the extracted folder.

This is a native port of the Xbox 360 game Dragon Ball Z: Budokai 3 HD Collection, built with the ReXGlue SDK. The PowerPC code is statically recompiled. The v1.5.6 Windows release is DBZ-Budokai-3-HD-Collection-v1.5.6.zip. dbz3.exe accepts the original ISO, or default.xex with the US and EU data archives. Linux builds use Vulkan and SDL3 and start with ./dbz3. baserom.md lists sizes and checksums. Generated code is produced locally and is not uploaded.

ddg-recomp builds native ports of the PC game Densha de GO! FINAL by translating x86 functions from the user's perfect.exe into C. Replacement SDL3 code supplies Windows and Direct3D 8 services across desktop and ARM handheld targets. The author reports playable driving but lists missing movies and untranslated library paths.

Builds a native Windows, Linux, Steam Deck and Apple Silicon port of the XBLA epilogue Dead Rising 2: Case West by statically recompiling its Xbox 360 code with patched XenonRecomp and translating its shaders with patched XenosRecomp. It shares most of its runtime with the author’s separate Case Zero port, executing the console GPU command stream on Vulkan with XMA audio and keyboard/mouse input. Completion and platform results are project-reported.

Builds a native Windows, Linux, Steam Deck and Apple Silicon port of the XBLA game Dead Rising 2: Case Zero by statically recompiling its Xbox 360 code with patched XenonRecomp and translating its shaders with patched XenosRecomp. A purpose-built runtime supplies a Vulkan renderer, XMA audio, keyboard/mouse input and online co-op through the author’s XenonLive service. Completion and platform results are project-reported.

DEArmoredcoreV develops a Linux port of the Xbox 360 game Armored Core V by translating PowerPC instructions to C++ through ReXGlue. Its tools inspect BHD5/BDT, BND3, FLVER, TPF and Xbox 360 texture resources, while research notes track reconstructed behavior by address and function. The author reports an existing Linux package and an unresolved Mission 2 black-screen hang.

Deep Sea builds a native Windows port of The Legend of Zelda: The Wind Waker from the user's USA GameCube disc. Its setup kit checks disc hashes, translates main.dol and 415 REL modules with DolRecomp, and compiles a local game DLL for the ModernGekko runtime. Game-specific additions include widescreen, frame interpolation and cutscene skipping.

Def Jam: Fight for NY XBE Recomp builds a native Linux port of the original Xbox game by translating its x86 XBE into C++ ahead of time. The port implements Xbox kernel and XDK services at the API level, renders through Vulkan, and uses SDL3 for sound and input. The author reports booting through menus and into fights while gameplay testing continues.

This statically recompiles Def Jam: Fight for NY for the original Xbox, USA version, to Windows. The installer checks the ISO and refuses the European disc. DJFFNY.exe is the single-window installer. A hand install uses Installer.bat. The MSVC package is about 2 MB and can use DLSS on an NVIDIA RTX card. The built-in Clang package is about 100 MB. The install needs about 4 GB free and an XInput controller.

Demon's Souls PC ports the North American PS3 release of Demon's Souls to Windows x64 by lifting PowerPC and SPU code to C and linking it with replacements for PS3 system libraries. It uses Direct3D 12, WASAPI and a .NET launcher; the author reports booting through Boletarian Palace 1-1 on one reference machine.

Destruction Derby 2 Recompiled provides a setup host and game-specific configuration for locally generating a PlayStation static recompilation from the user's USA disc. It uses PSXRecomp and recomp-ui, with function seeds and symbol mapping. Project notes document a multi-BIN disc identity correction, and the author reports gameplay in a private build.

dmc-recomp translates the PlayStation 2 PAL release of Devil May Cry into native PC code through PS2Recomp and a project runtime. Its pipeline rebuilds generated code locally from the user’s own game executable, while research notes and patches track boot, CD services, MPEG playback, rendering and gameplay behavior.

Devil Within Co-op statically recompiles the Devil Within mode from a user's Tekken 5 USA disc into generated Rust, then runs it through a Rust PS2 runtime and Bevy application. Its pipeline extracts the compressed ELF, exports Ghidra analysis and generates code locally; added hooks provide cooperative play, a mod menu and reconstructed developer menus.

Dicing Knight. — Native Recompilation translates the WonderSwan Color game’s V30 MZ machine code into C11 ahead of time and compiles it with a recreated hardware layer. Its Python recompiler discovers code from entry seeds and execution traces; the C layer models video, timers, input, EEPROM, and audio. The author reports playable Windows sections through the tower, while the ending and Android device build remain unverified.

Dimensions Recompiled is a native Windows build of the Xbox 360 game LEGO Dimensions. ReXGlue translates the PowerPC executable to C++ ahead of time, and the GPU command stream is translated to Direct3D 12 at runtime. DimensionsRecompiled-Setup.exe takes an extracted original-release folder that contains Default.xex, GAME.DAT, and GAME.HDR, plus Title Update 23. The installer refuses a different build or another title update. A companion app can stand in for the Toy Pad, and the Wii U, PlayStation 3, PlayStation 4, Xbox 360, and Xbox One pads are also supported. Releases are built from the toypad-ui branch of NeverCookFirst/rexglue-sdk.

Dino Crisis - Modern Edition rebuilds the PlayStation game Dino Crisis as a native Windows program from the user's disc image. Its installer recompiles the game code to C and combines it with a runtime supplying a new renderer, camera, controls and mod support; the repository includes build scripts and hooks for supported disc versions.

Dinosaur Planet: Recompiled statically recompiles the December 2000 Dinosaur Planet prototype with N64: Recompiled and renders it with RT64. The README says that prototype, released by Forest of Illusion on 20 February 2021, is the only ROM it accepts. A Direct3D 12 Shader Model 6 or Vulkan 1.2 GPU is required, plus a CPU with SSE4.1. A file named portable.txt beside the executable keeps saves, config, and mods in that folder. --4x3 launches at 1280x960. Build steps are in BUILDING.md.

DKB Recomp statically translates Donkey Kong Bananza's Switch 2 ARM64 code to C and builds a native Windows x86-64 application. A Horizon host, NVN 2 implementation, shader translation, and Vulkan renderer handle game services and graphics. The author reports title-screen and tutorial rendering, with crashes and missing effects.

Statically recompiles the North American v1.0 SNES release of Donkey Kong Country into native Windows, macOS and iOS applications with a pinned fork of snesrecomp, which translates 65816 code to C and links it against a modelled SNES hardware runtime. Function boundaries, entry flag states and jump-table targets are ingested from a byte-identical community disassembly instead of discovered heuristically, and the game code is generated locally from the user’s verified ROM. Optional widescreen, CRT filters, MSU-1 music and a Dixie Kong Country variant are host-side additions to what the README calls a playable bring-up.

DKC3Recomp translates Donkey Kong Country 3's SNES code into C with snesrecomp, using game-specific bank configuration derived from a public disassembly. Native macOS and Windows hosts run the result, while the shared runtime interprets code the static analysis cannot resolve. The project also documents widened presentation and limited bring-up checks.

DKR-R is a native static recompilation of Diddy Kong Racing. Release v1.0.14 takes a US v1.0 or US Rev A/v1.1 ROM in the Play page. Current packages cover Windows x64, Linux x86_64, Linux ARM64, and Steam Deck. Windows starts DKR-R.exe from the extracted package. Linux and Steam Deck launch the AppImage. Escape, F1, or Back/View opens the overlay. Online lobbies allow four racers and eight spectators. Some legacy xdelta mods install only against a clean US v1.0 ROM.

Lifts the original Xbox executable of Dead or Alive Xtreme Beach Volleyball to C with a fork of xboxrecomp and links it with a hand-written runtime that replaces kernel imports, audio and key Direct3D 8 and DirectSound APIs. Setup builds the runner locally from the user’s USA disc image and checks generated files against hashes in an authenticated recipe; releases carry only tools and source. Rewriting game logic as readable source has so far reached only the startup thread entry.

Uses N64Recomp to statically recompile the US Nintendo 64 release of Donkey Kong 64 into a native port, with RT64 as the renderer. The port borrows headers and some functions from the in-progress DK64 decompilation for patches and enhancements. Its build uses a checked-in symbol dump and the ROM, with no decompilation ELF or decompiled source as the build input.

Doom SNES: a SNESRecomp native PC port

Independent reconstruction project

DoomSNESRecomp ports the SNES release of Doom to native Windows, Linux and macOS builds using SNESRecomp. Bank configuration and symbol maps guide code generation from the user’s ROM; the host renderer captures Super FX scene state for higher resolution and widescreen presentation. Optional controls and gameplay changes sit alongside the recompilation.

DQ8Recomp translates Dragon Quest VIII's PlayStation 2 MIPS code to C++ locally with PS2Recomp and links it to a runtime implementing the services the game uses. The source includes function maps, Ghidra analysis tooling and an SDL3 GPU renderer; the author reports that the NTSC-U build reaches field gameplay.

Dragon Ball GT: Final Bout statically translates MIPS code from the user's NTSC-U PlayStation disc into C and compiles it for Windows or Linux. Its own runtime handles GPU, GTE, SPU, MDEC/XA, CD, and memory-card functions. The author reports playing the main game modes on Windows; Linux builds and launches but has not received equivalent gameplay testing.

Dragon Ball Z on the Nintendo 64 statically recompiles ARM and Thumb code from The Legacy of Goku II and Buu's Fury into C for N64 builds. Its runtime supplies GBA graphics, sound, DMA, timers, interrupts and saves, with an RDP renderer and wider field view. The author reports both games playable on real hardware.

This Rust project plays Dragon Ball Z: Super Saiya Densetsu for the SNES in Classic, recompiled, and remastered modes. Classic runs the 65816 code in a vendored jgenesis core and checks Rust routines in lockstep against 28 reference replays. crates/ssd-recomp writes one Rust function per entry address and register width. cargo run --release -p xtask -- recompile generates that code from the local ROM. The checksum-fixed Klepto v1.02 image is 1,048,576 bytes, CRC-32 A8CF4F2A, SHA-1 6b612f6d99f2efc26f26fb22290bc732ada0ea6f. Japanese Rev 1 is CRC-32 ADE7B968, SHA-1 6b5725765ddde078350ec61221ddb9bb252066a7.

Drakengard 3 Recompile translates the PS3 release of Drakengard 3 into native Windows x64 code and replaces platform services in a local runtime. It targets NPUB31251 version 1.01 and builds from the user's game files; the author reports intro, audio, menu and story-scene milestones, with controlled gameplay still unconfirmed.

A source-only Drakengard project statically recompiles the European PlayStation 2 release toward a native PC port, with a runtime for original hardware and service behavior. The author reports a diagnostic runner reaching Chapter I scenes and rendering Caim, terrain, objects, radar and HUD; sustained gameplay remains unfinished.

DriftDroid adapts WiiCompiled's static recompilation of Mario Kart Wii into a native Android app. It adds touch and motion controls, Vulkan and OpenGL ES rendering paths, and disc import for game data from the user's PAL RMCP01 copy; a separate builder handles Switch builds and optional Android game packs.

Packages a psxrecomp static-recompilation project for Driver (PlayStation, USA) as a setup host: releases carry the recompiler, runtime and a recomp-ui launcher, and the player’s machine generates and compiles the game from the user’s own disc image. The repository holds configuration, Ghidra-derived function seeds and release automation rather than game code. Its documented status is thin: an operator-confirmed private build reaches gameplay, while package release gates remain open.

DuckHuntNESRecomp runs the NES game Duck Hunt on PC using NESRecomp, compiling seeded 6502 code paths to C and running unseen code through a cycle interpreter. The shared runner maps mouse input to the Zapper; a project note records fixes to trigger polarity and crosshair defaults. The author reports working menus and gameplay, while audio mixing remains unfinished.

Duke Nukem Zero Hour: Recompiled statically recompiles the US Nintendo 64 ROM with N64Recomp and renders it with RT64. The main menu loads that ROM. Formats other than z64 are converted when the ROM is the US release. It needs a GPU with Direct3D 12.0 shader model 6, Vulkan 1.2, or Metal argument buffers tier 2. x86-64 CPUs need SSE4.1. ARM64 builds run on ARM64 CPUs. Releases include a Linux binary and a Flatpak, including Steam Deck. A portable.txt file beside the executable keeps saves, config, and mods in that folder. Build steps are in BUILDING.md.

Earthworm Jim 2 Recompiled converts the PlayStation game's MIPS boot loader and 19 executables to C with psxrecomp for a Windows build made from the user's disc. It includes game-specific setup scripts and an optional partial widescreen patch. The author reports that all 17 levels load and play; transitions and the ending still lack end-to-end validation.

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