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THE REVERSE ENGINEERING COLLECTION

Reverse-engineering case studies

Page 7 of 21, cases 1,201–1,400. 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 1,201–1,400 of 4,025

Games

2832 cases

All sections

Static recompilations

761 cases

EdgeOfTimeRecompiled statically recompiles the US Xbox 360 version of Spider-Man: Edge of Time, including its title update. ReXGlue turns the PowerPC into C++, and a XenosRecomp fork turns the shaders into static shader code. The installer accepts Xbox 360 containers or images. Releases are REEOT-Windows.zip, REEOT-Linux.appimage, and REEOT-macOS.dmg. The minimum system is Windows 10 version 1909, Linux with glibc 2.41, or macOS 13.3, with AVX and Direct3D 12 or Vulkan 1.2. Build steps are in docs/BUILDING.md.

Extreme-G Recompiled analyzes the N64 game's custom LZSS ROM blocks and prepares its MIPS code for N64Recomp translation to C for a native Windows build. The project includes function symbols and an SDL2/RT64 runtime scaffold; the author reports that startup reaches audio initialization before crashing because a data section is uninitialized.

FableDroid statically recompiles Fable II to arm64 Android and renders Xbox 360 GPU commands with Vulkan. Release 0.6.3 beta is FableDroid-0.6.3-beta.apk. The reference Game of the Year USA/Europe ISO has SHA-256 685a0d3bea9718812f17bcd155907a5359a548b6d3d8342dd2a6c944f45e35ff. On a Snapdragon 8 Gen 2 with Adreno 740 and Android 13, the measured median is 29.9 fps at native 720p under the game's 30 fps cap.

Fallout-NV-MacOS translates the 32-bit Windows executable of Fallout: New Vegas through Ghidra P-code into C for native Apple Silicon builds. A host supplies Win32 and COM shims plus Direct3D 9-to-Metal rendering, while a differential tester compares translated functions with the original x86 instructions in Unicorn. The author reports an hour of scripted play; audio, Bink video, and gamepad support remain unfinished.

fci-recomp builds Windows ports of the original Xbox games Far Cry Instincts and Far Cry Instincts: Evolution by translating their disc code to C ahead of time. A project runtime supplies Xbox kernel, graphics and audio behavior, while a reverse-engineering layer records symbols and game-system findings.

fefw-recomp translates the Nintendo Switch 2 game Fire Emblem: Fortune's Weave into C++ for a native Windows port. Its AArch64 recompiler processes game modules, and a companion runtime supplies console services and Vulkan graphics. A launcher prepares the program from the user's decrypted game dump.

ff-recomp statically translates the Windows x86 executable of Freedom Fighters into C for a native host runtime. The runtime loads the player's executable and game data, while shims supply Windows APIs, Direct3D 8, sound and input services. The author reports that the macOS build reaches the title screen; the PlayStation Vita build remains unfinished. Its function-rewrite plan uses Ghidra through ReVa and REA MCP servers.

Recompiles the user’s Final Fantasy Tactics Advance (USA) Game Boy Advance ROM ahead of time into native code for Windows, Linux and Steam Deck, building on JRickey’s gba-recomp toolkit. ARM and Thumb code is translated to C and compiled locally, while a Rust runtime models the console’s graphics, sound, DMA, timers and BIOS calls. The port adds widescreen, zoom, fast-forward and remappable controls.

pc-ffcceotwii statically recompiles the European Wii release of Final Fantasy Crystal Chronicles: Echoes of Time into C++ for PC on the wiikit runtime. Game-specific tools name the stripped DOL using related executables and signatures, while an input layer maps keyboard and mouse controls to Wii Remote, Nunchuk and pointer actions. The author reports reaching gameplay.

Final Fantasy IX Recompiled provides a title-specific setup candidate for rebuilding the PlayStation game with PSXRecomp and the recomp-ui launcher. Its wizard takes a user-supplied SLUS-01251 disc and specified European BIOS, then runs generation and rebuilding. The author reports that package setup and gameplay acceptance are still pending.

Final Fantasy Tactics Recompiled uses PSXRecomp to generate and compile the USA PlayStation game's code from a user-supplied disc. Its setup kits target Windows, Linux and macOS and include a game-specific framework patch and optional 16:9 battle view. The author reports validation of the title, church scenes and first battle; full-game behavior remains untested.

This statically recompiles Pokémon FireRed and Pokémon LeafGreen, USA version 1.0, to native PC with gbarecomp. FireRed SHA-1 is 41cb23d8dccc8ebd7c649cd8fbb58eeace6e2fdc. LeafGreen SHA-1 is 574fa542ffebb14be69902d1d36f1ec0a4afd71e. The README says both games boot through the BIOS intro into gameplay. Code the static recompiler has not covered runs in an interpreter the first time, then is JIT-compiled and remembered.

FNV-nx investigates a native Nintendo Switch port of Fallout: New Vegas by translating PC x86 code ahead of time and implementing Windows ABI services and a Vulkan graphics path. The repository documents Ghidra analysis and diagnostic tests; the author reports a Switch hardware test that reached the game menu and opening movie, while gameplay loading remains unverified.

Folklore statically recompiles the PS3 game's PowerPC and SPU code from a player-supplied disc into C++ and a native Windows executable. The port uses ps3recomp with project patches, reimplements the SPURS job system and renders through Direct3D 12. The author reports that it boots and plays on the author's PC, with rough edges.

Forza Horizon 2 Recomp Android targets an ARM64 Android port of the Xbox 360 game using XenonRecomp for PowerPC code and XenosRecomp for shaders. It contains a mobile runtime, JNI bridge, setup screen and touch HUD; the author reports offline translation of the executable and partial shader conversion, while gameplay integration remains unfinished.

Forza Motorsport 4 is brought to Windows by translating the Xbox 360 USA Rev 1 game's PowerPC code into C++ with ReXGlue. A project runtime supplies graphics, audio, input and storage services, while a launcher installs data from the player's discs and configures controls; the author reports local menu and race runs.

Free Riders Recompiled ports the Xbox 360 version of Sonic Free Riders to Windows, Linux and Android by translating PowerPC code with XenonRecomp and Xenos shaders with XenosRecomp. Its native runtime replaces console kernel, graphics, audio, input and Kinect services, while a launcher installs game data from the user's disc image. The author reports working menus and playable races, with other content still incompletely explored.

Frontschweine Recompiled translates the German PAL Hogs of War PlayStation code to C with psxrecomp and builds it as a Windows program. Game-specific symbols, overlay configuration and native plugin code support the port, while the translation and game data come from the owner's disc during local generation.

The Gears of War 2 PC port translates the user's Xbox 360 executable to C++ ahead of time with XenonRecomp and runs it on a Windows runtime with kernel and Direct3D 12 graphics components. Its game-specific notes map executable functions, data layouts and file formats; the author reports scripted coverage of all 29 campaign chapter entry points.

Gears of War 3 — PC port builds a native Windows version from a user-owned Xbox 360 disc image. Its pipeline unpacks the XEX and translates PowerPC code to C++ with XenonRecomp, then runs it on a replacement kernel and Xenia graphics components. Research notes map functions, data layouts and game file formats.

Genma Recomp statically translates the original Xbox Genma Onimusha executable to C++ for a native Windows port and experimental Linux build. Separate investigations use REA, Ghidra and Frida to examine controls and loading in the Onimusha: Warlords HD executable, with findings documented alongside the port.

gh3 statically recompiles the PS3 disc release of Guitar Hero III: Legends of Rock with ps3recomp for native Windows execution. Its build scripts lift the game, apply import handling and run it against the user's dumped disc; the author reports playable Quickplay songs while guitar input and timing work remain.

Ghost in the Shell Recompiled is a PSXRecomp setup host for the European PlayStation game. The wizard accepts the user's CUE disc and BIOS, then generates and builds the translated code locally. The author records acceptance of a corrected Windows development build and leaves package setup, gameplay and save checks open.

GLOVER-R: a native recompilation of Glover

Independent reconstruction project

GLOVER-R recompiles Glover for Windows and Linux from a user-supplied Nintendo 64 ROM, using a game-specific patch pipeline that checks hooks against original instructions. It adds widescreen rendering, frame interpolation, configurable controls and a modern camera. The author reports Windows gameplay testing; Linux and Steam Deck gameplay testing remains pending.

God of War II is the target of an Android arm64 build kit that translates the PS2 game's Emotion Engine executable to C++ with PS2Recomp. The kit adds an Android host layer, an ISO importer and a raw Vulkan Graphics Synthesizer backend. The author reports that the APK builds, while boot, graphics, input and audio work on a physical device remains pending.

This statically recompiles God of War II for the PlayStation 2, NTSC-U SCUS-97481 v1.01, into a Windows executable with PS2Recomp. The function map has 6,607 functions, 76 Sony library stubs, and 240 hardware-register accesses. The current build reaches the first playable area, Rhodes, with sound, cutscenes at 30 fps, and memory-card save and load. The menu is reported at 60 fps, and combat in that area at about 44 to 59 fps.

Statically recompiles the MIPS R5900 code of the NTSC-U PlayStation 2 God of War executable (SCUS-97399) to C++ with PS2Recomp and builds it as a native Windows program. Since October 2026 the port builds on Waffle565’s runtime, which replaces the PS2 hardware with native code: VU1 microprograms and, optionally, the game’s IRX modules are compiled ahead of time, and an OpenGL renderer stands in for the GS. The repository holds only the game-specific function map, recompiler configuration, overrides and runtime patches; the README reports gameplay on the opening ship level, with sustained 60 fps and a full playthrough still pending.

God of War — Native Port translates the NTSC-U PlayStation 2 game's executable into C++ with PS2Recomp and supplies native replacements for graphics, sound, input, memory cards, and other PS2 services. The repository provides configurations, overrides, code generators, build instructions, and zone tests for its Windows port.

Statically recompiles God of War: Ascension's PS3 code into a native Windows executable with ps3recomp's PPU and SPU lifters. The repository supplies game-specific runtime hooks, analysis scripts and build guidance; users provide their own game dump and decrypted ELF. The author describes the result as an early, nonplayable research build.

The God of War: Chains of Olympus project combines game-specific ahead-of-time translated Allegrex blocks with an interpreter fallback for PSP code. Its runtime implements partial PSP system services, graphics display lists and SDL2 audio, while diagnostic logs and traces track the game's startup and rendering behavior.

This port statically recompiles the USA PlayStation 2 game God of War, product SCUS-97399, into C++. A Rust recompiler translates the MIPS code. The Windows launcher or portable zip runs a setup wizard that reads the ISO or a CHD, extracts the disc, and builds gow-2005. Linux install.sh, a deb, and an AppImage are experimental. The renderer is OpenGL 4.6, from 1x to 8x internal resolution. The game logic stays at 60 Hz, with 120 and experimental 240 frame-rate limits. Saves use a PCSX2-compatible Mcd001.ps2 card.

Goemon 64: Recompiled statically recompiles the North American Nintendo 64 release of Mystical Ninja Starring Goemon. The menu loads assets from that ROM, including .z64 and other formats of the same image. Rendering uses RT64. A Direct3D 12 Shader Model 6, Vulkan 1.2, or Metal Argument Buffers Tier 2 GPU is required. x86-64 also needs SSE4.1. macOS 13 or newer covers Apple Silicon and Intel 7th-generation CPUs. ARM64 builds run on ARM64 CPUs. Build steps are in BUILDING.md.

This recompiles GoldenEye 007: Reloaded for the Xbox 360, 2011, to native PC with ReXGlue. The PowerPC code is translated to C++. The README says it boots to the main menu and that training and the first mission play. The expected retail dump has title ID 415608AF, media ID 40583A82, module hash 065D6021C0BDD535, and XEX timestamp 4E88BBE7.

GoldenEye64Recomp ports the GoldenEye 007 recompilation to macOS and Linux with N64Recomp and RT64, using a user-supplied Nintendo 64 ROM. A standard build generates game code during compilation; a clean build recompiles functions in memory at launch. The project documents platform changes and fixes to runtime messaging, rendering and recompilation behavior.

GoldenRecomp is a recompilation of GoldenEye 007 built with a modified N64Recomp. It needs ge007.tlbfree.elf and ge007.tlbfree.z64 from the TBLFREE_NOCOMPRESSION branch of kholdfuzion/goldeneye_src. That branch removes the TLB and leaves the ROM decompressed, so a console build of the ROM needs 8 MB of RAM. N64Recomp.exe us.toml and RSPRecomp.exe aspMain.us.toml generate the code. Visual Studio then builds GoldenRecomp.exe. The reviewed page says the game runs stably and the sound works. Multiplayer UI, the dam and frigate sky and water, and some weapon fire rates are still open.

Gran Turismo 5 Prologue Recompiled lifts the PS3 game's PowerPC code with ps3recomp and builds a native Windows x86-64 executable. Game-specific scripts cover SELF decryption, function discovery, SPU workloads and a longjmp patch. The author reports repeatable loading of 116 assets during boot, before any frame is drawn.

Grand Theft Auto translates the 1997 Windows game's x86 executable into C and links it with modern replacements for Win32, DirectDraw and sound services. The repository supplies a runtime, import bridges and analysis tools; the author reports that the translated game reaches its title screen and city-selection menu. Related executables for GTA London and GTA2 are also investigated.

GT5 Native Recomp is an early static recompilation of Gran Turismo 5 for Windows x86-64. Its pipeline lifts PS3 PPU and SPU code ahead of time into a native runtime that supplies PS3 services and uses Vulkan for RSX commands; the author reports reaching audio and controller initialization without a game frame.

GTA IV Recompiled translates the Xbox 360 version of Grand Theft Auto IV from PowerPC code to C++ ahead of time with rexglue and builds a native Windows program. Its configurations add constructor, callback and thunk entry points, while its notes trace a failure in streamed static world collision. The author reports that the game reaches interactive play, although the player falls through the ground.

Guitar Hero III: Legends of Rock — Recomp translates the Xbox 360 game's PowerPC code to C++ for PC and Android builds using a ReXGlue-derived toolchain. It keeps generated code local to the user's disc, adds a launcher that checks the executable hash, and documents the QB script archive format used for translation work.

Brings Halo: Combat Evolved to iPhone, iPad and Apple silicon Macs through two engines. The Xbox edition builds a pinned OpenCE port of the community Xbox decompilation, while Custom Edition translates the user’s own haloce.exe 1.10 from x86 to ARM64 ahead of time, with HaloPad supplying Windows, Direct3D 9, input, audio and network services. The project discloses substantial AI assistance and records device results in a status log.

Haze Recomp uses ps3recomp to lift the PlayStation 3 game Haze and supporting firmware code into a native Windows build from a user-supplied disc image. Its scripts handle disc extraction, executable decryption, PPU and SPU translation, and runtime building. The author reports working menus, opening-scene gameplay, audio and checkpoint saves, while campaign coverage remains in development.

Heavy Metal: FAKK2 lifts the original Windows game executable from x86 instructions to compilable C and builds a native 32-bit Windows program. Its pipeline discovers functions, maps the original image addresses, and bridges Win32 imports and callbacks; the author reports that engine initialization reaches a runtime fault before rendering.

Hell Night: Dark Messiah Recompiled builds a native PC version of the European PlayStation game Hellnight by generating game code locally with PSXRecomp. It supplies disc identity settings, a setup launcher and patches for video positioning, tiled filtering and supersampling; the author reports early gameplay and save/load checks on Windows.

hl2-recomp translates the Xbox Half-Life 2 XBE to C with xboxrecomp and links it to a native Windows runtime. Its game-specific tools recover RTTI classes, function boundaries and datamaps, while technical notes trace boot, controller and NV2A rendering paths; the author reports a title screen and partial level loading.

Hobbit Recompiled translates the 32-bit Intel Mac release of LEGO The Hobbit into C and builds an Apple Silicon app. Its analysis records functions, imports and switch tables. The runtime replaces macOS imports and uses SDL2 in place of the game's Cocoa front end; setup reads the player's Steam copy.

HotelMarioRecomp builds a native Hotel Mario program on the cdirecomp static-recompilation engine using a locally supplied CD-i BIOS and game disc image. Its game-specific build configuration generates modules and sets runtime checks; the author reports clearing the first three Hotel 1 stages, while full campaigns remain unverified.

Hover! statically recompiles the Windows 95 game Microsoft Hover! from the owner's HOVER.EXE into generated C and builds a 32-bit native host. Its pcrecomp pipeline catalogs functions, lifts game code and binds Windows imports; the author reports playable level-one runs and conformance checks, while host code adds presentation and multiplayer features.

This is a Windows and Linux port of Hydro Thunder Hurricane, release BETA 1.1 (1.1.0), in Standard and PGO builds. It uses ReXGlue for static recompilation and Vulkan for rendering. The Windows launcher is Launcher-Config.exe, and the game is HydroThunder.exe. Linux releases are an AppImage. The README says the 0.0.2.1 title-update configuration is supported. Generated game code is not in the repository.

inFAMOUS 2 translates the PS3 digital release NPUA80638's PowerPC and SPU code to C/C++ and compiles it into a native Apple-silicon macOS game with Metal graphics. Built on ps3recomp and a community fork, the port rebuilds from the player's own copy. The author reports menus, cutscenes, and early New Marais gameplay in an alpha build.

This is an experimental static recompilation of Initial D Arcade Stage 3 for NAOMI 2, disc GDS-0033, aimed at 64-bit Windows. The reviewed public demo is v2489. Its zip SHA-256 is 6AF00678196E9E54AC1C625866D08D2CD9855D0F43866B5DE1EDCBD7DCE0EF93. The launcher takes gds-0033.chd and 317-0384-com.pic, checks them, and extracts what the recompilation needs. The executable is BIOS-free and renders submitted ELAN/PVR work with Vulkan. The default mode is 60 Hz. First-run extraction needs about 1.3 GB of temporary space.

ISSD Native recompiles International Superstar Soccer Deluxe for the Super Nintendo, USA release, into C. The supported dump is a headerless SFC of 2,097,152 bytes, internal title SUPERSTAR SOCCER 2, SHA-256 d2fe66c1ce66c65ce14e478c94be2e616f9e2cad374b5783a6a64d3c1a99cfa9. Release v0.6.0-beta.1 covers Windows, Linux, Steam Deck, and Android 8.0 or newer. Gameplay advances at 60 Hz.

James Pond 2: Codename RoboCod — Recompiled turns the Amiga game's 68000 instructions into native C++ using a user-provided disk image. Its runtime models Amiga memory, display, audio, and disk behavior, with an interpreter for code the recompiler has not reached; the port also adds widescreen rendering and save controls.

Jet Force Gemini Recomp provides a native Windows x64 recompilation of the Nintendo 64 game that loads game data from an imported North American ROM. It includes a rendering, audio and save runtime, a launcher and optional modern controls. The author reports a campaign verification run using testing mods and a prepared save; console accuracy remains under validation.

Jet Force Gemini: Recompiled translates the US N64 game's code from a user-supplied ROM into C with N64Recomp and runs it with N64ModernRuntime and RT64. The native port supports Windows, Linux and Steam Deck, with revised controls, display options and mod loading. The repository also contains game-specific source and build scripts.

Jet Moto 2 Recompiled turns the PlayStation release of Jet Moto 2: Championship Edition into a native Windows program by translating its MIPS code with RecompOne from the user's disc. It provides overlay function maps and patches for CD status, GPU readback, frame pacing, steering and widescreen rendering.

Juiced 2 Recompiled builds a native Windows port of the Xbox 360 Juiced 2: Hot Import Nights by statically translating the user's executable with ReXGlue. It supplies a game-specific function fix list, SDK patches for code generation, texture layout and music, and a launcher with a heap workaround. The author reports that the preview boots, plays through Career league 7 and saves, while graphics and performance faults remain.

Juiced documents an x86-32 static recompilation of the 2005 Windows game executable into portable C using pcrecomp. Ghidra analysis, PE-section findings, build scripts, a runtime entry point and differential-test work accompany the pipeline. The original executable and generated lifted units stay outside the repository.

KameoRecomp ports the Xbox 360 game Kameo: Elements of Power to Windows by statically translating its code to C++ and compiling it with the ReXGlue SDK. A Vulkan renderer draws the game's graphics calls, while a launcher installs the required files from the user's ISO. The release adds widescreen display and higher frame-rate options.

This Windows static recompilation of Killzone: Liberation targets the US v1.20 image UCUS-98646. That image is 568,498,176 bytes, SHA-1 5bc4fc8cd8d72c9c2e7c1c03a4325a29bed6e69a. The Redump retail USA disc is a different image: 581,632,000 bytes, SHA-1 dda1a72c28ccdd8ddd2f3cbfd2fa3188962b0458. extract.py checks the image, gen.py writes the translated C, and cmake --preset clang-cl builds kzl_driver. The boot path rechecks the ISO size and SHA-1.

Translates the Xbox 360 release of Peter Jackson's King Kong into native Windows code with the ReXGlue static-recompilation SDK, adding a launcher and display, control and graphics options. Project code completes streamed disc reads the way the console does, which README credits with getting past an opening freeze seen under Xenia. The author discloses that the port was made almost entirely with Claude Code, directed and tested by the repository owner.

Know Your Role Recomp builds a native Windows port of the 2000 PlayStation wrestling game from the user's NTSC-U disc image. RecompOne translates the game's MIPS code to C#, and its runtime replaces graphics, sound, CD-ROM, controller and BIOS services. The author reports reaching all 14 disc programs in testing.

L4D PC Recomp uses XenonRecomp to lift Left 4 Dead's Xbox 360 PowerPC modules into C++ for a Windows x64 boot harness. The repository provides per-module configs, a guest-memory arena, dispatch table and kernel stubs. Its documented progress reaches launcher and filesystem initialization; rendering and gameplay remain unfinished.

Lazarus translates the Xbox 360 version of Mass Effect 2 with Title Update 2 from PowerPC code into C++ for Nintendo Switch. It converts Xenos shaders ahead of time and uses a deko3d renderer that handles the game's Direct3D calls. The repository includes game-specific hooks, native function replacements and build documentation for user-supplied discs.

LegendOfZeldaNESRecomp is a static recompilation of The Legend of Zelda for the NES, built with nesrecomp and described as an in-development preview. The Windows quick start asks for a Legend of Zelda (USA) ROM, and the cycle build uses the original USA PRG0 ROM. Project code covered by the README is under the PolyForm Noncommercial License 1.0.0.

Let's Go Recomp ports the Nintendo Switch games Pokémon: Let's Go, Eevee! and Let's Go, Pikachu! to Windows through static recompilation. It translates their ARM64 code to C and provides a runtime for Switch services, NVN graphics through Vulkan, audio and controllers. The build uses the player's extracted game files.

Disassembles every executable file on the Sonic CD disc from runtime coverage and recursive descent, reassembles them byte-identically, and translates the code statically to C on a from-scratch Mega-CD runtime that replaces the BIOS with a high-level implementation. Recompiled blocks run only where memory still holds the code they came from, and a script compares 96 stage runs frame by frame against the interpreter. The project also patches in widescreen and per-zone saves; results remain project-reported.

Live & Recompiled is a native Windows and Linux port of the original Xbox game Conker: Live & Reloaded, built on Xbox XBE Recomp. It renders with Vulkan and supports single-player and multiplayer. The supported USA disc default.xbe has SHA-1 2232a1b3874d67b4bb4cf53a940420d2dab59535. The Microsoft Store backwards-compatible release is also accepted.

LMA Manager 2007 statically translates the Xbox 360 game's PowerPC code into Rust from a user's disc image. A native runtime replaces console kernel, graphics and audio services, and the repository includes XEX loading, decoding, translation and application crates. The author reports that the game plays with career mode, 3D matches, saves and sound.

Translates Lost Odyssey’s Xbox 360 PowerPC executable with patched XenonRecomp tooling and runs the generated code on a native runtime that renders through Direct3D 12, Vulkan or Metal. Windows, Linux, macOS and Android packages import the user’s own disc data. The maintainer documents development with Claude Code and Codex CLI and records each release separately from validation and acceptance.

Luigi's Mansion for the PlayStation 5 ports an existing static recompilation of the GameCube game to PS5 homebrew. Its builder translates code from the user's USA disc into C++ and compiles it for the console, while this repository supplies PS5 platform shims, input, build scripts and builder apps. The author reports play through file selection into the game.

Mabecs International Superstar Soccer 2000 turns three N64 releases into native Windows and Linux builds through N64Recomp, N64ModernRuntime and RT64. Its own symbols, overlay work, hooks and runtime patches support widescreen rendering, player detail and online matches. Generated game code is produced locally from a user-supplied ROM.

Marble Knights Recompiled ports the iOS game to Windows by translating ARM64 functions in its UnityFramework into C and compiling them into a GameAssembly.dll for the Unity 2019.4.17f1 Windows player. A compatibility layer replaces iOS services, while preparation scripts process the player's own game data; the project also describes an Android path using a Mach-O loader.

Version 1.2.0 builds a native Windows game from a PAL Mario Kart Wii disc, RMCP01. The installer is MKWii-PC-Builder.exe and the game is Mario Kart Wii.exe. It includes 15 languages, up to four local players, and online play for one or two players per PC. Retro Rewind 6.13.4 supplies extra tracks and character variants. Dolphin texture packs can be PNG, DDS, ZIP, or 7z.

Mario Kart: Double Dash!! is ported by translating its GameCube PowerPC code to C ahead of time and linking it with gcn-recomp's graphics, audio, disc and controller runtime. The repository contributes game function metadata, hooks and build scripts; the author reports reaching a Grand Prix race with sound from a blank memory card.

Mario Paint Recomp ports the SNES game Mario Paint to PC by translating 65816 routines into C while snesrecomp supplies SNES hardware behavior and interpreter fallback. Its headless tour and conformance tool compare selected routines with the original ROM; the author reports 57 of 103 hand-ported routines reached by the tour pass the checks.

Statically recompiles the US Nintendo 64 release of Mario Kart 64 into a native Windows, Linux and macOS application with N64Recomp, rendering through RT64. The README distinguishes this from a source port: game code is translated from the user’s ROM, while headers and some functions from a decompilation fork support patches and enhancements. Enhancement, fidelity and input-lag claims are project-reported.

masseffect-nx ports the Xbox 360 release of Mass Effect to Nintendo Switch by translating PowerPC code from default.xex to C++ with ReXGlue and compiling it for ARM64. A project Vulkan renderer handles the game's GPU commands, while its installer converts Xenos shader microcode from the user's game files to SPIR-V.

mcdub3-nx lifts the original Xbox code of Midnight Club 3: DUB Edition and Remix into C with xboxrecomp. It provides native versions for Nintendo Switch, Linux, macOS, Windows and Android, with game-specific runtime and graphics fixes. Players supply their own disc files; the Android APK loads extracted game files.

mcg-recomp statically translates MechCommander Gold's MCX.EXE into C and runs the generated code in a native Windows host. It extracts CodeView function information, bridges imports, and provides graphics, sound, movie, and conformance support; the author reports playing the first campaign mission through its debriefing.

Medal of Honor: Frontline GC Recomp translates the USA GameCube game's PowerPC executable chain into a native host module with DolRecomp. ModernGekko supplies memory, graphics, audio and input services, while runtime hashes distinguish the boot and restart stub images that overlap in guest memory.

Statically recompiles the North American PlayStation release of MediEvil into C# with the RecompOne recompiler and runtime. The runtime stands in for BIOS, GPU, CD-ROM and other hardware services, and project patches change rendering, widescreen and terrain behavior. README describes the project as a recompilation and labels it an open beta.

MediEvil Recompiled supplies a setup host for statically recompiling the US PlayStation release of MediEvil with psxrecomp and building it with recomp-ui. Its configuration, symbols and diagnostics guide support local generation from the user's disc and retail BIOS. The author reports a successful Release build and short startup run; gameplay checks remain open.

Mega Man Legends 2 provides a setup kit that generates and compiles a PlayStation static recompilation from the user's European SLES-03556 disc and SCPH-5552 BIOS. Its game configuration, function seeds and setup code work with psxrecomp and recomp-ui. The author reports a Windows setup and headless start check for version 0.1.0.

Mega Man Legends Recompiled provides a Windows setup host that uses psxrecomp to generate and build the European PlayStation game on the user's computer. Its game profile and disc verifier recognize the supported release, including the canonical split-track layout. The author reports gameplay in a private package, while exact public-package startup checks remain open.

Statically translates the 65816 CPU code of the SNES Mega Man X (USA Rev 1) to C with the snesrecomp framework; the PPU, audio, DMA and other hardware run in the framework’s runtime, and a LakeSnes-derived interpreter executes whatever the static pass cannot prove. The C is generated locally from the user’s ROM, with function names imported from community DiztinGUIsh annotations. Playable Zero, co-op and rollback netplay, X2/X3 boss weapons and adaptive widescreen are layered on top, using assets extracted locally from the user’s own sequel ROMs.

MegaManX3SNESRecomp applies snesrecomp to the US SNES release of Mega Man X3, running covered 65816 paths natively and falling back to an interpreter elsewhere. Its game-specific code handles startup and display behavior, while symbol annotations and coverage data guide regeneration. The author reports opening scenes and early gameplay, with wider stage coverage and audio checks still open.

MegaManZeroRecomp statically translates the Mega Man Zero USA revision 0 ROM, SHA-1 193b14120119162518a73c70876f0b8bffdbd96e, from ARM and Thumb into native C++. The runtime hash-gates the ROM. The ROM file is roms/megaman_zero_usa.gba. The repository is cloned beside gbarecomp, gba_recompile regenerates the translation units, and cmake --build build --target MegaManZeroRecomp builds the Windows program.

A beta Windows build of Super Smash Bros. Melee (NTSC 1.02) with two engines: a source port that compiles the doldecomp decompilation as a native library, and a static recompilation that translates the retail DOL's PowerPC code and Slippi's Gecko codes into C++. Both run on a native runtime with Direct3D rendering, unlocked display rates and natively implemented Slippi rollback play. The user's own ISO supplies all game data, and the README says the work was AI-assisted.

This is a release candidate that recompiles Metal Gear Solid with PSXRecomp and the recomp-ui launcher. It expects the European disc SLES-01370 and a European BIOS, SCPH-5502 or SCPH-5552. The BIOS must be 524,288 bytes, SHA-256 1faaa18fa820a0225e488d9f086296b8e6c46df739666093987ff7d8fd352c09. The README says gameplay acceptance is still pending.

metal-slug-x-recomp maps Metal Slug X's 68000 code with recursive disassembly and MAME traces, translates instructions to C, and implements Neo Geo video, sound and memory services in a native Windows runtime. Personal builds generate translated code from the user's game files; distributed builds use an interpreter.

MetroidPrimeHuntersRecomp builds a native alpha of Metroid Prime Hunters USA revision 0 with ndsrecomp and a player-supplied ROM. It includes game-specific execution coverage, controls and rendering work. A separate investigation documents the game's Wi-Fi datagram framing and typed messages.

This project statically recompiles Metal Gear Solid 2: Sons of Liberty HD from the NVIDIA SHIELD TV, a 32-bit ARM game, into ARM64 for Android phones. It translates the ARM32 functions to C and supplies a runtime for memory, libc, OpenGL, audio, and JNI. The README says about 22,000 game functions and about 3,000 C++ library functions are recompiled.

mh3u-port: statically recompiling MH3U for PC

Independent reconstruction project

mh3u-port statically recompiles the USA v32 Wii U release of MH3U for Windows and Linux. It translates the game's PowerPC functions into C, runs them with a Rust replacement for Wii U system libraries, and converts GPU shader programs to WGSL. The author reports that it reaches the village and runs quests, with some graphics effects unfinished.

Midnight Club: Los Angeles Recomp adapts ReXGlue's static translation of the Xbox 360 game's PowerPC code into C++ for Android ARM64. The fork adds Android packaging, private game-data import, C++ integration and ReXGlue patches. The README reports that a user test reached car selection; development and testing centered on a Galaxy S23.

Midnight Club: Los Angeles — RECOMP translates the Xbox 360 game's PowerPC executable into native x64 C++ for Windows using ReXGlue. The repository supplies game hooks, executable patches and a documented map of Xenos register state; its native graphics path currently reads and logs that state in shadow mode.

This statically recompiles Midnight Club: Los Angeles Complete Edition for Xbox 360, title id 545407F8, with the ReXGlue SDK. Only the USA and Europe disc image is supported. On Windows, scripts/make_pc.ps1 takes that ISO and builds mcla.exe with Direct3D 12. Career, races, and the garage play at 30 FPS by default, and the frame-rate option also lists 60 and 120. The Linux build uses Clang 20, Vulkan 1.3, and ReXGlue v0.10.0, then scripts/play_linux.sh. A separate build targets a PS5 that already runs homebrew.

Midnight Ghost Stone builds a native PC version of the PlayStation Metal Gear Solid from its USA v1.0 discs. It statically recompiles most MIPS game logic, substitutes selected decompiled C routines checked against the executable, and presents locally imported meshes and textures through Vulkan. The author labels the Linux and Windows alpha packages experimental and unqualified for a complete campaign.

This statically recompiles Midtown Madness 3 for the original Xbox to a native executable with xboxrecomp. Windows x64 gameplay has been checked with Direct3D 12 or Vulkan, both through SDL3. Linux x64 has a build path. The builder does not support macOS. Check SHA in the Windows builder reports whether the disc matches a tested dump. The command-line program is mm3_recomp.exe.

midway statically recompiles the PS3 disc release of Midway Arcade Origins for native Windows using ps3recomp and a user-supplied game dump. Its scripts lift the EBOOT and two SPURS render jobs, then build against the shared runtime. The author reports that the front end reaches an arcade ROM set and displays the Vindicators Part II attract loop.

mk8-recomp develops a native Mario Kart 8 Deluxe application that connects statically recompiled CPU modules to native graphics, audio, input and storage services. The author reports completion of a four-course Mushroom Cup sequence and documents runtime measurements and remaining compatibility work. Public outputs are limited to authored source and game-free tooling.

MKSM Recomp statically recompiles the NTSC-U PS2 release of Mortal Kombat: Shaolin Monks toward native PC execution. It combines ELF analysis, MIPS and VU to C++ generation, an EE and IOP runtime, Ghidra scripts, tests and game-specific investigation notes. The author reports progress through menus and the opening movie to distorted scene drawing.

MKVDCU-Recomp builds a Windows port of the Xbox 360 game Mortal Kombat vs. DC Universe by statically recompiling the player's retail executable with ReXGlue. Its launcher manages local builds, while a game-specific host supplies settings, telemetry and mod loading. The author reports full Arcade matches on one PC.

MLB Power Pros 2008 Recomp translates the Wii game's main.dol and ovl_main.rel from PowerPC to C++ with Wiicompiled for Windows and Linux builds. It adds title-specific runtime patches and editing tools for rosters, textures and stadiums. Its analysis workflow uses REA through MCP, which supports x86/x64 PE executables.

MojoRecomp recompiles Xbox 360 game code for a native Windows runtime and launcher focused on the Crash Bandicoot Titans games. Crash of the Titans is listed as playable using a user-provided ISO; Crash: Mind Over Mutant remains in development. The repository contains runtime code, recompiler patches and localization deltas.

Monster Truck Madness statically lifts Monster Truck Madness 2's Monster.exe to C with pcrecomp and runs it on a 32-bit Windows host. The repository includes function cataloging, code generation and DirectDraw presentation code; the author reports that scripted input can start and drive a race, while a complete race remains unfinished.

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