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THE REVERSE ENGINEERING COLLECTION

Reverse-engineering case studies

Page 8 of 21, cases 1,401–1,600. 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 1,401–1,600 of 4,025

Games

2832 cases

All sections

Static recompilations

761 cases

Moto Racer Recomp translates the original Moto Racer Windows executable from a user's GOG installer into C and compiles a native program on the user's computer. Its runtime implements the Windows, DirectDraw, Direct3D, DirectSound and CD audio interfaces used by the game, with builds for Apple Silicon macOS, Windows x64 and x86-64 Linux.

Namco 2x Systems rebuilds Namco System 21, 22, and 23 arcade games for Linux and Windows from MAME ROM sets, version 0.271 or later. The playable list includes Prop Cycle, Rave Racer, Tokyo Wars, Dirt Dash, Armadillo Racing, Time Crisis, Ace Driver, Cyber Commando, Ridge Racer 2, Cyber Sled, Time Crisis II, Crisis Zone, and Angler King. Each game names its zip, such as propcycl.zip or timecrs2.zip. Checksums are in docs/ROM_CHECKSUMS.md. The DSP BIOS is built in, so namcoc71.zip is not required.

Naruto: Rise of a Ninja is ported from Xbox 360 to Nintendo Switch homebrew through static recompilation of its PowerPC code with ReXGlue. Renut maps the game's Direct3D calls to deko3d, with documented work on shaders, tiled rendering and device layout. The author reports playable story mode and fights on a console.

Need for Speed Most Wanted (2005, PC) — Recompiled analyzes the PC game's x86 speed.exe and translates its functions to C with a patched pcrecomp toolchain for native Windows and Android builds. The project includes binary reports, lift scripts, runtime adapters and an Android Vulkan host; the author reports playable ARM64 builds.

This repository is a native Apple Silicon build of Need for Speed: Carbon, the 2006 PC game. The x86 code is translated to C ahead of time and compiled with a Metal renderer, native audio, and controller support. The README says career, races, the garage, and the menus run at 60 frames per second with sound.

Need for Speed: Most Wanted for Android ports the original Xbox Black Edition to Android arm64 by translating its x86 XBE code to C++ with XboxXBE-Recomp. A Vulkan host renders the game, while SDL3 handles windowing, input and audio; the port also provides touch controls and graphics settings.

Need for Speed: Most Wanted Native translates the user's PC version 1.3 speed.exe from x86 into C and compiles it for Apple Silicon Macs. Its host provides Metal rendering, CoreAudio, controller support and asset conversion. An optional user-supplied Xbox 360 copy enables additional game content and effects.

Need for Speed: SHIFT is being reconstructed from its Xbox 360 PowerPC executable through ReXGlue ahead-of-time translation to C++ and a native Linux runtime. Game-specific work covers XEX analysis, kernel integration and Xenos command rendering through Vulkan. The author reports that the retail boot chain reaches Menu Setup state 2, where it currently stalls.

nfsu2-sw turns the NTSC-U original Xbox release of Need for Speed: Underground 2 into native Nintendo Switch and Linux builds. Its vendored xboxrecomp toolkit lifts default.xbe to C, while the project adds host integration, renderer options, audio and game-specific overrides; game data comes from the player's extracted disc.

nsmbu-recomp builds a native New Super Mario Bros. U program from a user's Wii U game copy through its installer and runtime. It supports Windows, macOS, Linux, Android and iOS, with course and world-map save states and up to four controllers. The project documents supported USA and European revisions and experimental wider display and higher frame rates.

NFS CARBON 360 DECOMP translates the Xbox 360 release of Need for Speed Carbon from PowerPC code to C++ for Android ARM64 and Windows x64 builds. Its game-specific analysis maps Direct3D functions and shader containers for a Vulkan renderer; the author reports complete scene rendering on one Android device, with full races still untested.

NFS Carbon NX ports the Xbox 360 release of Need for Speed: Carbon to Nintendo Switch by translating its PowerPC executable to C++ and compiling it for ARM64. Its Vulkan renderer draws Xenos commands through Mesa NVK, while game-specific fast paths cover audio, cutscenes, texture handling and uploads. Standard and Collector's Edition builds share the runtime.

NFSMW Recompiled is a native PC and Android port of the Xbox 360 version of Need for Speed: Most Wanted from 2005. It translates the PowerPC code to C++ and draws with a Vulkan 1.1 renderer. The README supports the PAL Spanish edition and the USA edition, identified by the SHA-256 prefixes aad15fc2 and aebdf3c1 of default.xex. Other editions are not supported. nfsmw.exe takes an ISO or an extracted folder, detects the edition, and builds nfsmw_shaders.nfsp from that disc. The launcher has English, Spanish, and Portuguese, with quality profiles and frame-rate limits of 30, 60, and 120.

nfsmw-nx ports the Xbox 360 release of Need for Speed: Most Wanted (2005) to Nintendo Switch through static recompilation. ReXGlue translates the game's PowerPC default.xex to C++, while a Switch runtime supplies console services and a Vulkan renderer on NVK draws its graphics. Installation derives shaders and game data from the player's own disc.

NFSU2Recomp statically recompiles Need for Speed: Underground 2 PC executable SPEED2.EXE into a native Apple Silicon application. Its lifter converts x86 code to C, while a handwritten runtime maps Win32, Direct3D 9 and DirectSound behavior to macOS, Metal and CoreAudio. The author reports that menus and races are playable.

Uses ReXGlue to statically recompile the Xbox 360 NHL Legacy executable into a native Windows program. A game-specific Vulkan renderer and host code handle presentation, while a builder prepares an installation from the player's ISO or extracted game folder. The source also documents graphics investigations and diagnostic tools.

Nightmare Creatures II provides a title-specific psxrecomp setup kit for the USA PlayStation release. A setup wizard accepts the user's disc image and SCPH-1001 BIOS, then generates and compiles the game locally through psxrecomp and recomp-ui. The repository includes game configuration, symbols and setup code.

Noble Archimedes recompiles Castlevania: Curse of Darkness. The primary path turns the original Xbox release into native x64 code with Direct3D 12 and XAudio2. An experimental PlayStation 2 path covers the USA release SLUS-21168. The Windows beta compiles the game locally from the player's USA Xbox files on first run.

NosCore.ClientLab statically recompiles a user-supplied NosTale Windows client from x86 into C and WebAssembly for automated tests against a NosCore server. Ghidra and IDR provide function information, a custom lifter translates instructions, and a browser host replaces Windows graphics, audio and networking services.

NSMBWiicompiled converts New Super Mario Bros. Wii PAL revision 1 into a native Windows game through static recompilation. Its translator parses PowerPC code from Wii DOL files and emits C++ for a native runtime, while the player's disc supplies game assets. The port adds resolution, widescreen, input and multiplayer options.

Oogie's Revenge Recomp builds a Windows port of the USA Xbox game Tim Burton's The Nightmare Before Christmas: Oogie's Revenge by translating x86 functions into C++ with xboxrecomp. Its runtime replaces Xbox kernel and SDK services, while a Direct3D 11 renderer translates the game's Direct3D 8 shaders to HLSL. Game data comes from the player's disc image.

OoT: Recompiled builds a native Windows version of Ocarina of Time from a user-supplied Nintendo 64 NTSC-U 1.0 ROM. N64Recomp translates MIPS code to C, N64ModernRuntime supplies console services, and RT64 renders display lists through Direct3D 12. Game-specific C patches replace selected original functions.

openNG2 turns the Xbox 360 Ninja Gaiden II into a native Windows build through ReXGlue static recompilation and game-specific host code. Its launcher builds from a user-owned World release and Title Update #2; the research ledger records evidence from REA, Ghidra and code generation while the port adds PC display and input features.

OpenPete ports the 1998 PlayStation game Spyro the Dragon to PC by translating its executable to C and compiling it ahead of time. A custom runtime handles PlayStation library calls, while a game-aware renderer supports high frame rates, widescreen display and texture replacement. The port reads game content from a user-supplied NTSC-U disc.

OpenPopTB-MacOS statically recompiles Populous: The Beginning and Undiscovered Worlds from a user's Windows executables into native Apple Silicon applications. A Python recompiler translates discovered x86 functions to C, while a C runtime provides guest memory and Win32 and DirectX behavior through SDL3. The author reports single-player playability and instruction-level and function-level differential checks.

OpenShao statically recompiles the original Xbox game Mortal Kombat: Shaolin Monks with XboxXBERecomp. The launcher accepts an ISO, XISO, ZIP, extracted folder, or default.xbe and reads it in place. Windows 10 version 1903 or Linux with glibc 2.38 is required, plus an x64 CPU with SSE4.2 and POPCNT, and Direct3D 12 or Vulkan 1.2. A source build checks out XboxXBERecomp at 40e9c35451305f09ca9d86f677e4b9c2c37ff26b and runs python tools/build_recomp.py --xbe with that XBE and --test.

P3P3DS adapts Persona 3 Portable's North American PSP release for New Nintendo 3DS through static MIPS-to-C++ recompilation, an interpreter fallback and a PSP service runtime. Its research documents the game's ELF32 PRX executable, relocations and imports. The author reports early playable progress on hardware, with sound and opening video still absent.

Pac-Man Championship Edition recompiles the Xbox 360 Live Arcade game's PowerPC code to x86-64 for a native Windows build using ReXGlue. Game-specific hooks adjust frame pacing and playfield placement, and an optional mode rearranges Championship Mode mazes. The repository also records Xbox 360 imports found during an earlier XenonRecomp attempt.

PacManRecomp builds a native Windows version of the 1993 Namco NES Pac-Man by translating the player's ROM from 6502 code to C with NESRecomp. Its launcher, runtime, and game additions are in the repository; the released package generates the game-code DLL on the player's computer. It also adds settings, high scores, mod support, and optional gameplay changes.

This statically recompiles the two-disc USA release of Parasite Eve with PSXRecomp and recomp-ui. Both discs contain the same executable, and each passed a startup test. Release 0.3.3 is Windows x64. The v0.3.5 packages add Linux x64 and macOS on Apple Silicon and Intel, and remain candidates until their startup gates pass. OpenBIOS covers setup.

PC-3Ddot develops a native PC port of the PS3 game 3D Dot Game Heroes by statically recompiling its EBOOT for the ps3kit runtime. It includes a disc reader, file-format documentation and tools for inspecting the executable and assets. The author reports that the recompiled game reaches playable field maps, including combat and movement between maps.

pc-arcrisefantasia builds a native PC port of the North American Wii release of Arc Rise Fantasia by translating its PowerPC code to C++ and running it on wiikit's replacement Wii runtime. Its tools extract the user's disc, identify functions in the stripped DOL with signatures and manual evidence, and compile the translated code. The author reports gameplay through the first battle.

pc-castlevaniajudgment builds a native PC port of the Wii game Castlevania Judgment by translating its PowerPC executable to C++ with wiikit. Game-specific scripts identify functions using Dolphin symbols and a related executable, while a hook layer maps controller state. The author reports reaching menus, save creation and fights in an initial session.

pc-conduit2 statically recompiles the North American Wii release of Conduit 2 from PowerPC code to C++ for a native PC port. Its tools and notes map the disc and stripped main.dol, recover function names, and integrate with wiikit; the author reports gameplay through the first level with keyboard, mouse, or gamepad input.

pc-deepfear investigates the European Sega Saturn release of Deep Fear and statically recompiles its program toward a native PC port using saturnkit. Its notes map both discs, data formats, SH-2 code and the SCU DSP, while local scripts build and compare the translated C++ against an interpreter. The author reports reaching the first playable room.

pc-demolitionman documents a static-recompilation port of the 3DO game Demolition Man using 3dokit. It translates the game's ARM60 programs into C++, boots a user-supplied disc through a Portfolio runtime, and records Gamegun input and boot behavior. The author reports reaching the attract loop and playing light-gun levels in a window.

pc-dragonquestswords ports the European Wii release of Dragon Quest Swords toward native PC execution by statically recompiling its PowerPC code to C++ and providing a replacement runtime through wiikit. Its notes map the disc, FPK archives and stripped executable; the author reports that the current port reaches the opening and early tutorial battles.

pc-finalfantasy12revenantwings ports the European Nintendo DS release of Final Fantasy XII: Revenant Wings to PC by statically recompiling its ARM9 and ARM7 programs and six overlays to C++. The ndskit runtime replaces DS hardware, while repository tools and notes examine the cartridge, packed data, movies and executable layout. The author reports playing from a new game into the second chapter.

pc-megamanxcm develops a native PC port of Mega Man X: Command Mission from the European GameCube release. It maps names from a symbol table left on the disc to the stripped DOL, then uses wiikit to translate PowerPC code to C++ and replace console hardware services. The author reports play through the opening scenes with audio; saving remains unavailable.

pc-monsterhunter3 ports the European Wii release of Monster Hunter Tri to PC by translating its PowerPC executable and 21 RSO modules into C++ with wiikit. The repository records disc and code findings and supplies game-specific hooks. The author reports reaching the village and a first quest with gamepad input.

PC-ROA investigates the PS3 disc and executable of Ragnarok Odyssey ACE and statically recompiles the game's code to C++ for a PC runtime. Its repository includes disc readers, format documentation, extraction tools, and a separate reimplementation used for comparison. The author reports that the current build reaches the first quests and fights.

pc-thelaststory statically recompiles the European Wii release of The Last Story for a native PC port. Its tools identify functions in the stripped PowerPC executable and use wiikit to translate them to C++ while a runtime replaces Wii services. The author reports play from the title screen into the first chapter at 30 frames per second.

pc-thequeenofduellist ports the FM Towns game The Queen of Duellist by recompiling its 386 program and TBIOS code into C++ with fmtownskit. Its runtime displays the game in an SDL3 window, while tools compare frames and audio against MAME; the repository also documents the disc layout, executable and resource formats.

pc-virtualhydlide ports the European Sega Saturn release of Virtual Hydlide toward PC by statically recompiling fifteen SH-2 programs to C++ and running them with saturnkit. Its notes document disc structure, game files, executable behavior, video and sound; the author reports playable output and an optional interpolated display between the game's logic frames.

This recompiles the 2010 Xbox 360 remaster of Perfect Dark to Windows with ReXGlue. The launcher imports title ID 584109C2. Supported packages begin with 4287CC74 or 8292DB97. The README lists play up to 4K and 60 fps, with keyboard, mouse, and LAN or virtual-LAN multiplayer for up to 8 players.

Persona 3 FES Recompiled translates the PS2 game's MIPS R5900 executable to C++ and runs it with replacement EE, IOP, graphics, audio, and storage services. Its game-specific function map and configuration drive the recompiler. The author reports play through the opening story and a Tartarus area loaded from a memory card save; sound effects are silent and battles remain untested.

PGR4-Recomp ports Project Gotham Racing 4 to x86-64. It uses the ReXGlue SDK to generate C++ ahead of time, and a DirectX renderer based on Plume. The README credits xextool for extracting the XEX from a dumped ISO, and points the launch steps to Setup.md. It describes the current tree as unfinished, with a later v2 still in progress.

Builds a native port of the Xbox 360 release of Forza Horizon by translating its PowerPC executable ahead of time into C++ with ShiftGlue, the author’s fork of ReXGlue, and compiling it on the player’s machine from their own disc. A renderer written for this game runs its GPU commands on Vulkan, and some translated library code, such as FMOD Ex DSP units, is replaced by independently written native code checked against the translated original. README presents it as a playable preview with rendering bugs and slowdowns.

Pinyon Shift statically recompiles Forza Horizon for the Xbox 360 to Windows. The USA retail disc is serial MS-2505, title ID 4D5309C9. ShiftGlue, a fork of ReXGlue, translates the PowerPC code to C++. Vulkan 1.3 is the default renderer and Direct3D 12 is the other option. Internal resolution can reach 4K. Release notes are at 0.3.0. NVIDIA GPUs are the ones qualified so far. The README's checklist still has the Android runtime port unchecked.

This recompiles Pirates of the Caribbean: At World's End for the Xbox 360, USA disc, to Windows. The launcher installs the game from the player's ISO. The default renderer is NativeXRenderer. Xenos is the fallback renderer. The README reports 60 fps at the original game speed, and widescreen through 21:9. The first levels have been played in hour-long sessions. Later levels are still untested. Releases are a setup executable and a windows-x64 zip.

Pokopia Native builds native Mac, iPhone and Windows versions of the Switch 2 game Pokémon Pokopia from the user's own dump. Its Windows path recompiles the game's arm64 code through LLVM for a native runtime and Vulkan renderer, while the Apple builds run the game's code on Apple silicon with Metal graphics.

Pokopia Recomp rebuilds Pokémon Pokopia for Nintendo Switch 2, version 2.0.1a, as a native Windows program. PokopiaLauncher.exe takes an extracted dump, or NSP and XCI files with the owner's key files, compiles the game, and then builds a shader cache. Windows 10 or 11 x64, Vulkan 1.3, and 16 GB of RAM are required. A source build copies exefs into game/dump/exefs and runs recomp/scripts/build_game.cmd pkp, then game-build/scripts/build.ps1. The toolchain is Visual Studio 2022 Build Tools, LLVM, CMake, Ninja, Python 3.13, the .NET 8 SDK, vcpkg, Rust, and Node.js.

Pokémon Red, Blue and Yellow are built as native executables by translating their Game Boy SM83 code into C with gb-recompiled. The repository adds game-specific build recipes, PyBoy trace capture and a headless Red and Blue bridge for differential memory and frame testing. The author reports Red gameplay, Blue reaching its title screen and Yellow's opening sequence rendering.

Portal 2 is statically recompiled from its Linux x86 modules into a native ARM64 application for macOS and iPhone. Preparation tools lay out ELF modules and apply relocations; a lifter emits C functions that are compiled with a runtime for libc, threading, SDL2, graphics and Steam interfaces. The author reports playable builds on Mac and iPhone.

This statically recompiles the DOS executable PRINCE.EXE from Prince of Persia 2 into C and links it with a Windows runtime. Game logic, rendering, the intro, and the music driver stay the original code. VGA, the timer, the keyboard, and Sound Blaster or AdLib are replaced. The launcher is PoP2 Launcher.exe.

Rebuilds Star Fox 2 from a coverage-seeded 65816 and SuperFX disassembly that reassembles to the original ROM, then translates it statically to C for native Windows, macOS and Linux builds. Unreached code and RAM code that differs from the ROM run through an interpreter, and the README reports identical per-frame hashes against interpreted runs. It accepts the SNES Classic release image, not the 1995 prototypes; results remain project-reported.

Disassembles Star Fox’s 65816 and SuperFX code from runtime coverage and recursive descent, reassembles it into the original ROM, then translates it statically to C on a from-scratch SNES runtime for Windows, macOS and Linux. Code never reached in recorded sessions, and RAM code that no longer matches the ROM, falls back to an interpreter; the README reports identical per-frame hashes for both paths. The generated C is a mechanical translation rather than hand-decompiled source, and results remain project-reported.

Project Gotham Racing is ported from the original Xbox to Windows by statically recompiling the game's x86 code with Xbox XBE Recomp. The port supplies Windows implementations of Xbox graphics, sound and system interfaces and builds the game from the user's disc. Its findings also document XBE sections and the GOTHPOK asset container.

Project Helghast builds a native PC port of the PS3 game Killzone 3 by statically recompiling code from a user's US disc dump, version 1.14 update, and decrypted EBOOT with ps3recomp. Its Windows build uses Direct3D 12 and can run under Proton on Linux. The author reports partial playability, with levels loading and playing while performance and rendering defects remain.

Project Pyrrhus builds a native Windows x64 port of the PS3 game Killzone 2 by statically recompiling code from a user's disc, matching version 1.29 update, and decrypted EBOOT. Its tooling lifts PPU code with a patched ps3recomp and builds a Direct3D 12 executable. The author reports that the prerelease reaches menus and plays the first level.

Proving Ground Recompiled builds a native PC port of Tony Hawk's Proving Ground from its Xbox 360 PowerPC executable. ReXGlue translates game code to C++ ahead of time, while a project runtime renders through Vulkan and adds frame pacing, display, and launcher controls. The author reports playable Windows gameplay; Linux gameplay remains untested.

Provides a PSP static-recompilation framework that analyzes Allegrex/MIPS executables and emits C++ for a native host runtime. Its Vice City Stories profile checks in code generated for the US ULUS-10160 executable, plus HLE, Direct3D 12 rendering, audio and input layers. The decrypted executable and game data come from the user’s own copy, and no gameplay status is published.

Recompiles the USA Rev 1 Nintendo 64 release of Wave Race 64 into a native Windows application with N64Recomp and RSPRecomp, on modified copies of the N64ModernRuntime, RecompFrontend and RT64 stacks. Game and microcode C is generated locally from the user’s ROM, after an included widescreen patch is applied to a temporary copy, and checked against recorded checksums. The port adds higher resolutions, frame interpolation, ultrawide views, rasterized and ray-traced reflections and shadows, split-screen or separate-window two-player play and RetroAchievements; the maintainer calls it an AI-assisted recompilation.

Racing 8 DX Recomp builds Mario Kart 8 Deluxe for Linux by translating user-supplied AArch64 game code to C and compiling it ahead of time with a patched suyu-derived engine. Its launcher handles local inputs, while a native graphics path and plugins provide Vulkan rendering and upscaling. Android support is in development, and Windows support is planned.

RampageRE rebuilds Rampage: Total Destruction for native platforms using a PS2Recomp static recompilation as a reference and replacement code for game formats, rendering, and systems. Its documentation covers scripts, bundles, effects, monsters, and other game data; the port reads data from the player's PS2 disc.

Rayman Origins Recompiled translates the Xbox 360 game's PowerPC executable to native C++ for desktop and Android. A game-specific detector recovers jump tables missed by XenonAnalyse, while host code supplies Xbox 360 services and a Vulkan renderer draws frames with translated shaders. The author reports gameplay with audio and controls on Apple Silicon macOS and Android.

re:Blue statically recompiles Blue Dragon into a native program. The setup checks a disc image from each of the three retail discs. Windows is x86-64 with DirectX 12. Linux covers AMD64 and ARM64, including SteamOS 3.6. macOS is ARM64 and needs macOS 13.3 or later. cmake --preset win-amd64-release and cmake --build --preset win-amd64-release build it. The same presets exist for linux-amd64, linux-arm64, mac-amd64, and mac-arm64. The build uses the ReXGlue SDK.

Recompia builds a native Windows version of the Switch 2 game Pokémon Pokopia from the user's extracted game files. The project extends pokopia-native with its own game-build code and launcher, and describes a setup process that compiles the game and prepares a shader cache. It also documents Linux use through Proton.

ReCompiled Steel builds native Windows, Linux and Android versions of Xbox 360 Real Steel through ReXGlue static recompilation. Its game-specific Vulkan renderer consumes the Xbox command stream and shaders translated ahead of time; game code and shader caches are generated from the user's copy.

Redline Recompiled ports the 2005 Xbox release of Forza Motorsport to Windows by statically translating the game’s x86 code and supplying new graphics, sound and input layers. Its launcher extracts and builds from the user’s USA Rev 1 disc image or game folder. The project includes an x86-to-C lifter, function-discovery tools and a host runtime.

reGH2: recompiling Guitar Hero II for Linux

Independent reconstruction project

reGH2 recompiles Guitar Hero II for the Xbox 360, USA, to a Linux program with a native Vulkan renderer. The supported default.xex has SHA-1 b90b864487e6291761b207c8d0064e9a0779bdee and title ID 415607E7. Pre-release 0.2.1 has been played in Quick Play and in Career through the fourth venue. Resolutions include 1080p, 1440p, and 4K.

ReGTA Chinatown Wars PSP Recompilation targets the Europe v1.01 PSP release of Grand Theft Auto: Chinatown Wars for a Windows x64 port. Its C++20 mainline compiles original MIPS control flow ahead of time and supplies PSP services, graphics and audio; the repository also documents analysis of the original executable.

This statically recompiles Star Wars Battlefront: Renegade Squadron for the PSP, US ULUS10292, into a Windows executable. BOOT.BIN is checked against SHA-256 f4c7a9ef93475fc8017f649346ef79b599649dc47462ec419e9fd373146f8c68. Vulkan is the default renderer, and DirectX 12 remains selectable. The game frame rate is raised from the PSP's 20 fps to 60 fps. The program is RenegadeSquadron.exe.

reNut recompiles the USA release of Banjo-Kazooie: Nuts & Bolts with the ReXGlue SDK. The current release hooks the game's D3D calls through Plume and compiles shaders from XenosRecomp into the executable. The launcher extracts a USA ISO and Title Update 3, and can add a DLC package. It runs on Windows and Linux. The README says physics misbehave above 60 FPS, and the frame limit is set to 60 under F4, Performance. Online play uses RexLiveless, opened with F10 or the guide button.

reo recompiles Resident Evil Outbreak for the PlayStation 2, NTSC-U SLUS-20765, to native Windows x86-64 with PS2Recomp. The README says a scripted boot reaches the first scenario in J's Bar, drawn by the game's own code, at about 35 times slower than real time. Sound output is not implemented, and play past that point has not been tried.

ReRevved statically recompiles Civilization Revolution for the Xbox 360. The Windows program is rerevved.exe and uses Direct3D 12. Linux x64 uses Vulkan. macOS arm64 needs Apple silicon, Vulkan, and macOS 13.3 or newer. The first run asks for the player's ISO or extracted folder and for the version 1.3 update. The SDK is a BSD-3-Clause fork of ReXGlue.

Resident Evil 3: Nemesis Recompiled provides a title-specific PSXRecomp setup candidate for the European PlayStation release. Its wizard is configured to take the user's SLES-02529 disc, matching SBI companion and SCPH-5502/5552 BIOS for local code generation and compilation. The repository includes configuration, seed data and setup code.

Rise of Legends statically recompiles the game's final Win32 executable to native C with pcrecomp, then runs the lifted code in a 32-bit host that maps the original image and binds its imports. The author reports playable Quick Battle skirmishes and progress into the Vinci campaign's first mission from a build assembled using the user's retail discs.

This statically recompiles Road Trip, Choro Q HG 2 for the PlayStation 2, USA SLUS-20398, to Windows, macOS, and Android with PS2Recomp. The first launch reads the player's disc image and compiles the game on the device. Render scale goes up to 4x. Extra frames at 120 and 240 Hz are redrawn from the game's geometry. The Windows archive is RoadTripRecomp-<version>-Windows-x64.zip. The disc check compares the image with the Redump dump.

Robotech: Battlecry ports the 2002 Xbox game to PC by statically recompiling a user-supplied XBE into C and linking it to a replacement Xbox runtime. The project adds an x86 frontend, symbol maps, handwritten engine code and Direct3D 11, sound and input bridges. The author reports that the menu and selected missions run, with frame comparisons against xemu.

Rogue Squadron 3D recompiles the Steam PC release of Star Wars: Rogue Squadron 3D from x86 machine code to C with pcrecomp and runs the result in a 32-bit Windows host. The host adapts DirectDraw display handling and input, while generated code and original game files are produced or copied from the user's installation.

Rondorecomp translates Castlevania: Rondo of Blood’s PC Engine CD HuC6280 code into C at build time and runs it against C models of the console’s CPU, video, CD, input, and System Card services. Its analysis directory contains boot-chain disassembly and tools for code discovery and data decoding. The author reports rendering the intro and file-select screens and reaching the prologue, with much of the game still unverified.

RubySapphireRecomp statically translates Pokémon Ruby and Sapphire USA revision 1 ROMs into native C. Ruby SHA-1 is 610b96a9c9a7d03d2bafb655e7560ccff1a6d894. Sapphire SHA-1 is 4722efb8cd45772ca32555b98fd3b9719f8e60a9. The runtime refuses an unrecognized ROM. The files are variants/ruby/roms/ruby_usa.gba and variants/sapphire/roms/sapphire_usa.gba. gba_recompile writes the generated C, and cmake --build build --target RubyRecomp builds one executable.

Rumble Roses XX Recomp is an experimental Windows port that translates the Xbox 360 game's PowerPC program into C++ with XenonRecomp and supplies memory, kernel, filesystem, input and graphics interfaces. The author reports an internal frame loop, rendered scenes and one playable match. That match used a locally modified GPU plugin absent from the published source.

RumbleRecomp builds a Windows version of Poke Rumble from the user's USA WiiWare WAD. It statically recompiles the game's PowerPC code to C, compiles it with clang, and runs it on a patched Dolphin and ModernGekko runtime. The port adds widescreen display, save states, controller support and optional texture packs.

This statically recompiles Fire Emblem: The Sacred Stones for the Game Boy Advance to Windows x64 and Android ARM64. The USA ROM SHA-1 is c25b145e37456171ada4b0d440bf88a19f4d509f. The runtime refuses any other checksum. The save is 32 KiB SRAM. Debug port 19842. Release 0.1.20 is SacredStonesRecomp-0.1.20-win64.zip. Android packages target Android 9 or newer.

Saint Seiya: The Hades is ported to Linux by translating the European PS2 executable's MIPS R5900 functions to C and building them with a native runtime. The runtime models PS2 CPU, IOP, graphics and audio services, reads the user's disc image, and renders through Vulkan or a software GS; the author reports that the separate assembly rebuild matches the original byte for byte.

An unofficial native Windows port of Saints Row (Xbox 360, 2006) that statically recompiles the game's PowerPC executable to C++ for x86-64 with the ReXGlue SDK, which also reimplements the console's kernel, GPU (on Direct3D 12), audio and input. A recompiler manifest, game-specific function overrides and an SDK patch make the result run, and each user builds it locally from their own disc. The README reports the game fully playable with built-in co-op and lists known issues.

Version 0.1.0 statically recompiles Saints Row for the Xbox 360, NTSC-U title ID 545107D1, to Windows with ReXGlue. It boots through the logos and menu, and New Game reaches Player Creation and then Stilwater on foot, with graphics, audio, and controller input. The first mission, combat, vehicles, and Load Game are untested. The installer is SaintsRow-Installer-windows-x64.exe. A checkout can use Setup.cmd and Play.cmd. The first build takes 30 to 60 minutes and needs about 20 GB free.

San Francisco Rush 2049: Recompiled translates the Nintendo 64 game's MIPS code to C with N64Recomp and runs it through N64ModernRuntime and RT64. The port adds game-specific patches for rendering, controls, audio and saves, and provides Windows and browser builds that load a player's ROM. The author reports playable Windows races and browser play in Chrome.

San Recompiled is a static recompilation of the Xbox 360 version of Grand Theft Auto V, using XenonRecomp to translate PowerPC code to C++. The build system covers Windows, Linux, and macOS, and the installer accepts an ISO, a folder, or XContent. Shader conversion, the GPU pipeline, audio, and save data are still open.

Savage Wind Recomp is an in-progress static recompilation of the Nintendo Switch version of The Legend of Zelda: Breath of the Wild for Windows and Linux. It builds native game code locally from the player's extracted files; the README reports playable early areas but says the full story remains unconfirmed.

SD Gundam: Dimension War Recompiled builds a native Windows version of the Japanese Virtual Boy game with vbrecomp and recomp-ui. It generates cartridge code from the user's ROM and includes optional English, color and adaptive widescreen mods plus tools comparing opening-mission state and output against Beetle.

The Sega Rally Championship project compiles lifted i960 code from the Model 2A arcade game into a host executable. It pairs game and library C with a portable Model 2 runtime, disassembly artifacts and ROM extraction scripts. On first run, the host extracts the required data from user-supplied board dumps and offers cold-boot and practice-start targets.

Sexy Parodius Recompiled configures PSXRecomp to generate and compile the Japanese PlayStation release of Sexy Parodius from a user-supplied disc. The repository contains game-specific identity, symbols, seeds and build configuration; the author reports a Windows build reaching the title screen and attract-mode gameplay.

sh2-nx: Switch port of Silent Hill 2

Independent reconstruction project

sh2-nx is a native Nintendo Switch port of the PC version of Silent Hill 2, Director's Cut / Restless Dreams, with support for Silent Hill 2: Enhanced Edition packs. The game's x86 executable is statically recompiled to C and compiled for the Switch ARM64 CPU, and the Windows layer it expects is reimplemented with SDL2, OpenGL, and FFmpeg. The README also documents a Linux x86-64 build.

Shining Force III Recomp generates C++ from the SH-2 code on supported Sega Saturn discs and compiles a native PC port with graphics, sound, and storage services. Exact-content profiles cover the original US Scenario 1 and selected translated revisions of Scenarios 1–3; the author reports playable selected Windows routes.

SimCity 4 Deluxe statically recompiles the user's Steam game executable into locally generated C with pcrecomp and runs it in a native32 host. The repository supplies setup, lift and runtime code while excluding generated game source and assets. The author reports that scripted runs load a region and city, simulate a month and save data the original game can load.

Sin & Punishment: Recompiled uses N64Recomp and RSPRecomp to build an experimental native C++ port from a user-supplied Japanese N64 ROM and the repository's symbol maps, with RT64 rendering. The author reports that it reaches the title screen; menu navigation, gameplay, audio validation, and a public pipeline for its patched working image remain unfinished.

Carries the Skate3Recomp static recompilation of the Xbox 360 Skate 3 to Android: rexglue translates the configured PowerPC guest functions, and Android Clang compiles them into ARM64 libraries linked against a compatibility runtime. Runtime hooks pass the game’s meshes, textures and shader state to a native Vulkan scene renderer, and this fork adds SDL3 input and audio, a multitouch overlay and handheld performance profiles. The author calls it an experimental developer build that is playable on the Anbernic RG406V.

Recompiles the Xbox 360 version of Skate 3 into native Windows, Linux and macOS builds with a Skate-specific fork of the ReXGlue SDK. Since v2.0.0 a native Direct3D 12 and Vulkan renderer with ports of the game’s own material shading replaces emulation of the Xbox 360 GPU, which remains as a fallback. Game files come from the user’s disc image; the author calls the native renderer early and has not tested the game end to end.

This is a native port of the GameCube game Skies of Arcadia Legends for Windows, Linux, macOS, and Android. It translates the PowerPC code ahead of time and uses Dolphin's graphics, sound, and input code. The documented beta is v0.83. Select Disc accepts the original USA, European, or Japanese release, game IDs GEAE8P, GEAP8P, and GEAJ8P, as RVZ, ISO, GCM, GCZ, WIA, or CISO. The Japanese disc is Eternal Arcadia Legends. Windows 10 version 1703 or 11 runs Skies of Arcadia Legends.exe. Linux uses an AppImage or the unpacked binary. macOS 13 or later is Apple silicon. Android is 7.0 or newer on arm64.

SkyboundTOTK statically recompiles The Legend of Zelda: Tears of the Kingdom into a native Windows or Linux executable. Its build translates the game's AArch64 code to C, compiles it locally, supplies expected runtime services and translates graphics work and shaders for WebGPU. The author describes graphics and compatibility as incomplete.

Slip Stream translates the arcade game's V60 program from the player's ROM into C and runs it with a Sega System 32 board model on Windows or Linux. The translation driver follows reference execution to emit functions. The author reports matching state hashes against a MAME based reference runner over 1,800 frames and a separate video comparison during development; the port remains unfinished.

Uses N64Recomp to statically recompile the US Nintendo 64 release of Pokémon Snap into a native Windows, Linux, Steam Deck and macOS port rendered with RT64. The recompiler reads a relocatable ELF linked from the matching ethteck/pokemonsnap decompilation together with the user’s ROM, and game-side patches are modified copies of decompiled functions. The author reports building the port with Claude Code; results remain project-reported.

Sneak King statically recompiles the original Xbox game into a native Windows port and an experimental WebAssembly build. A vendored xboxrecomp pipeline lifts functions from the user's default.xbe into C, while project code supplies Xbox runtime services and translates Direct3D 8 graphics through OpenGL ES 3 and ANGLE.

Snowboard Kids 2: Recompiled ports the Nintendo 64 game to native systems through N64: Recompiled, using RT64 for rendering. It loads assets from the user's North American ROM and includes game-specific patches, display options, and mod support. Build instructions describe ROM decompression, code generation, and compilation.

Snowboard Kids: Recompiled uses N64Recomp to translate the N64 game into a native port and RT64 to render it. It accepts the North American and Japanese ROMs, loads game assets from the user's copy, and includes game-specific patches for widescreen, frame rate behavior and controls. Its source also supports mods and texture packs.

Soleanna builds a native Windows port of the PlayStation 3 version of Sonic the Hedgehog (2006) from the user's BLES00028 disc. Its launcher decrypts EBOOT.BIN with RPCS3, uses ps3recomp to translate PowerPC code to C, and compiles an x86-64 executable with a high-level PS3 runtime and Direct3D 12 rendering.

This recompiles Sonic 3 & Knuckles, and also offers separate Sonic 3 and Sonic & Knuckles builds, with segagenesisrecomp. Release v0.7.3 provides Windows x64 ZIPs and Linux x86_64 AppImages. Sonic3KRecomp is the combined game. The launcher asks for the matching ROM. High refresh rate options in v0.7.0 are 120, 144, or the display rate, while gameplay and music keep their normal speed.

The Sonic Adventure 2 Nintendo Switch port translates the Xbox 360 game's default.xex and stage-data module to C++ with ReXGlue and draws through a deko3d renderer. Its repository includes game-specific code, renderer changes and notes on executable behavior. The author reports near-60 FPS single-player results in tested scenes, with heavier two-player scenes running slower.

Sonic Generations Recompiled translates the Xbox 360 game's PowerPC code into native C++ with XenonRecomp and builds host services for kernel calls, audio, input, files and graphics. A newer Windows path uses ReXGlue with Vulkan graphics experiments; the author describes both paths as incomplete for game-level play.

Sonic the Hedgehog Recompiled Runner uses a Genesis recompiler to analyze a Sonic 1 ROM and emit native C functions for its 68K routines. Its game-specific runner executes those functions with a backend for VDP graphics, bus behavior, Z80 scheduling, audio synthesis and controllers. Adaptive widescreen and higher refresh presentation are optional features.

SonicTheHedgehogSMSRecomp translates the Sega Master System Sonic the Hedgehog Z80 program ahead of time into native C with smsggrecomp. Its game configuration records ROM identity and control-flow data, while the runtime models video, sound, ports, and the mapper; unresolved computed jumps can use a Z80 interpreter.

SonicBlastGGRecomp configures smsggrecomp to translate the Game Gear Sonic Blast Z80 program into native C from a user's ROM. Its game-specific configuration, build script and coverage suite accompany the runtime's modeled video, sound and mapper behavior; the author reports assisted scene coverage while unassisted play remains unverified.

SonicTheHedgehog2Recomp runs Sonic the Hedgehog 2 through ROM-derived generated C and a native runner. Game-specific code handles saves, character options, wider stage rendering, and object visibility, while the Android instructions describe generating code from the user's ROM before cross-building.

Soulbrandt: a native Demon's Souls PC port

Independent reconstruction project

Soulbrandt converts the US PlayStation 3 release of Demon's Souls into a native Windows and Linux port using the player's game files. Setup uses RPCS3 to decrypt the required files or accepts files the player has decrypted, then builds the port locally. The project includes game-specific analysis, runtime integration, rendering, controls and online services.

Soulcalibur II Recomp translates the Xbox release's program ahead of time into C and runs it on a native runtime for macOS, Linux, Windows and Android. It builds from the user's Xbox disc and can convert optional Link and Heihachi content from the user's GameCube and PlayStation 2 discs. Documentation covers the executable lift, runtime and guest-content conversion.

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