Game · Case study:
OpenCrossing-Xbox: an original Xbox port of Animal CrossingC2
OpenCrossing-Xbox compiles the decompiled GameCube code of Animal Crossing for the original Xbox and reads data from the user's USA Rev 0 disc image.
- Game
Game · Case study:
OpenCrossing-Xbox compiles the decompiled GameCube code of Animal Crossing for the original Xbox and reads data from the user's USA Rev 0 disc image.
Game · Case study:
The Minish Cap PC port compiles the GBA game's recovered C source for Linux, Windows and macOS.
Reviewed MatheoVignaud/tmc@52701ac
Game · Case study:
Shittim Server reconstructs services used by the Steam release of Blue Archive as a local C# ASP.NET Core server backed by SQLite.
Reviewed KiyoEditz/Shittim-Server@d5d1971
Game · Case study:
The archived Luigi's Mansion project reconstructs source for USA, Japanese and two PAL GameCube revisions.
Reviewed ThePlayerRolo/lm-decomp@fd423f5
Game · Case study:
fe7_us reconstructs parts of the US Game Boy Advance release of Fire Emblem as assembly and C.
Reviewed StanHash/fe7_us@5c8b3c5
Game · Case study:
Shadow the Hedgehog Recomp translates the PS2 game's MIPS and VU code into native C++ with PS2Recomp and links it to ps2xRuntime.
Game · Case study:
MadagascarDecomp is a work-in-progress C++ decompilation of the 2005 game Madagascar.
Reviewed MaxStache/MadagascarDecomp@d202289
Game · Case study:
Robotron: 2084 is a SkoolKit disassembly of the ZX Spectrum game.
Reviewed pobtastic/robotron2084@9132bd2
Game · Case study:
River Raid is reverse-engineered from its ZX Spectrum 48K tape image into an annotated SkoolKit disassembly.
Reviewed river-raid/river-raid-disasm@997a085
Game · Case study:
StarshipPad adapts the decompilation-based Star Fox 64 source port Starship into an iPhone and iPad application.
Reviewed chrissotraidis/starshippad@a578b8f
Game · Case study:
MeleePad ports Super Smash Bros. Melee to iPhone, iPad and Apple Silicon Mac by compiling PowerPC code translated from a player-supplied GameCube disc into ARM64 code ahead of time.

Reviewed chrissotraidis/meleepad@ad47ab0
Game · Case study:
SPPS reconstructs Shaun Palmer's Pro Snowboarder for PlayStation 2 as C source and rebuilds game executables with splat and a matching-function workflow.
Reviewed Daniel-McCarthy/SPPS@3b483cf
Game · Case study:
Einhander configures psxrecomp to generate a native build of the PlayStation game from a user-supplied disc.
Game · Case study:
banjo2 reconstructs Banjo-Tooie DLL code for Nintendo 64 ROM builds.
Reviewed wedarobi/banjo2@23406cb
Game · Case study:
RTWDecomp reconstructs source for the Steam release of Rome: Total War Gold from its Windows x86 RomeTW.exe.
Reviewed YunataSavior/RTWDecomp@0d8f8d1
Game · Case study:
Spyro 2: Gateway to Glimmer is being reconstructed as matching C for the European PlayStation release SCES-021.04.
Reviewed marcovoc/spyro2-decomp@ad5e4dc
Game · Case study:
Serial Experiments Lain is reconstructed as C source for the PlayStation release and ported to Windows, macOS and Linux through a reimplementation of PlayStation SDK calls.
Reviewed Y0oshi/lain-psx-decompiled@205c197
Game · Case study:
Wobbledogs reconstructs the Steam Windows game's managed assemblies by decompiling IL with ILSpy and recompiling the resulting C# with Roslyn against the game's Mono profile.
Reviewed calibancode/wobbledogs@1b35d91
Game · Case study:
Redneck-Rampage-RE reconstructs source code for Redneck Rampage and Redneck Rampage Rides Again.
Reviewed NBlood/Redneck-Rampage-RE@4109fb0
Game · Case study:
Ladder reimplements the 1982 CP/M arcade game in Go.
Reviewed mengstr/ladder@536e0e9
Game · Case study:
dRally is a C and SDL2 project to port Death Rally (1996) to Linux and BSD.
Reviewed urxp/dRally@920d85a
Game · Case study:
ctxbla statically recompiles the 2010 Xbox 360 XBLA release of Crazy Taxi into native x86-64 PC code with XenonRecomp and ReXGlue.
Reviewed sp00nznet/ctxbla@2a667e7
Game · Case study:
Warblade Service Release reconstructs Warblade 1.34 game code from its debug build and provides an SDL-based modern release.
Reviewed bbepis/WarbladeSR@215a2da
Game · Case study:
MUA PC Port statically recompiles three related Xbox 360 games into separate native programs using ReXGlue.

Reviewed saulob/marvel-ultimate-alliance-bundle-recompiled@9a081ed
Game · Case study:
OpenOrion2 is a partial C++ remake of Master of Orion II: Battle at Antares that reads the original game's LBX resources and saved games.
Reviewed nextghost/openorion2@dd428f1
Game · Case study:
ClayFighter 64 builds a native Linux and Windows game from statically recompiled ClayFighter 63⅓ CPU and RSP audio code, adding four characters from ClayFighter: Sculptor's Cut.

Reviewed djultra64/ClayFighter64@fbdaa06
Game · Case study:
Chronoshift incrementally reimplements Command & Conquer: Red Alert in C++.
Game · Case study:
The Simpsons: Hit & Run Android adapts an earlier Switch and PS Vita port of the game for Android.
Game · Case study:
PES6 native builds a Windows x64 version of the European Xbox 360 release of Pro Evolution Soccer 6 by translating its PowerPC code to C++ with ReXGlue.
Reviewed iptory/pes6-native@cc19aa8
Game · Case study:
nfsu2-sw turns the NTSC-U original Xbox release of Need for Speed: Underground 2 into native Nintendo Switch and Linux builds.
Reviewed antoxa2584x/nfsu2-sw@d3bbc30
Game · Case study:
Adapts the Halo: Combat Evolved Xbox decompilation into builds for standalone VR headsets, Windows PC and Android.
Reviewed moistman42069/HaloCE-DecompRemix-VR-PC-Android@f9ef816
Game · Case study:
PTCGP Private Server replaces selected Pokémon TCG Pocket 1.8.1 online services with local HTTPS and gRPC endpoints for profiles, collections and pack openings.

Game · Case study:
Prototype incrementally reconstructs functions from the 2009 PC game's engine DLL as readable C++.
Reviewed pablopenna/prototype-decomp@d364954
Game · Case study:
blues rewrites the engines of Blues Brothers and Blues Brothers: Jukebox Adventure in C, with support for Prehistorik 2.
Reviewed cyxx/blues@d4b94bb
App · Case study:
Dejavu reimplements classic Game Maker in Rust to run existing projects and games on modern platforms.
Reviewed rpjohnst/dejavu@7698319
Game · Case study:
wotwdecomp reconstructs the GameCube game Tom and Jerry: War of the Whiskers with C++ and assembly and builds a specified main.dol.
Reviewed cohaereo/wotwdecomp@0a0e1b2
Game · Case study:
Recompia builds a native Windows version of the Switch 2 game Pokémon Pokopia from the user's extracted game files.

Reviewed featureJosh/Recompia@4262dcb
Game · Case study:
LinksAwakening converts a user-supplied The Legend of Zelda: Link's Awakening DX Game Boy Color ROM into C and builds a native Windows program.

Reviewed sp00nznet/LinksAwakening@58437d3
Game · Case study:
OpenMCM2 rebuilds the Motocross Madness 2 engine in Rust from a study of the original game.
Reviewed xshxdex98/openmcm2@8191f55
Game · Case study:
MetroidPrimeHuntersRecomp builds a native alpha of Metroid Prime Hunters USA revision 0 with ndsrecomp and a player-supplied ROM.

Game · Case study:
skRex presents disassemblies of both sides of the ZX Spectrum game Rex.
Reviewed ultrabolido/skRex@a63b608
Game · Case study:
rb3-xenon reconstructs Rock Band 3 Xbox 360 code in C++ and compares compiler output with the retail executable function by function.
Reviewed freeqaz/rb3-xenon@fe7a8eb
Game · Case study:
Sonic the Fighters (PC) uses a game-specific ReXGlue manifest to translate the player's XBLA default.xex from PowerPC instructions into C++ and build a native PC or Linux program.
Game · Case study:
payne-recomp translates the PAL Xbox release of Max Payne into C on the user's machine and builds native Windows or Apple Silicon programs against DirectXbox-Recomp.
Reviewed phobos665/payne-recomp@fbca3c4
Game · Case study:
Ozymandias recreates the engine of the city-building games Pharaoh, Zeus and related titles in Godot 3.6 Mono.
Reviewed Banderi/Ozymandias@0d0979e
Game · Case study:
VerilogBoy reconstructs a Game Boy-compatible console as Verilog RTL for the Pano Logic G1 FPGA device.

Reviewed zephray/VerilogBoy@ba25604
Game · Case study:
The Urbz: Sims in the City GameCube decompilation reconstructs game code for the GUBE69 release.
Game · Case study:
OpenMU reconstructs a MU Online server from scratch, focusing on the Season 6 Episode 3 English client protocol.
Reviewed MUnique/OpenMU@b03564a
Game · Case study:
The Hobbit documents a disassembly of the ZX Spectrum game in SkoolKit source files.
Reviewed pobtastic/hobbit@5b9ac05
Game · Case study:
UNO! reconstructs the Game Boy Color game's ROM as assembly source.
Reviewed PikalaxALT/uno@c9c9f6d
Game · Case study:
Another World JS ports Another World to an HTML5 browser runtime by implementing its 26 game bytecode opcodes in JavaScript.
Reviewed cyxx/another_js@405adb3
Game · Case study:
OpenBarnyard reconstructs C++ source for the Windows game Barnyard and its TOSHI 2.0 engine.
Reviewed InfiniteC0re/OpenBarnyard@2fcfd40
Game · Case study:
DirkSimple reconstructs Dragon's Lair and Cliff Hanger laserdisc game logic in Lua, playing user-supplied original footage through a C FMV runtime.
Reviewed icculus/DirkSimple@d5d75f9
Game · Case study:
Professor Layton: Lost Future HD Vita runs the Android ARMv7 game executables on PS Vita by loading them into memory, resolving imports with native functions and applying patches.

Reviewed Rinnegatamante/layton3-vita@d79fda4
Game · Case study:
OMK reimplements the engine of Omikron: The Nomad Soul in C++20 using files from a user's game copy.
Game · Case study:
ReStuff statically recompiles the Xbox 360 game Naughty Bear Gold Edition using the ReXGlue SDK.
Game · Case study:
HALBERD ports the Kirby 64: The Crystal Shards decompilation to PC with libultraship for rendering and input, and Torch for extracting resources from the user's N64 ROM.
Reviewed JR3DFUL/HALBERD@4c84547
Game · Case study:
Arcanum Community Edition rebuilds Arcanum as a replacement executable for modern operating systems while using data from the player's game installation.
Reviewed alexbatalov/arcanum-ce@a7ff41b
Game · Case study:
Erupe reconstructs Monster Hunter Frontier's online server in Go, providing sign-in, entrance and channel services for game clients.
Reviewed Mezeporta/Erupe@c0ae75b
Game · Case study:
T.O.R.E-Fighters rebuilds Jane's Fighters Anthology in Rust around observed player-visible behavior.

Game · Case study:
Tokyo Jungle Recompiled translates the PS3 game's PowerPC executable into native PC code with ps3recomp and supplies game-specific loading, import and runtime glue.
Reviewed sp00nznet/tokyojungle@5b7cc00
Game · Case study:
rushrecomp translates Sonic Rush's Nintendo DS ARM9 and ARM7 code to C ahead of time with ndsrecomp and maintains a parallel manual x86-32 path based on decompiled subsystems.
Reviewed Tekkra-Pi/rushrecomp@3068839
Game · Case study:
Champions: Return to Arms reconstructs independently authored C++ for the US v2.00 PlayStation 2 game, checking complete functions against the original executable byte by byte.
Game · Case study:
Fallout: New Vegas is being reconstructed from the USA 2010-11-10 Fallout_Release_MemDebug.xex in a work-in-progress decompilation.
Reviewed ieee802dot11ac/fnv@074e045
Game · Case study:
tokimemo is a work-in-progress reconstruction of Tokimeki Memorial: Forever With You for PlayStation version 1.1.
Reviewed CelestialAmber/tokimemo@f5daba6
Game · Case study:
Tekken 6 Recomp generates native code from the Xbox 360 release of Tekken 6 using a patched ReXGlue SDK.
Reviewed mahmoud-mess/tekken6-recomp@c8d1de0
Game · Case study:
Dungeon Keeper Remake is a C++ remake of Dungeon Keeper being developed with DirectX 11 and XAudio2 for use with the original game installation.
Game · Case study:
BrightEyes reverse engineers MS-DOS-era games and aims to recreate them for modern platforms.
Reviewed Henne/BrightEyes@541e757
Game · Case study:
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.
Game · Case study:
Final Fantasy Dimensions Vita runs the Android release of Final Fantasy Dimensions on PS Vita by loading its ARMv6 executable into memory.

Reviewed Rinnegatamante/ffd-vita@a815878
Game · Case study:
Reconstructs Shinobi Legions for PC from analysis of its Sega Saturn SH-2 code and disc formats.
Game · Case study:
JSettlers recreates The Settlers III as a Java game for Windows, Linux and Android.

Reviewed paulwedeck/settlers-remake@6ad8c42
Game · Case study:
Street Fighter II Recompiled translates the CPS1 arcade game's Motorola 68000 code into C using ROM analysis, Capstone disassembly and a project-specific generator.
Reviewed sp00nznet/sf2@6238102
Game · Case study:
World of Kartcraft ports Crash Team Racing's driving model, read from a decompilation, into a Rust World of Warcraft 1.12.1 client.

Reviewed duxanlol/world-of-kartcraft@7388051
Game · Case study:
tkdr-recomp runs the PSP release of Tekken: Dark Resurrection by translating its MIPS executable ahead of time to C for native builds or WebAssembly in the browser.

Reviewed gasparegas/tkdr-recomp@588186e
Game · Case study:
DishSoap ports the Xbox 360 game The Dishwasher: Dead Samurai to Android using managed code decompiled locally from the owner's game copy.
Reviewed Hdmaniak/DishSoap@927d495
Game · Case study:
monty is a SkoolKit disassembly of the 1984 ZX Spectrum game Wanted: Monty Mole.
Reviewed Ritchie333/monty@84748c9
Game · Case study:
Biohazard Outbreak decomp reconstructs C for the Japanese PS2 releases of Biohazard Outbreak and File 2, checking locally rebuilt executables and overlays against the originals.
Game · Case study:
Reconstructs Extreme-G 2 for Nintendo 64 as C and assembly using IDO 7.1, aiming for functional equivalence rather than a byte-identical C rebuild.
Reviewed Teraunce/xg-2-decomp@d4193ba
Game · Case study:
nfsmw-nx ports the Xbox 360 release of Need for Speed: Most Wanted (2005) to Nintendo Switch through static recompilation.

Reviewed StevensND/nfsmw-nx@20f8dc1
Game · Case study:
swos-port adapts the DOS Sensible World of Soccer 96/97 to C++ and SDL.
Reviewed zlatkok/swos-port@5acc902
Game · Case study:
lastwar-client reconstructs the network layer of the mobile game Last War: Survival Game in Go.
Reviewed ljagiello/lastwar-client@b03a510
Game · Case study:
gta1_re reconstructs Grand Theft Auto's game code in C++ and configures comparison with a specified Grand Theft Auto.exe.
Reviewed CriminalRETeam/gta1_re@5b7440e
Game · Case study:
Reconstructs banks of the US version 1.1 Super Mario Bros. Deluxe ROM as WLA DX assembly.
Reviewed KarisaAdvynia/smbdx-disasm@b073e07
Game · Case study:
Luigi's Mansion (3DS) Decompilation recovers C source from the Nintendo 3DS release, with implemented formatter, startup, runtime and game-state functions.
Reviewed pancakers2001/lm3ds-decomp@5e6a369
Game · Case study:
turok3 preserves a Turok 3 decompilation covering several dated builds and the US and EU Nintendo 64 releases.
Reviewed Drahsid/turok3@1053f64
Game · Case study:
Trashman documents a disassembly of the ZX Spectrum game using SkoolKit.
Reviewed pobtastic/trashman@c42b475
Game · Case study:
Reconstructs the PlayStation 2 version of Summoner 2 as C++ source that is compared with the original executable.
Game · Case study:
3dpinball-nds adapts the Space Cadet Pinball decompilation into a Nintendo DS port built with BlocksDS.

Reviewed headshot2017/3dpinball-nds@2ec56be
Game · Case study:
Doraemon 1 decompiles the Nintendo 64 game Doraemon: Nobita to Mittsu no Seireiseki into C and assembly that build a doraemon.z64 image from a user-supplied ROM.
Reviewed adipocira/doraemon1@96a7855
Game · Case study:
openDarkEngine rebuilds an engine for data files from the original Dark Engine games.
Reviewed volca02/openDarkEngine@7a2d7ba
Game · Case study:
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.
Game · Case study:
LEGO Racers is an N64 source reconstruction that splits a user-supplied, hash-matched ROM with splat and builds C and C++ source alongside assembly-backed functions.
Reviewed marijnvdwerf/lego-racers@f91fecc
Game · Case study:
SkiFree SDL adapts an existing decompilation of the Microsoft Entertainment Pack game SkiFree into a cross-platform SDL2 source port.

Reviewed jeff-1amstudios/skifree_sdl@a072d63
Game · Case study:
gt2-reversing reconstructs code for Gran Turismo 2's PlayStation release from the North American 1.2 simulation disc.
Reviewed ginryuoku/gt2-reversing@2cfc949
Game · Case study:
The project reconstructs code for the PlayStation release of Lunar 2: Eternal Blue Complete, identified as SLUS_010.71.
Reviewed Zackmon/lunar2-psx-decomp@3798b47
Game · Case study:
ReGTA Chinatown Wars PSP Recompilation targets the Europe v1.01 PSP release of Grand Theft Auto: Chinatown Wars for a Windows x64 port.
Reviewed benji-paname/regta-chinatown-wars-psp-recompilation@2296303
Game · Case study:
Alleyway documents a Game Boy disassembly and experimental C decompilation of the game's World ROM revision.
Reviewed islander0/alleyway-decomp@f7b0a5e
Game · Case study:
xc2-decomp reconstructs Xenoblade Chronicles 2 version 1.0.0 C++ for Nintendo Switch and checks functions against the original AArch64 executable.
Reviewed KevinBonnoron/xc2-decomp@0386b12