Game · Case study:
Money Idol Exchanger: a Game Boy ROM disassemblyC3
Money Idol Exchanger is a banked assembly disassembly of the Game Boy game.
- Game
Game · Case study:
Money Idol Exchanger is a banked assembly disassembly of the Game Boy game.
Game · Case study:
Lilium Salvation reimplements engine support for Dark Salvation on a Lilium Arena codebase.
Reviewed clover-moe/lilium-salvation@abfe01c
Game · Case study:
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.

Reviewed sp00nznet/rol@92f17ec
Game · Case study:
AC1_RE documents and analyzes the North American PlayStation release of Armored Core, including its executable, overlays, mission pipeline, text system and asset formats.
Reviewed byroweb/AC1_RE@ed1a82b
Game · Case study:
OpenDAoC recreates a Dark Age of Camelot server focused on the 1.65 game experience.
Reviewed OpenDAoC/OpenDAoC-Core@b9b32cf
Game · Case study:
Fallout 2 Community Edition reimplements Fallout 2 as a cross-platform game engine that uses data from the player's own copy.
Reviewed alexbatalov/fallout2-ce@e97087b
Game · Case study:
OpenBiohazard2 reimplements the original Resident Evil 2 engine in Go with OpenGL rendering and data from the user's game installation.

Game · Case study:
Sonic 1 C Port translates Sonic the Hedgehog revision 1 code from a Mega Drive ROM into C, then manually repairs generated control flow.
Reviewed foreverWIP/s1-port@bf1950a
Game · Case study:
Aironauts-decomp reconstructs source for the OUTROE.EXE executable of the PAL PlayStation game Aironauts.
Reviewed bismurphy/Aironauts-decomp@d6b810b
Game · Case study:
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.
Reviewed CypherNoodle/FNV-nx@65f92f2
Game · Case study:
TF15-Client rebuilds the Team Fortress Classic client in C++ for Xash3D FWGS.

Reviewed FWGS/tf15-client@f88c555
Game · Case study:
Wario World reconstructs the US GameCube game's code through an in-progress decompilation and disassembly.
Reviewed sabishii-bit/wwdcmp@d44b82c
Game · Case study:
sekiro-rs rebuilds parts of Sekiro: Shadows Die Twice in Rust and Bevy using data extracted from a user's Steam installation.
Reviewed AKJama/sekiro-rs@970cde8
Game · Case study:
DBZ Budokai 1 HD Collection builds a Windows port by statically recompiling the Xbox 360 game's PowerPC code with ReXGlue SDK.
Game · Case study:
Project Gotham Racing is ported from the original Xbox to Windows by statically recompiling the game's x86 code with Xbox XBE Recomp.

Reviewed hk21x/pgr1-recomp@9df88fa
Game · Case study:
Folklore statically recompiles the PS3 game's PowerPC and SPU code from a player-supplied disc into C++ and a native Windows executable.

Reviewed Mava-b/folklore-decomp@7e709c0
Game · Case study:
SMG-3DS ports Super Mario Galaxy to New 3DS by compiling Petari's decompiled game code and implementing the Wii interfaces it calls.
Reviewed cmyksoda/SMG-3DS@0842a2f
Game · Case study:
GT Advance 3 reconstructs the US Game Boy Advance ROM from C, assembly and registered data generators.
Reviewed 722rsr/gtadv3-decomp@76ef122
Game · Case study:
wally is a disassembly of the ZX Spectrum game Everyone's A Wally.
Reviewed Ritchie333/wally@3d8a866
Game · Case study:
NSMBWiicompiled converts New Super Mario Bros. Wii PAL revision 1 into a native Windows game through static recompilation.

Reviewed ral1009/NSMBWiicompiled@60c9d2e
Game · Case study:
Torchlight Rekindled implements an engine for the 2009 game Torchlight, following the logic of its Xbox 360 release.

Game · Case study:
Midnight Ghost Stone builds a native PC version of the PlayStation Metal Gear Solid from its USA v1.0 discs.

Reviewed coccofresco/mgsone-recomp@2ae09d4
Game · Case study:
Maniac Mansion's Commodore 64 engine and special disk loaders are documented in a reconstructed, commented disassembly.
Reviewed pditincho/mm-explained@152940f
Game · Case study:
B3-Express ports Bayonetta 3 v1.2.0 to Windows by recompiling its ARM64 code to x86 with a modified ScarletNX runtime.
Reviewed LuvAbyss/B3-Express@8d384ce
Game · Case study:
Duck Hunt reconstructs NES game code and data as assembly files.
Game · Case study:
eZeus reimplements Zeus: Master of Olympus and its Poseidon expansion as a C++ game using the player's original files.
Reviewed MaurycyLiebner/eZeus@ec76519
Game · Case study:
Helion rebuilds a Doom-compatible engine with static rendering and state management for dynamic map changes.
Reviewed Helion-Engine/Helion@8088d62
Game · Case study:
MILLI4C reconstructs C++ source for the US 1.0 release of Mario & Luigi: Dream Team, targeting a matching build of its code.bin.
Game · Case study:
007: From Russia with Love - XBE Recomp ports the original Xbox game to Windows using Xbox XBE Recomp.

Reviewed TGP482/007FRWL-XBERecomp@1ff350a
Game · Case study:
SegaSonic The Hedgehog reconstructs the Sega System 32 arcade game's NEC V60 and Z80 programs as readable C.
Reviewed cheviman/segasonic-decomp@bcc641c
Game · Case study:
OpenGD reimplements Geometry Dash gameplay in C++ on Axmol, aiming to match the original game.
Reviewed Open-GD/OpenGD@2a0e307
Game · Case study:
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.
Reviewed sp00nznet/extremeg@97f5e24
Game · Case study:
OpenPol reimplements the Polish RTS Polanie in Rust and includes tools for reading and extracting its data formats.
Reviewed jstasiak/openpol@9f74ed1
Game · Case study:
GT2 RecompOne translates Gran Turismo 2's PlayStation MIPS code into C# ahead of time and runs it as a .NET program with replacement console services.
Reviewed ianitsky/gt2-multiplayer@c5d2aeb
Game · Case study:
Donkey Kong Country 2 Disassembly reconstructs the USA 1.0 SNES game's assembly and memory maps.
Reviewed Yoshifanatic1/Donkey-Kong-Country-2-Disassembly@bc1138f
Game · Case study:
vange-rs reimplements Vangers in Rust with wgpu graphics, aiming to reproduce its worlds, vehicles and single-player behavior using original game resources.

Reviewed kvark/vange-rs@819f2a9
Game · Case study:
Animal Crossing gcNX ports the decompiled GameCube game to Nintendo Switch by compiling its code for ARM and translating GX graphics to OpenGL ES.
Reviewed digdat0/ACGC-Switch-Port@45cdd19
Game · Case study:
LegoRockRaiders reconstructs LEGO Rock Raiders game code in C and C++.
Binary · Case study:
NeoXResearch investigates NetEase's NeoX game engine through static analysis and dynamic debugging of its native library.
Reviewed ZhangFengze/NeoXResearch@6a61b94
Game · Case study:
Powerslide Remake reconstructs the arcade racer's main features in a cross-platform C++ application built on Ogre.
Reviewed dm999/powerslideremake@377ade4
Game · Case study:
Big Brain Academy: Wii Degree is a work-in-progress Wii decompilation with C and C++ source for EGG, nw4r, and SDK components.
Reviewed vabold/bba-wd@6dc6fd2
Game · Case study:
Kirby's Tilt 'n' Tumble is represented as banked Game Boy Color assembly built with RGBDS.
Reviewed davFaithid/tilt-n-tumble@26b1a7d
Game · Case study:
Touhou Eiyashou reconstructs C++ source for the Japanese 1.00d release of Touhou 8 and compares rebuilt code with the original executable using reccmp.
Reviewed GensokyoClub/th08@f345c7d
Game · Case study:
Ultima IV decompiled reconstructs the PC game's AVATAR.EXE and TITLE.EXE as C and assembly source.
Reviewed ergonomy-joe/u4-decompiled@2185af4
Game · Case study:
Uses ReXGlue to statically recompile the Xbox 360 NHL Legacy executable into a native Windows program.
Reviewed puckhead73/nhl-legacy-recomp@0852183
Game · Case study:
OCTR adapts Crash Team Racing: Nitro-Fueled's PS4 executable to Windows and Linux while running its x86-64 code directly on the host CPU.
Reviewed Ryu7w7/OCTR-NitroFueled-PC@4f8f65b
Game · Case study:
Battle Arena Toshinden Recompiled generates native code from the USA PlayStation release using psxrecomp and a user-supplied 14-track disc.

Game · Case study:
Fallout-NV-MacOS translates the 32-bit Windows executable of Fallout: New Vegas through Ghidra P-code into C for native Apple Silicon builds.
Game · Case study:
Bomberman 64: Recompiled statically recompiles the US Nintendo 64 release of Bomberman 64 into a native port with N64: Recompiled.
Reviewed RevoSucks/BM64Recomp@726adc9
Game · Case study:
BrawlerPad adapts the BattleShip Super Smash Bros. 64 source port for Apple Silicon macOS, iPhone and iPad.
Reviewed chrissotraidis/brawlerpad@66c3f95
Game · Case study:
Future Cop: L.A.P.D. configures PSXRecomp and a setup host to generate and compile the European PlayStation game locally from a user's disc and BIOS.

Game · Case study:
Azura builds a native macOS, Linux or Windows version of Gears of War 3 by translating the user's Xbox 360 PowerPC executable to C++ with ReXGlue.
Reviewed Carolux97/Azura@e4f232d
Game · Case study:
Champions of Norrath reconstructs C functions for the PlayStation 2 release SLUS-20565 and compares compiled output byte for byte with the user's game copy.
Reviewed ensapra/champions-of-norrath@0464484
Game · Case study:
PSP2I_Recomp uses psprecomp to generate native code from Phantasy Star Portable 2 Infinity's PSP EBOOT.BIN and builds host programs for Windows, Android and experimental Apple Silicon macOS.
Reviewed zmbkilla/PSP2I_Recomp@c3ed2f4
Game · Case study:
Hybrid Heaven: Recompiled statically recompiles the USA release of Hybrid Heaven with N64Recomp into a Windows and Linux port.
Game · Case study:
Forza Motorsport 3 is being statically recompiled from its Xbox 360 PowerPC executable into C++ for a native Windows port.

Reviewed 0herculabs/hl360-forza3@8612130
Game · Case study:
Xbox 360 Quake 4 decomp builds a Windows port by translating a user-supplied Xbox 360 Quake 4 executable with ReXGlue and attaching game-specific hooks.
Game · Case study:
Golden Sun Recompiled for Android ports the Golden Sun recompilation workflow to Android and builds game code from the player's ROMs on the device.
Reviewed wootbeer/gsrandroid@5971d0f
Game · Case study:
wage-engine reimplements the World Builder engine for classic Mac graphic text adventures in Java.
Reviewed asvitkine/wage-engine@0c267e3
Game · Case study:
Weltall rebuilds the PlayStation game Xenogears as a native Unreal Engine 5 port that reads content from the user's disc images.
Reviewed Roman215/Weltall@9344d23
Game · Case study:
DOD13-Client reconstructs the Day of Defeat 1.3 client library function by function on hlsdk-portable for Xash3D FWGS.

Reviewed whamemer/dod13-client@68e1dae
Game · Case study:
GHMetalRecomp statically recompiles the Xbox 360 Guitar Hero: Metallica executable for native Windows play using ReXGlue and the user's disc.

Reviewed ElGuslml/GHMetalRecomp@370d052
Game · Case study:
BIT.TRIP COMPLETE is an in-progress Wii decompilation of game ID SVTEXS.
Reviewed Fatih120/bittrip@3b945a2
Game · Case study:
urbz-re investigates the USA Nintendo DS release of The Urbz: Sims in the City through an ARM9 split, assembly listings, symbol names, and function notes.
Reviewed baker339/urbz-re@688ce6c
Game · Case study:
OpenTESArena rebuilds the 1994 DOS game The Elder Scrolls: Arena in a new C++ engine using separately obtained game assets.

Reviewed afritz1/OpenTESArena@cdb6f80
Game · Case study:
Nightmare Creatures II provides a title-specific psxrecomp setup kit for the USA PlayStation release.

Reviewed alexbeavs-ps1-ports/nightmare-creatures-ii-recomp@add70c5
Game · Case study:
rr-pc-port reconstructs a playable PC race slice of the 1994 PlayStation Ridge Racer by re-expressing game logic in portable C.
Reviewed kazuyette/rr-pc-port@20e29e9
Game · Case study:
Rewritten is a functional C++ decompilation project for Minecraft Legacy Console Edition Title Update 2 on Xbox 360.
Game · Case study:
Rampage documents the ZX Spectrum game's code as a SkoolKit disassembly.
Reviewed pobtastic/rampage@39d0c26
Game · Case study:
This Panzer Dragoon Saga project investigates Sega Saturn disc and asset formats.
Reviewed blythos/pds-tools@476d99e
Game · Case study:
Tony & Friends: New Adventures reconstructs C and C++ source for the 1999 32-bit Windows game and its bundled sound library.
Reviewed foxtacles/tony2@1adbe7c
Game · Case study:
Diddy Kong Racing reconstructs the N64 game's source code and builds against a user-supplied ROM.
Reviewed DavidSM64/Diddy-Kong-Racing@a5eb080
Game · Case study:
The Sims Bustin' Out GameCube decompilation targets the USA Rev 0 G4ME69 release.
Reviewed Vivian-Green/sims-bustin-out@a5b5872
Game · Case study:
This Vita port runs Professor Layton: Pandora's Box HD by loading its Android ARMv7 executable, resolving imports with native functions, and applying compatibility patches.
Reviewed Rinnegatamante/layton2-vita@b5bd7d3
Game · Case study:
Provides a PSP static-recompilation framework that analyzes Allegrex/MIPS executables and emits C++ for a native host runtime.
Reviewed jessicanataliagta/PSPRecomp@f6e7d41
Game · Case study:
Brings Halo: Combat Evolved to iPhone, iPad and Apple silicon Macs through two engines.

Reviewed chrissotraidis/projectreach@a291d85
Game · Case study:
Reconstructs Silent Hill’s PlayStation code, the main executable plus its engine, screen and map overlays, as C that rebuilds byte-identical binaries from the user’s own NTSC-U 1.1 disc image.
Game · Case study:
An early matching decompilation of the North American standalone Xbox release of Jet Set Radio Future, hosted on Codeberg.
Reviewed codeberg.org/KeybadeBlox/JSRF-Decompilation/src/co…
Game · Case study:
Patches the Darling macOS compatibility layer so that Riot’s macOS League of Legends client and game run on x86-64 Linux.
Reviewed lucannez64/darling-lol@78a47d6
Game · Case study:
Reconstructs C++ and assembly source for the first five Touhou games, released by ZUN for the NEC PC-9801 in 1997–1998, under a rule that no master commit may change the decompressed program image or relocations of any original executable as compared by the project’s mzdiff tool.
Reviewed nmlgc/ReC98@b6ba5b0
Game · Case study:
Restores C source for Fallout 2’s Windows engine from the original binary, keeping as close to the original as possible with all its imperfections.
Reviewed alexbatalov/fallout2-re@b135fc4
Game · Case study:
Re-implements DirectMusic, the adaptive-soundtrack API Microsoft shipped with early DirectX, as a portable C11 library that loads a game’s segment, style and DLS instrument files and renders the music to PCM.
Reviewed GothicKit/dmusic@b73b270
Game · Case study:
Decompiles the PS2 executable and 40 overlays of Silent Hill 3 (NTSC-U v1.02) into C for Metrowerks CodeWarrior, and works alongside on the Silent Hill 2 engine, whose debug symbols from a 2001 prototype supply original names for shared code.
Game · Case study:
Reconstructs the Sega Saturn RPG Panzer Dragoon Saga as native C++, rewriting the game’s SH-2 routines for its kernel, field, town, battle, menu and audio systems.
Reviewed yaz0r/Azel@c52329f
Game · Case study:
Reimplements The Sims 2 in the Unity engine, reading the user’s Ultimate Collection installation through its own C# code for the game’s DBPF packages and asset formats, which the project also aims to offer as modular libraries.
Reviewed LazyDuchess/OpenTS2@bdabb07
Game · Case study:
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.
Reviewed Buku313/Skate3-Mobile@e1b28c1
Game · Case study:
Ports the ZeldaWWHDRecomp static recompilation of The Wind Waker HD to the Nintendo Switch as homebrew, adding a libnx platform layer and a renderer that draws the game’s GX2 graphics with deko3d, with translated shaders compiled on the console by uam.
Reviewed centollOS/SwitchWakerHD@093c96c
Game · Case study:
Continues pret’s HeartGold/SoulSilver disassembly in a separate fork that reports the US Nintendo DS releases fully decompiled to C and C++ with LLM agents, while both ROMs still rebuild byte-for-byte against their retail SHA-1s.
Reviewed ctrl-cheeb-del/pokeheartgold@2fc93ea
Game · Case study:
Reimplements the game server for the Sonic Runners mobile game as a Go service, so Android and iOS clients redirected to it can log in, play Timed and Story modes and use the shop, roulettes, character and Chao progression, events, notices and basic rankings.
Reviewed fluofoxxo/outrun@750d7b9
Game · Case study:
A matching decompilation of the US Nintendo 64 ROM of Destruction Derby 64.
Game · Case study:
A matching decompilation of Legend of Mana on the PlayStation.
Reviewed celophi/lom-decomp@c34db98
Game · Case study:
Replaces the executables of classic adventure games and RPGs with one program that runs the user's original data files.
Reviewed scummvm/scummvm@e0ddc60
Game · Case study:
OpenJKDF2 is a function-by-function reimplementation of Jedi Knight: Dark Forces II in C.

Reviewed shinyquagsire23/OpenJKDF2@ae6ed8a
Game · Case study:
Native PC recompilation of the Xbox 360 game Crackdown.

Game · Case study:
AC6Recomp is a native PC port of Ace Combat 6: Fires of Liberation built with the ReXGlue SDK.
Reviewed sal063/AC6_recomp@09144bb
Game · Case study:
Computer Archeology stores the markdown disassemblies and notes that its toolchain renders into the pages at computerarcheology.com.
Game · Case study:
AC4-Port is an unofficial native Windows build of ARMORED CORE 4 for the PS3 USA release BLUS30027.

Reviewed SulphurS16/AC4-Port@219c7bf
Game · Case study:
Angry Birds Decompilation documents recovery of Lua scripts from the PC ports of the Angry Birds games.
Game · Case study:
RSDKv2 Decompilation is a decompilation of Retro Engine v2, the engine used by the 2008 Sonic Nexus demo.
Game · Case study:
Thunderball aims to decompile the English 1.01 executable of Peggle Deluxe from the Steam release.
Reviewed teampopwork/Thunderball@661e0de