Game · Case study:
rac1-native: porting Ratchet & Clank to PCC2
rac1-native ports the PS2 game Ratchet & Clank to Linux, Windows, and Apple Silicon macOS.
- Game
Reviewed RAC-Native/rac1-native-game@a7f210b
Game · Case study:
rac1-native ports the PS2 game Ratchet & Clank to Linux, Windows, and Apple Silicon macOS.
Reviewed RAC-Native/rac1-native-game@a7f210b
Game · Case study:
Frontschweine Recompiled translates the German PAL Hogs of War PlayStation code to C with psxrecomp and builds it as a Windows program.
Reviewed Nero2611/FrontschweineRecomp@b8041f3
Game · Case study:
Unicorn Overlord PC runs the PlayStation 4 Unicorn Overlord executable on Linux and Windows through a game-specific loader and host runtime.
Reviewed hachi23/unicorn_overlord_pc@d183d18
Game · Case study:
Another World is ported to Commander X16 in 65C02 assembly, using data files from the user's MS-DOS game copy.

Reviewed cosmicr/anotherx16@f15c671
Game · Case study:
gen2recomp recreates Pokémon Gold, Silver and Crystal in LÖVE2D with a handwritten Lua engine and Generation II script VM.
Reviewed UNDERdecoded/Gen2Recomped@afb1e3c
Game · Case study:
Benilla-Wotlk reconstructs the World of Warcraft 3.3.5a client in Rust and Bevy, using the original client as a behavioral reference and loading assets from the user's installation.
Reviewed Onixaz/benilla-wotlk@ef3f745
Game · Case study:
DuckTales of Disassembly provides assembly source for the Game Boy version of DuckTales.
Game · Case study:
Virtual Pro Wrestling 2: Recompiled translates the Japanese Nintendo 64 game into native PC code with N64Recomp, N64ModernRuntime and RT64.

Reviewed jessetbh/VPW2Recomp@9ab4599
Game · Case study:
Open Northland reimplements Cultures - 8th Wonder of the World with a deterministic TypeScript simulation, a PixiJS isometric renderer and an offline asset pipeline.
Reviewed s-nems/open-northland@d61219a
Game · Case study:
piney_apples rebuilds the engines of .hack//Infection, Mutation, Outbreak and Quarantine as a native Rust program.
Reviewed Toyz/piney_apples@b2d7ca6
Game · Case study:
OpenKingdoms reimplements the Total Annihilation: Kingdoms engine in C11 from observed game behavior.

Reviewed OpenKingdoms/OpenKingdoms@d7eb660
Game · Case study:
th11 reconstructs the Japanese 1.00a release of Touhou 11: Subterranean Animism in named C++ and runs it in browsers through WebAssembly, SDL3, and WebGL2.
Reviewed Ritosa2333/th11@8255f48
Game · Case study:
Xena: Warrior Princess combines a matching decompilation of the PlayStation release SLUS-00977 with a playable Windows port.
Reviewed filippgl/xena-psx-decomp@31e2425
Game · Case study:
OpenXW rebuilds Star Wars: X-Wing as a desktop program that reads data from installed 1994 or 1998 editions.

Reviewed elyosh/OpenXW@d487487
Game · Case study:
MHLIB reimplements parts of several Moorhuhn game engines in Rust and Godot, loading assets from the user's original installations.
Reviewed Theaninova/mhlib@562e50b
Game · Case study:
Diddy Kong Racing Recompiled turns the N64 game's code and audio microcode into native Windows build inputs with N64Recomp and RSPRecomp, then renders through RT64.

Reviewed sp00nznet/diddykongracing@f0ae0c0
Game · Case study:
Ace Combat 3: Electrosphere Recompiled is a psxrecomp setup host for the Japanese PlayStation game.

Reviewed alexbeavs-ps1-ports/ace-combat-3-electrosphere-recomp@9ef9c15
Game · Case study:
Mickey Saves the Day 3D Adventure reconstructs the game's C/C++ source and builds ports for Apple Silicon macOS and WebAssembly.
Game · Case study:
EasyRPG Player recreates runtime support for RPG Maker 2000 and 2003 games through an independent game interpreter.
Reviewed EasyRPG/Player@497a87b
Game · Case study:
Final Fantasy 4 Vita ports the Android release of Final Fantasy 4 to PS Vita by loading its ARMv7 executable into memory, resolving Android imports with native functions and applying runtime patches.

Reviewed Rinnegatamante/ff4_vita@de9543c
Game · Case study:
mkgp2-decomp reconstructs the PowerPC main.dol of the Japanese Mario Kart Arcade GP2 release as C/C++ intended to rebuild byte identically with CodeWarrior.
Reviewed naari3/mkgp2-decomp@465f5ba
Game · Case study:
PE2PC compiles decompiled C code from the US PlayStation release of Parasite Eve II as a native PC game.
Reviewed Snaity-CORE/pe2-pc-port@79ca6f3
Game · Case study:
Prospect is an unfinished local server emulator for The Cycle: Frontier.
Reviewed AeonLucid/Prospect@0b75b1b
Game · Case study:
vig8 statically recompiles Vigilante 8 Arcade's Xbox 360 PowerPC executable into native Windows C++ with ReXGlue.

Reviewed sp00nznet/vig8@4a6860a
Game · Case study:
A work-in-progress decompilation reconstructs the Nintendo 64 game Blast Corps from a user-supplied ROM.
Reviewed SlaveOfIDO/blastcorps@482714c
Game · Case study:
sm-3ds ports a Super Metroid PC reconstruction to Nintendo 3DS using native source, devkitARM, and SDL2.
Reviewed CharlesAverill/sm-3ds@7359262
Game · Case study:
hulabee reconstructs the Sauce engine used by Hulabee Entertainment games as an SDL2 virtual machine.
Reviewed cyxx/hulabee@3285846
Game · Case study:
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.

Game · Case study:
Return To The Roots rewrites The Settlers 2 for modern operating systems while using graphics and sounds from the player's original Gold Edition copy.
Game · Case study:
AnyPS3 converts PPU and SPU code from Ratchet & Clank: A Crack in Time into C++ ahead of execution and links it with an LV2 service runtime and Vulkan RSX renderer for Linux x86-64.
Reviewed maceeek/AnyPS3@a114612
Game · Case study:
PaperPad builds Paper Mario for Apple devices from the game's decompilation sources, adding native touch controls, settings and local ROM import to PaperBoat.
Reviewed chrissotraidis/paperpad@b6b5b96
Game · Case study:
Okamiden is being reconstructed as C source for the USA Nintendo DS release, with compiled ARM9 code compared against the original.
Game · Case study:
The Scooby-Doo Mystery port reimplements the Sega Genesis game's engine in C++ with SFML 3, porting routines from 68000 code and reading graphics, text and scripts from a user ROM.
Reviewed janezkranjc/scooby-doo-mistery-mouse-version@87f687f
Game · Case study:
Beat Hazard 2 Vita runs the game's Android ARMv7 executable on PS Vita by loading it into memory, resolving imports with native functions and applying runtime patches.

Reviewed Rinnegatamante/hazard-vita@de2d438
Game · Case study:
Metroid II reconstructs Metroid II: Return of Samus as Game Boy assembly across separate ROM banks.
Reviewed Vashy777/metroid2@a892576
Game · Case study:
OpenOMORI rehosts the user's OMORI copy in a browser by replacing the game's NW.js and Node desktop APIs with browser-facing shims.
Reviewed dazacode/openomori@266429b
Game · Case study:
Forest ports the GameCube release of Animal Crossing to PC from a matching decompilation.
Reviewed ACreTeam/forest@2151e11
Game · Case study:
lain-bootleg-bootleg reconstructs the Lain Bootleg minigame in C using assets extracted from the player's original files.
Reviewed ad044/lain-bootleg-bootleg@99dcaed
Game · Case study:
Chaves Kart (El Chavo Kart) Recompiled brings the Xbox 360 game to native Windows and experimental Linux builds through static recompilation with ReXGlue.

Game · Case study:
A C++20 native port of Halo 2 targets original Xbox TU1.5 gameplay and visuals through executable research, source comparisons and local asset imports.
Game · Case study:
UAlbion reimplements the 1995 RPG Albion in C# using data from an original game installation.
Reviewed csinkers/ualbion@d1aae14
Game · Case study:
OpenGTA2 rebuilds a playable GTA2 test world in C# and MonoGame using the player's game files.
Reviewed ikkentim/opengta2@ec60555
Game · Case study:
Gorc is an early-stage C++14 recreation of the Jedi Knight: Dark Forces II engine intended to replace the original executable and run its single-player and multiplayer levels.
Reviewed jdmclark/gorc@a03d6a3
Game · Case study:
Open76 reimplements the Interstate '76 engine in Unity using the game's installed data.
Reviewed rob518183/Open76@33caa9c
Game · Case study:
Mario Kart 64: Recompiled uses N64: Recompiled to make a native port of Mario Kart 64, with RT64 providing rendering and graphical enhancements.
Reviewed arefdsg/MK64Recomp@77cd612
Game · Case study:
The project reconstructs Scott Pilgrim vs. The World: The Game – Complete Edition for Nintendo Switch as C and C++ functions.
Game · Case study:
Disassembles the sound ROM of the 1984 Williams Electronics arcade game Mystic Marathon.
Game · Case study:
Nuvie reimplements an engine for Ultima VI, Martian Dreams and The Savage Empire that reads the original game data.
Reviewed nuvie/nuvie@759cc0c
Game · Case study:
Glassline ports the 2010 iPad release of Mirror's Edge to Linux, Windows, Steam Deck, Android and browsers.

Reviewed MoonCellar-Team/Glassline@feb072c
Game · Case study:
Armored Core Decompilation reconstructs C source for the USA PlayStation release of Armored Core.
Reviewed Wyrelade/Armored-Core-Decomp@64dacbe
Game · Case study:
Duke64-RE reconstructs the North American Nintendo 64 release of Duke Nukem 64 as C and MIPS assembly.
Reviewed NBlood/Duke64-RE@7ec429c
Game · Case study:
Infernal Runner JS ports the Amstrad CPC game Infernal Runner to JavaScript from analysis of its disk image and Z80 code.
Reviewed cyxx/infernal_js@d1c9a98
Game · Case study:
FlyingDodgem reconstructs the 1995 game HOVER!
Game · Case study:
HERCULAN Engine reimplements Earthsiege 2 in .NET from analysis of its retail executables and data formats.

Reviewed kevinfoley/Herculan@6be5bb0
Game · Case study:
zelda_gb_disassembly records an assembly disassembly of the black-and-white Game Boy version of Zelda: Link's Awakening.
Game · Case study:
San Francisco Rush — Recompiled analyzes the N64 game's boot segment and LZSS-compressed main code, then prepares a patched ROM for N64Recomp's MIPS-to-C translation.
Reviewed sp00nznet/sfrush@b916bb6
Game · Case study:
POGOserver implements a JavaScript replacement server for Pokémon GO and accepts game-app traffic redirected to it.
Reviewed maierfelix/POGOserver@0f73b88
Game · Case study:
The Peacock Project reconstructs online server functions for the HITMAN World of Assassination trilogy.
Reviewed thepeacockproject/Peacock@b64a71a
Game · Case study:
RAD recreates the engine of the 1995 DOS game Radix: Beyond the Void and loads radix.dat from the original v2 remix release.

Reviewed jval1972/Rad-X@a95341c
Game · Case study:
NX1recomp statically recompiles NX1/Call of Duty: Future Warfare's Xbox 360 PowerPC code into native Windows executables.
Reviewed goshavindtburg/NX1recomp@4b42757
Game · Case study:
TLKRecomp translates the US SNES release of The Lion King's 65816 program into C with snesrecomp and builds a native program for Linux, Windows and Apple Silicon macOS.

Reviewed kinduff/TLKRecomp@3e5e202
Game · Case study:
Duke1Decomp contains partial reconstructed source for Duke Nukem 1, accompanying studies of tile rendering, sprite rendering, and collision detection.
Reviewed lethal-guitar/Duke1Decomp@7ed4692
Game · Case study:
MH4UltimateDC recompiles the Nintendo 3DS game MH4U from a player's own code dump into C for a native PC port.
Reviewed CompaLarios18/MH4UltimateDC@6825147
Game · Case study:
Blocksphere ports the Nintendo 64 game Tetrisphere to Linux and Windows x86-64 through static CPU and RSP recompilation.
Reviewed djultra64/Blocksphere@53203b6
Game · Case study:
Civilization II is being decompiled for the North American PlayStation release SLUS-00792.
Reviewed nikitastaf1996/civ2_decomp@d22c831
Game · Case study:
sh4-nx statically translates the GOG Windows executable of Silent Hill 4: The Room into C and builds it for Nintendo Switch ARM64.
Reviewed 72ak/sh4-nx@f58c3f9
Game · Case study:
Faceball 2000 is represented by SNES assembly sources for the USA release.
Game · Case study:
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.
Game · Case study:
Dino Crisis Recompiled packages a PSXRecomp setup recipe for generating a native build from the user's PlayStation disc and BIOS.
Game · Case study:
Alley Cat Disassembly is an in-progress effort to turn the DOS game's Ghidra disassembly into annotated NASM x86 assembly.
Game · Case study:
Koudelka Recompiled configures psxrecomp and a setup host to build the PlayStation game from a user's disc image.

Game · Case study:
Mario Kart DS decompilation reconstructs the US and European Nintendo DS releases in C for byte comparison with the original game code.
Reviewed RonyxDumb/mkds@ad921ec
Game · Case study:
Jet Force Gemini is the subject of a Nintendo 64 decompilation with C and assembly source.
Reviewed Ryan-Myers/Jet-Force-Gemini@efd5abb
Game · Case study:
roBrowser recreates a Ragnarok Online client for web browsers using JavaScript, HTML5 and WebGL.
Reviewed vthibault/roBrowser@e4b5b53
Game · Case study:
ht2-rev reconstructs Hard Truck 2: King of the Road's king.exe as C++ source for a 32-bit Windows build.
Reviewed KudryavtsevDmitry/ht2-rev@53627ed
Game · Case study:
mnsg is an in-progress decompilation of Mystical Ninja Starring Goemon for Nintendo 64.
Reviewed klorfmorf/mnsg@7e2029c
Game · Case study:
bermuda reimplements the Bermuda Syndrome game engine in C++ from analysis of the original Windows executable.
Reviewed cyxx/bermuda@cf6bdb6
Game · Case study:
Project Dollhouse reconstructs The Sims Online in C# with client and server components that use an installed copy of the game.
Reviewed Afr0Games/Project-Dollhouse@25c9d1e
Game · Case study:
XU4 recreates Ultima IV for modern systems while loading the original DOS game's data at runtime.
Reviewed xu4-engine/u4@6a7ee3d
Game · Case study:
persona-psx reconstructs the Japanese PlayStation release of Megami Ibunroku Persona as C source.
Reviewed daanhenke/persona-psx@dfd1cd4
Game · Case study:
Ratchet & Clank: Tools of Destruction Recompiled translates the European PS3 game’s PPU and SPU code to C/C++ ahead of time with ps3recomp.

Reviewed Re-TeRo17/ratchet-tod-recomp@c345494
Game · Case study:
Colin McRae Rally 2.0 Recompiled configures psxrecomp to generate and build the US PlayStation game from a player's disc image.

Reviewed alexbeavs-ps1-ports/colin-mcrae-rally-2-0-recomp@9cae734
Game · Case study:
Sapphire reconstructs a FINAL FANTASY XIV 3.3 game server in C++, with authentication, world configuration and game data.
Reviewed SapphireServer/Sapphire@aab9cb2
Game · Case study:
Reconstructs parts of the Sparkplug Engine and Winx Club game code for PC and PS2 while documenting engine systems and resource formats.
Game · Case study:
OpenUG2 reimplements the Need for Speed: Underground 2 engine as a native racing prototype that reads the player's original game data.

Reviewed whoismept/OpenUG2@8c094bf
Game · Case study:
SimUnity2 partially reconstructs The Sims 2 in Unity using files from a user's game installation.
Reviewed LazyDuchess/SimUnity2@73a0fd8
Game · Case study:
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.
Reviewed KawaiiBunga/MKVDCU-Recomp@9611129
Game · Case study:
This Windows port runs the original PS4 code of Uncharted: The Nathan Drake Collection on a PC and translates its graphics to Vulkan.
Reviewed Supermedo/uncharted_pc@8b66edc
Game · Case study:
Looking Glass rebuilds the engine and gameplay of American McGee's Alice in Rust, reading the player's compatible 2011 game data without using the original executable or gameplay DLL.

Game · Case study:
VP2S_Recomp builds a native Windows port of Valkyrie Profile 2: Silmeria by translating its PlayStation 2 MIPS code to C++ with PS2Recomp.
Reviewed TheBozos/VP2S_Recomp@d99b892
Game · Case study:
atolm reconstructs selected Panzer Dragoon Saga program segments as C source and compares compiled bytes with originals extracted from the user's USA Disc 1.
Reviewed blythos/atolm@3c79a0b
Game · Case study:
Ridge Racer 6 Recomp translates the Xbox 360 game's PowerPC program to C++ for a native Windows build on ReXGlue.
Game · Case study:
Wario Land 4 reconstructs source for the US/EU and Japanese GBA releases and builds ROMs from user-supplied originals.
Reviewed TsilaAllaoui/warioland4@a8f2557
Game · Case study:
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.

Reviewed undecuple/project-pyrrhus@ab312c6
Game · Case study:
PES 2017 Android recompiles the European Xbox 360 release of Pro Evolution Soccer 2017 into an ARM64 Android app.
Reviewed dzakyraf/pes2017-recomp@8dd109b
Game · Case study:
ChameleonTwist2v1.0-JP reconstructs buildable source for the Japanese v1.0 Nintendo 64 release of Chameleon Twist 2.
Game · Case study:
Souls of the Reaper ports the Xbox 360 release of Diablo III to Windows by translating its PowerPC executable to native x64 C++ with ReXGlue.
Reviewed Boron853/Souls-of-the-Reaper@11650ae
Game · Case study:
Heavy Metal: FAKK2 lifts the original Windows game executable from x86 instructions to compilable C and builds a native 32-bit Windows program.
Reviewed sp00nznet/heavymetal@fe5c1ab
Game · Case study:
LEGO Racers reconstructs the 1999 game's 32-bit Windows executable and GolDP.dll as C++ source, comparing rebuilt functions with the retail machine code through reccmp.
Reviewed isledecomp/racers@764f06c
Game · Case study:
Mortal Kombat: Shaolin Monks for Android translates the original Xbox game's x86 code to C++ ahead of time with XboxXBE-Recomp, then builds an arm64 app.
