Game · Case study:
SimCity SNES Disassembly: US ROM disassemblyC2
SimCity SNES Disassembly provides assembly sources for the US Super Nintendo release of SimCity.
- Game
Game · Case study:
SimCity SNES Disassembly provides assembly sources for the US Super Nintendo release of SimCity.
Game · Case study:
OpenDance Engine recreates Just Dance gameplay in GameMaker Language using hand-written code and findings from the UbiArt Framework and Bluestar Engine.
Reviewed WodsonKun/OpenDance@1c95fb0
Game · Case study:
Harry Potter and the Half-Blood Prince — Decompilation reconstructs functions from the Windows hp6.exe as C and readable MASM, then compares rebuilt machine code with the executable.
Reviewed MidacoYT/HarryPotterAndTheHalfBloodPrince-Decompilation@bd7642e
Game · Case study:
Viva Piñata Recomp translates the original Xbox 360 game's code into C++ with ReXGlue and builds a native Windows program.
Game · Case study:
64CBFD reconstructs code and data for the Nintendo 64 game Conker's Bad Fur Day from a user-provided US ROM.
Reviewed gipson-dev/64CBFD@ee87641
Game · Case study:
tw2004 reconstructs the USA revision 0 GameCube main.dol of Tiger Woods PGA Tour 2004 as C source.
Reviewed mitsevox/tw2004@3730ac9
Game · Case study:
TH10 reconstructs the Japanese 1.00a executable of Mountain of Faith as source checked against native code.
Reviewed N0zoM1z0/th10@19b2c6d
Game · Case study:
pgr2-recomp ports the original Xbox release of Project Gotham Racing 2 to Windows by statically recompiling its x86 XBE code.

Reviewed hk21x/pgr2-recomp@57471b1
Game · Case study:
Skate 2 PC Recompilation translates the Xbox 360 release of Skate 2 into a native Windows build with the ReXGlue SDK and a user-supplied disc image.
Game · Case study:
bof_old decompiles the European multilingual Game Boy Advance port of Breath of Fire into C and assembly.
Reviewed StanHash/bof_old@600557b
Game · Case study:
Documents a Z80 disassembly of the arcade game Jungle King, with labeled routines and memory-mapped input and video notes.
Reviewed YellowTodd/jungle_king@c0bd4bf
Game · Case study:
Monster Truck Madness statically lifts Monster Truck Madness 2's Monster.exe to C with pcrecomp and runs it on a 32-bit Windows host.
Reviewed sp00nznet/mtm@be19050
Game · Case study:
OpenCross rebuilds a native C++20 engine for Chrono Cross that reads an owner's Radical Dreamers Edition installation.
Reviewed sp-hy/OpenCross@77306c9
Game · Case study:
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.

Reviewed segovia-no/MotoRacerRecomp@c42e758
Game · Case study:
Odin Sphere Leifthrasir - PC Port runs the PS4 game's original x86-64 code on a native PC runtime that replaces PS4 system libraries and uses a shadPS4-derived Vulkan renderer.

Game · Case study:
OpenSWE1R ports the Windows x86 release of Star Wars: Episode I Racer by patching replacement open-source code into the game at runtime.
Reviewed OpenSWE1R/openswe1r@1fcb4a8
Game · Case study:
BLACK PC port runs the Xbox release of BLACK on Windows by loading the user's default.xbe and executing its x86 game code.
Reviewed Spark198rus/black-pc@b826153
Game · Case study:
Virtua Tennis decomp reconstructs the Dreamcast game's executable from a user-provided disc, first establishing a byte-matching assembly baseline and then substituting C for game functions.
Reviewed consolesplayingconsoles/virtua-tennis-decomp@216f567
Game · Case study:
dndserver reconstructs a Python server for the Dark and Darker Playtest 5 client.
Reviewed Snaacky/dndserver@f7bc3cc
Game · Case study:
Tekken 3 Recompiled combines a playable hybrid recompilation of the US PlayStation game with an early native PC port.
Game · Case study:
Rampage Arcade studies the Z80 program ROM of the 1986 MCR-3 arcade game, covering startup, input, sound, sprites, level decoding and hardware interaction.
Reviewed mikeybabes/Rampage@07571ee
Game · Case study:
Skate 3 Port adapts an Xbox 360 Skate 3 static recompilation to Android ARM64, linking the translated PowerPC game code against a Vulkan runtime.

Reviewed darchap/Skate3-Port@c717418
Game · Case study:
007: Nightfire - XBE Recomp ports the original Xbox game to native Windows through Xbox XBE Recomp.

Game · Case study:
Starwing 3DS ports the reconstructed Star Fox / Starwing engine to Nintendo 3DS with dual-screen presentation, console input, SPC audio and local processing of a user-supplied SNES ROM.

Reviewed EstebanPdN/starwing-3ds@76b55fb
Game · Case study:
Kingdom Hearts 2 Final Mix reconstructs C++ source for the PlayStation 2 game's main ELF.
Reviewed GovanifY/kh2@8b5bc47
Game · Case study:
FrontierVM 3 translates a separately supplied 68000 disassembly of the Atari ST Frontier: Elite II into native C or i386 assembly.
Reviewed pcercuei/glfrontier@0a09ada
Game · Case study:
Metroid Prime Remastered Recomp builds a Windows port from the user's Switch version 1.0.0 dump by translating game code to C++ ahead of time.
Game · Case study:
Scooby-Doo: Re-Masked statically translates the GameCube release of Scooby-Doo!

Game · Case study:
Luigi's Mansion uses gcrecomp to translate the GameCube game's PowerPC DOL into C++ and supplies a Windows host with DOL loading, symbol import and GameCube OS replacements.
Reviewed sp00nznet/luigismansion@99a4188
Game · Case study:
fireemblem7u reconstructs the USA/Australia GBA release of Fire Emblem as C source that rebuilds a SHA-1-checked ROM.
Reviewed 7ucina/fireemblem7u@cc25be0
Game · Case study:
SpaghettiKart's Android fork brings Mario Kart 64 to Android.
Reviewed izzy2lost/SpaghettiKart@9253aad
Game · Case study:
Max Payne Recomp ports Max Payne 1.05 to Apple Silicon macOS by translating its 32-bit x86 executable and DLLs into C and compiling them for arm64.
Reviewed aldotoa/max-payne-recomp@d1821bf
Game · Case study:
Theme Park statically recompiles Bullfrog's 1994 DOS game into a native Windows and Linux program using pcrecomp to translate its 32-bit code to C.

Reviewed sp00nznet/themepark-recomp@9ed5bc0
Game · Case study:
Crash Bandicoot Decompilation reconstructs the North American PlayStation game's executable as C and compares compiled functions and the rebuilt image with retail bytes.
Game · Case study:
Lode Runner is mapped as named, documented ZX Spectrum 48K assembly covering the loader, play loop, actor states, editor, and data.
Reviewed Bedazzle/Lode-runner@3a5ff25
Game · Case study:
ReCompiled Steel builds native Windows, Linux and Android versions of Xbox 360 Real Steel through ReXGlue static recompilation.

Game · Case study:
OpenXWA reimplements the 1999 game Star Wars: X-Wing Alliance as a native Windows, macOS and Linux program that reads an original installation.

Reviewed elyosh/OpenXWA@514712f
Game · Case study:
Hong Kong 97 is a rough disassembly of the SNES game with separate main-program and APU assembly files.
Game · Case study:
Reconstructs parts of Rhythm Tengoku Arcade's SH-4 program as C and assembly and implements round-trip tools for DTPK audio packages, STX textures and layered data ROMs.
Game · Case study:
RROP statically translates the Sega Genesis Rings of Power 68000 and Z80 programs into C for native Linux and Windows builds.
Reviewed kruzeman/RROP@cd9fe19
Game · Case study:
This matching decompilation reconstructs C++ functions from the 1996 Windows release of The Oregon Trail, targeting Oregon32.exe and OREGON32.DLL.
Game · Case study:
Breath of Fire III decompilation reconstructs the US PlayStation game's executable and loaded modules as C89 source checked against original bytes.
Reviewed loopyd/bof3-decompilation@fe669ce
Game · Case study:
Unciv recreates Civilization V gameplay as a moddable Android and desktop game built with LibGDX.

Reviewed yairm210/Unciv@623976c
Game · Case study:
Zoids Saga Fuzors is reconstructed as C and assembly code for the Japanese Game Boy Advance release.
Game · Case study:
Alien vs Predator (Atari Jaguar) — C Decompilation reconstructs the game's ordinary Motorola 68000 behavior as readable C.
Reviewed Joshua-1248/Alien-V.S.-Predator-Atari-Jaguar-C-Decompilation@076ca32
Game · Case study:
Reconstructs Touhou 11 v1.00a in C++ and compares rebuilt code with the original using objdiff and reccmp.
Reviewed AgentMystia/th11@9a8dc88
Game · Case study:
FreeSims recreates The Sims 1 engine in C# and runs on files from the user's original game installation.

Reviewed francot514/FreeSims@cd4ab05
Game · Case study:
REminiscence reimplements the engine of the 1992 game Flashback and runs on data files from the user's DOS, Amiga, Macintosh or PC-98 release.
Reviewed cyxx/REminiscence@947a4dc
Game · Case study:
MangosZero reconstructs the authentication and world servers for Vanilla World of Warcraft clients 1.12.1 through 1.12.3.

Reviewed mangoszero/server@b7fface
Game · Case study:
wipEout Rewrite reimplements the 1995 PlayStation racing game in C.
Reviewed phoboslab/wipeout-rewrite@b425ecb
Game · Case study:
Open Sosaria reimplements the 1981 Apple II Ultima engine in C99 for modern PCs.
Reviewed delcodigo/open-sosaria@578828d
Game · Case study:
parasite-eve-decomp-port contains a matching C decompilation of parts of Parasite Eve's USA PlayStation executable and a native Linux port that runs decompiled game code.
Game · Case study:
crazytaxi statically translates the Dreamcast game Crazy Taxi from SH-4 machine code to native x86-64 C using dcrecomp and the user's disc image.
Reviewed sp00nznet/crazytaxi@d26261c
Game · Case study:
mcdub3-nx lifts the original Xbox code of Midnight Club 3: DUB Edition and Remix into C with xboxrecomp.

Reviewed laureladastra/mcdub3-nx@60d033e
Game · Case study:
Donkey Kong Country reconstructs assembly for the USA v1.0 SNES release.
Reviewed Yoshifanatic1/Donkey-Kong-Country-1-Disassembly@c2080f4
Game · Case study:
rac-rs ports the 2002 PlayStation 2 Ratchet & Clank to PC by statically recompiling code from the user's disc into Rust.
Reviewed AsobiCodes/rac-rs@074c30f
Game · Case study:
zeldasource disassembles the NES release of The Legend of Zelda into banked assembly files.
Reviewed camthesaxman/zeldasource@c1de287
Game · Case study:
OpenATDeluxe rebuilds Airline Tycoon Deluxe as a Godot project that imports images from a user-provided installation.

Game · Case study:
Vigilante8-xport reconstructs routines from the PlayStation game Vigilante 8 in C for a native port.
Reviewed psxports/Vigilante8-xport@267be0c
Game · Case study:
Eltale Monsters is a decompilation built from a user-provided base ROM.
Reviewed Mallos31/EM@a0efe87
Game · Case study:
Super Monkey Ball Decompilation reconstructs code from the NTSC-U GameCube release of Super Monkey Ball as C and assembly.
Reviewed camthesaxman/smb-decomp@5cd6ffc
Game · Case study:
smw reimplements Super Mario World's game logic as a native program using levels and images extracted from the user's ROM.
Reviewed snesrev/smw@eae20c6
Game · Case study:
BeetleRecomp translates the USA N64 release of Beetle Adventure Racing!
Reviewed bryankruman/BeetleRecomp@b2118ba
Game · Case study:
Aster Native is an experimental port framework whose first game module targets the Xbox 360 release of Green Lantern: Rise of the Manhunters.
Reviewed Akimitsu76/Lantern-Recomp@f77427d
Game · Case study:
Verdite3 ports the North American PlayStation release of King's Field II, numbered King's Field III in Japan, to PC through RecompOne static recompilation.

Reviewed Voicedrew11/verdite3@ebc307b
Game · Case study:
Milon's Secret Castle reconstructs the US NES game as annotated assembly that builds with asm6f.
Reviewed jasonmray/MilonsSecretCastle@06827c7
Game · Case study:
shox-rr-decomp reconstructs C++ functions from the PlayStation 2 game Shox: Rally Reinvented.
Reviewed cblackler19/shox-rr-decomp@df9d7fb
Game · Case study:
The project reconstructs code for Five Nights at Freddy's: Help Wanted Vive 1.0.11 in an Unreal Engine project.
Reviewed TechnicalFNaF/HW1Decomp@e587985
Game · Case study:
LADX-Decompile translates Game Boy Color Link's Awakening DX routines into C, organized by cartridge bank and subsystem.
Reviewed Hysm25/LADX-Decompile@f94840f
Game · Case study:
Open Wages reimplements the Wages of War: The Business of Battle engine in Rust and SDL2 using observed game behavior and parsers for the original data files.
Reviewed suhteevah/wages-of-war@aa88ae0
Game · Case study:
Tag Force 5 Decompilation reconstructs C source for the PSP release ULES-01474 of Yu-Gi-Oh!
Reviewed angelof-exe/ygo-tf-5-decomp@712c18b
Game · Case study:
SSX Tricky: PC Port translates the Xbox game's code to C with xboxrecomp and runs it as a native Windows program using Direct3D 11, XAudio2 and XInput.

Reviewed MatiasRiveraC/SSX-Tricky-PC@569353b
Game · Case study:
The Virtua Cop 2 investigation examines the 1997 PC game's asset files with parsers, ImHex patterns and a browser explorer.
Reviewed jevarg/re-virtua-cop-2@7ae9d0f
Game · Case study:
Reconstructs the US revision 0 DOL of Club Penguin Game Day through a buildable assembly tree and PowerPC linker configuration.
Reviewed iRodNCP/gameday-decomp@70142ff
Game · Case study:
Star Fox Enhanced ports UltraStarFox to a native C++ and SDL3 program for Star Fox and Star Fox EX.
Reviewed kandowontu2/starfox-enhanced@77a5ee8
Game · Case study:
OpenRED recreates Guilty Gear -Strive-'s battle system in an Unreal Engine project.
Reviewed WistfulHopes/OpenRED@4b7d7f7
Game · Case study:
reblue uses ReXGlue to recompile Blue Dragon from game files extracted from DVD 1, then builds a native executable with game-specific file, memory and patch code.
Reviewed WeiGustavo/reblue@96d16c2
Game · Case study:
Mario Party 7 is an early decompilation of the USA Rev 0 GameCube release GP7E01.
Reviewed mariopartyrd/marioparty7@f5ea780
Game · Case study:
Sonic Riders Tournament Edition decompiles the GameCube tournament edition derived from Sonic Riders USA.
Game · Case study:
A C# translation of Super Metroid implements the game's movement, combat, rooms, menus, rendering and audio.

Game · Case study:
fsa reconstructs The Legend of Zelda: Four Swords Adventures for GameCube as byte-matched source.
Reviewed sh1ftmaker/fsa@1b96d7e
Game · Case study:
Freeserf.net ports and extends the freeserf remake of The Settlers I in C#.

Reviewed Pyrdacor/freeserf.net@e65b5dc
Game · Case study:
Final Fantasy VIII Recompiled packages a title-specific PSXRecomp recipe and recomp-ui setup host for building from the user's SLUS-00892 PlayStation disc.
Reviewed alexbeavs-ps1-ports/final-fantasy-viii-recomp@90a514a
Game · Case study:
PokemonRedAndBlueRecomp translates the Game Boy code of Pokémon Red and Blue into C with a fork of gb-recompiled and compiles it as a native x64 program.

Game · Case study:
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.
Game · Case study:
Ultima V Redux recreates Ultima V: Warriors of Destiny in Go using files from the player's MS-DOS PC copy.

Reviewed bradhannah/UltimaVRedux@785c3cf
Game · Case study:
Green Beret documents reverse-engineered assembly for the 1986 ZX Spectrum conversion.
Game · Case study:
OpenDana reimplements the NES puzzle game Solomon's Key 2 / Fire 'n Ice with a deterministic C11 core and SDL2 front end.
Reviewed dvilelaf/opendana@51a9faa
Game · Case study:
rsc-server reconstructs a RuneScape Classic server for the web-based rsc-client and Java mudclient204.
Reviewed 2003scape/rsc-server@eb4501c
Game · Case study:
MojoRecomp recompiles Xbox 360 game code for a native Windows runtime and launcher focused on the Crash Bandicoot Titans games.
Reviewed OAleex/MojoRecomp@b5450a7
Game · Case study:
fe1 reconstructs part of the NES game Fire Emblem: Shadow Dragon and the Blade of Light as assembly.
Reviewed StanHash/fe1@9b2fd3a
Game · Case study:
The sk project reconstructs the US Nintendo 64 Snowboard Kids ROM from a user-supplied original, using static or dynamic analysis to build a source base.
Reviewed sonicdcer/sk@16fbf1f
Game · Case study:
Melee-X ports the Super Smash Bros. Melee decompilation to the original Xbox, compiling game code for its Pentium III and mapping GameCube graphics calls to the NV2A GPU.
Reviewed TechProGabe/Melee-X@e5e35d8
Game · Case study:
engge 2 reimplements the Thimbleweed Park adventure engine in Nim.

Reviewed scemino/engge2@f0d8939
Game · Case study:
Konami Viper statically recompiles PowerPC code from Thrill Drive 2 and GTI Club 2 arcade dumps into C for native executables.

Reviewed spita90/konami-viper-recomp@7ac62f8
Game · Case study:
DK64Recomp-NX brings Donkey Kong 64 to Switch by translating its N64 MIPS code to C ahead of time.

Reviewed Trinalord777/DK64Recomp-NX@c8d12fe
Game · Case study:
Foxhollow builds a native Star Fox Adventures port from the SFA decompilation and Aurora compatibility layer.
Reviewed JackPriceBurns/foxhollow@0f054e6
Game · Case study:
Lufia II Recompiled builds a native version of the SNES game from a user-supplied US ROM with snesrecomp.

Reviewed Cellenseres/Lufia2SNESRecomp@a0c4e11
Game · Case study:
Clockwork builds native PC versions of the Yo-kai Watch Nintendo 3DS games by translating each game's ARM code to C ahead of time.
Reviewed watchmakerers/clockwork@9292b54
Game · Case study:
pvz-console-edition converts the Xbox 360 Plants vs. Zombies release into a native Windows program by translating its PowerPC code to x86-64 with ReXGlue.

Reviewed ITSeniy/pvz-console-edition@b16fb49