Game · Case study:
BOTWRecomp: a native Apple Silicon recompilation of Breath of the WildC1
BOTWRecomp builds a native Apple Silicon version of the Wii U Breath of the Wild from a user's dump.

- Game
Reviewed vasist15-source/BOTWRecomp@7726ac0
Game · Case study:
BOTWRecomp builds a native Apple Silicon version of the Wii U Breath of the Wild from a user's dump.

Reviewed vasist15-source/BOTWRecomp@7726ac0
Game · Case study:
Darkflame Universe reconstructs a LEGO Universe server for use with the original game client.
Game · Case study:
GalaxyPad ports Super Mario Galaxy to iPhone and iPad using MacioGalaxy and Petari-derived native game code.
Reviewed chrissotraidis/galaxypad@4db10c4
Game · Case study:
DisMKW reconstructs the NTSC-U release of Mario Kart Wii as PowerPC assembly, covering game and Mario Kart Channel code.
Reviewed aplumafreak500/DisMKW@7c7c5e9
Game · Case study:
The Turtles in Time SNES disassembly covers the USA, European PAL and Australian PAL ROMs of Teenage Mutant Ninja Turtles IV.
Reviewed Yoshifanatic1/TMNT-IV---Turtles-In-Time-SNES-Disassembly@b80a727
Game · Case study:
Army of Two: The 40th Day Recomp translates the Xbox 360 game's default.xex PowerPC code to C++ with ReXGlue for a Windows x64 build.
Reviewed crabscrab650-sketch/ArmyOfTwo40thDay-Recomp@fbeb016
Game · Case study:
Thimbleweed Park Vita runs the Android ARMv7 build of Thimbleweed Park on PS Vita by loading its executable, resolving Android imports to native functions and applying runtime patches.

Game · Case study:
MegaManX3SNESRecomp applies snesrecomp to the US SNES release of Mega Man X3, running covered 65816 paths natively and falling back to an interpreter elsewhere.
Reviewed mstan/MegamanX3SNESRecomp@11fd733
Game · Case study:
Karateka reconstructs the 1986 DOS game's MZ executable as modular x86 assembly.
Game · Case study:
PaperShip ports Paper Mario 64 decompilation source to PC with a custom platform layer on libultraship.
Game · Case study:
bbport runs the original Bloodborne 1.09 x86-64 game code on Linux and Windows by preparing its executable as a memory image and replacing PS4 system libraries with a game-specific runtime.
Reviewed deadinside28/bloodborne_pc@0fc2921
Game · Case study:
Project Carrot develops a C++ engine modeled on Jazz Jackrabbit 2 using converted resources from a user's copy.
Reviewed soulweaver91/project-carrot@f9edb3c
Game · Case study:
Afterhours 2015 reconstructs online services for Need for Speed (2015) as a Rust server and local launcher.
Game · Case study:
Cypress reconstructs dedicated-server behavior for Plants vs. Zombies: Garden Warfare 1, Garden Warfare 2 and Battle for Neighborville.

Reviewed PvZ-Cypress/Cypress@2d7eec3
Game · Case study:
Chronicle decompiles and ports the PlayStation 2 game Dark Cloud.
Reviewed TheMoonPeople/Chronicle@9418a55
Game · Case study:
Frontier Elite II Intro Player recreates the Frontier: Elite II intro renderer and audio playback in C for Amiga and SDL platforms.

Reviewed watsonmw/fe2-intro@29b61f1
Game · Case study:
Peggle 2 for Mac statically translates the Xbox 360 game's PowerPC code to C++ with XenonRecomp for Apple Silicon.
Reviewed macprotips/peggle2-mac@257e91b
Game · Case study:
Winning Eleven 3 Final Ver. reconstructs the Japanese PlayStation release's boot executable and five confirmed runtime overlays with an assembly baseline and byte-matching C functions.
Reviewed coffeeconleche/winning-eleven-3-final-ver-decomp@c2c39f8
Game · Case study:
Power Dozer statically recompiles Blast Corps USA Rev 1 with N64Recomp and runs it through N64ModernRuntime and RT64 on Windows and Linux.

Reviewed djultra64/Power-Dozer@6fa4340
Game · Case study:
The Ace Combat 3: Electrosphere project configures psxrecomp and recomp-ui to generate a native build of the USA PlayStation release from a user's disc image.

Reviewed alexbeavs-ps1-ports/ace-combat-3-electrosphere-usa-recomp@8e0cc8a
Game · Case study:
Know Your Role Recomp builds a native Windows port of the 2000 PlayStation wrestling game from the user's NTSC-U disc image.
Reviewed Comfubar/KnowYourRoleRecomp@32cf030
Game · Case study:
OpenDriverEngine is a C++ project to run Driver 1 and Driver 2 content through a shared engine.
Reviewed OpenDriver2/OpenDriverEngine@8e05512
Game · Case study:
gh3-decomp reconstructs the USA PlayStation 2 release of Guitar Hero III: Legends of Rock as C++ compiled with the game's original compiler.
Reviewed Ketbome/gh3-decomp@5f24db7
Game · Case study:
Sonic the Fighters is being reconstructed from its Model2b arcade code, with a mostly assembly-language disassembly intended for function-by-function conversion to C/C++.
Reviewed biggestsonicfan/stfdecomp@6241543
Game · Case study:
Mother 3 reconstructs Game Boy Advance game code into a buildable source tree targeting a ROM with a specified SHA-1.
Reviewed Kurausukun/mother3@5637f2c
Game · Case study:
Tingle Tuner reconstructs the GBA client that The Wind Waker sends to a linked Game Boy Advance, covering Japanese, US, PAL and demo builds.
Reviewed DMiller0090/tingle_tuner@c6a4af6
Game · Case study:
Hell Night: Dark Messiah Recompiled builds a native PC version of the European PlayStation game Hellnight by generating game code locally with PSXRecomp.

Game · Case study:
Reconstructs portions of the FINAL FANTASY XIV 1.23b game client for a matching Windows executable build.
Reviewed Drahsid/ffxiv_1_23b_decomp@c70b77d
Game · Case study:
Retro-Sonic 3D Decompilation reconstructs Retro-Sonic 3D: Sky Worlds in C++ and adds a mod loader.
Game · Case study:
unturned-godot ports Unturned map content and selected gameplay to Godot 4.7 with C# readers for the game's serialized data.
Reviewed jlucaso1/unturned-godot@a90a4f1
Game · Case study:
Test Drive II Enhanced reimplements the EGA Test Drive II: The Duel executable in C and runs it through SDL3 with the player's original game files.
Reviewed kylofon/testdrive2-enhanced@3467613
Game · Case study:
WiiCompiled's Xbox UWP port builds the static recompilation of Mario Kart Wii as a packaged application for Xbox Series consoles.
Game · Case study:
OpenXvT reimplements Star Wars: X-Wing vs. TIE Fighter and its Balance of Power expansion for Windows, macOS and Linux using the player's original game data.

Reviewed elyosh/OpenXvT@ed6e2c4
Game · Case study:
OverBlood-xport ports reconstructed code from the PlayStation game OverBlood.
Reviewed psxports/OverBlood-xport@bcee5e2
Game · Case study:
Earthworm Jim 2 Recompiled converts the PlayStation game's MIPS boot loader and 19 executables to C with psxrecomp for a Windows build made from the user's disc.
Game · Case study:
Blue Stinger Recompiled translates the Dreamcast game's SH-4 code instruction by instruction into C++20 for a Windows x64 port.
Reviewed DCRecomp/BlueStingerRecomp@95da5e1
Game · Case study:
Golden Sun reconstructs the Game Boy Advance game's known code as symbolized assembly.
Reviewed gsret/goldensun@0fa7b31
Game · Case study:
Alundra Recompiled provides a PlayStation game configuration and setup host that uses psxrecomp to generate a native build from the user's disc.

Game · Case study:
NFS Online Server reconstructs online services for Need for Speed: Underground 2, Most Wanted (2005) and Carbon.
Reviewed moio9/NFS-Online-Server@b218ea7
Game · Case study:
Reconstructs Zeliard's DOS engine and resource handling as documented C code and an SDL2 port that reads the user's original game files.
Reviewed awkto/zeliard-decomp@5297d57
Game · Case study:
MeitouClient is a C# and .NET 10 reimplementation of the Kenshi engine that aims to run original game content, mods and saves unchanged.

Reviewed VlcekM/MeitouClient@9916195
Game · Case study:
Apocalypse Recompiled packages a PSXRecomp setup recipe for the SLES-00460 PlayStation game.
Game · Case study:
Hitman 5 Server reconstructs the web services used by Hitman: Absolution and Hitman: Sniper Challenge, with C# endpoints and a configurable client hook.
Reviewed LennardF1989/Hitman-5-Server@5271ca7
Game · Case study:
Caesar II Reconstruction recovers C and assembly for the 1995 game and rebuilds its DOS PS.EXE with Watcom C. Its toolkit compares code and initialized data with the original, while a separate MSVC 4.0 workflow compares Windows functions against CAESAR2.EXE.
Game · Case study:
HPSS-Disassembly reconstructs the Game Boy Color Harry Potter and the Sorcerer's Stone as RGBDS assembly.
Reviewed terinjokes/HPSS-Disassembly@338935b
Game · Case study:
King's Field PC ports King's Field 2 from PlayStation to PC through PS1Recom MIPS-to-C static recompilation.
Reviewed snzhkhd/King-s-Field-PC@4ded6c0
Game · Case study:
tower-together reconstructs SimTower's simulation as a multiplayer browser game.
Reviewed phulin/tower-together@073c0e4
Game · Case study:
The Great Escape reconstructs the 48K ZX Spectrum game from its tape image into annotated assembly and a cross-referenced HTML disassembly using SkoolKit.
Reviewed dpt/The-Great-Escape@b280ebc
Game · Case study:
Mario Artist Paint Studio Decompilation reconstructs code from the Nintendo 64DD game's disk image.
Game · Case study:
Hot Wheels: Velocity X is being decompiled for the GameCube USA GHWE78 release.
Reviewed Duckxz/hwvx-gcn-decomp@0d0419d
Game · Case study:
The Sims: Bustin' Out project reconstructs parts of the USA G4ME69 GameCube executable in C and C++, using SN Systems ProDG for game code.
Reviewed daftblazer/bustin-out-decomp@d8483a6
Game · Case study:
strahlender-xnu builds native apps for Pokémon Brilliant Diamond by translating the game’s ARM64 code ahead of time from a user-supplied dump.
Reviewed Veemyu/strahlender-xnu@fb514db
Game · Case study:
pokemonstadium reconstructs the US Nintendo 64 Pokémon Stadium ROM as a work-in-progress mix of assembly and C source.
Reviewed ethteck/pokemonstadium@bb442d4
Game · Case study:
Legendary Wings NES to PC builds a native Windows port by running NESRecomp on a user-supplied Legendary Wings ROM and compiling game-specific C code.

Game · Case study:
Crash Bandicoot: The Wrath of Cortex is being reconstructed as GameCube source for the USA Rev 0 release.
Reviewed denzi-gh/crashwoc-decomp-gc@9ab3fa7
Game · Case study:
Begins a decompilation of Yoshi's Island DS USA 1.0 using DSD and Ghidra.
Reviewed yoshidonoshi/yids-decomp@5ab42c2
Game · Case study:
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.
Game · Case study:
Phantasy Star Online Ver. 2 is being reconstructed from C/C++ and typed static data for its European Dreamcast release.
Game · Case study:
Magic Carpet reconstructs Bullfrog's 1994 DOS game as a Windows x64 C++17 and SDL2 port from analysis of carpet.exe.
Game · Case study:
MaskPad adapts the 2 Ship 2 Harkinian Majora's Mask source port into a native iPhone and iPad app.
Reviewed chrissotraidis/maskpad@66856f3
Game · Case study:
Giten reconstructs the 1999 Windows DDS.EXE of Giten Megami Tensei: Tokyo Mokushiroku in C and C++, comparing functions with retail output from MSVC 5.0 SP3.
Reviewed sushi-shi/giten-decomp@28988ff
Game · Case study:
A Game Boy Color disassembly of Dragon Warrior 3 reconstructs the US ROM from assembly source and extracted game components.
Game · Case study:
Rigel Engine reimplements Duke Nukem II in C++ using findings from disassembly of the original game binaries.

Reviewed lethal-guitar/RigelEngine@30afeff
Game · Case study:
mmx5 reconstructs C source for the US PlayStation release of Mega Man X5.
Reviewed anzaldoivan/mmx5@d720a95
Game · Case study:
The Castlevania: Symphony of the Night Vita project loads a game shared library through a custom ELF loader.
Reviewed Rinnegatamante/sotn-vita@1277fa5
Game · Case study:
SSB-X ports the N64 Super Smash Bros. to the original Xbox using an existing Dreamcast port's game code.
Reviewed Team-Resurgent/SSB-X@cfa623a
Game · Case study:
Mario Party 1 US Decomp reconstructs the US Nintendo 64 game's code as buildable C sources.
Reviewed mariopartyrd/marioparty@26dca4f
Game · Case study:
f19re reconstructs F-19 Stealth Fighter's DOS EGAME.EXE as a disassembly-derived assembly skeleton and incremental C translations.
Reviewed xor2003/f19re@680bad8
Game · Case study:
Reconstructs functions from a Hot Wheels PC game executable as C++ and compares compiled results with the original through objdiff.
Reviewed Alaxend0l/HWVX-PC-Decomp@3a3879d
Game · Case study:
SpaghettiPad adapts the decompilation-based SpaghettiKart port of Mario Kart 64 for iPhone and iPad.
Reviewed chrissotraidis/spaghettipad@6a783cd
Game · Case study:
Studies the Apple II version of Sargon III through a partially commented disassembly, focusing on its move generator and opening-library encoding.
Game · Case study:
Reconstructs selected Final Fantasy Tactics Advance functions in C while mapping battle AI, abilities, jobs, missions and other ROM tables.
Reviewed charlie-troy/ffta-decomp@f072a1f
Game · Case study:
Final Fantasy Legends 2 Disassembly maps Game Boy game code into assembly files for battle, audio, maps, menus and system functions.
Reviewed relic374/final-fantasy-legends-2-disassembly@a145687
Game · Case study:
Rusty MCLA rebuilds Midnight Club: Los Angeles Complete Edition as a Rust game engine for Windows using data prepared from the user's Xbox 360 disc image.

Reviewed holdmysocks/rusty-mcla@3e519a3
Game · Case study:
sm reconstructs Super Metroid as a C program and runs it alongside a user-provided ROM for frame-by-frame comparison.
Reviewed snesrev/sm@578f90b
Game · Case study:
DOAX3 Fortune PC adapts Dead or Alive Xtreme 3 Fortune version 01.19 for Windows x64.

Reviewed negroISO/doax3-fortune-pc@2d2307d
Game · Case study:
LegendOfZeldaNESRecomp is a static recompilation of The Legend of Zelda for the NES, built with nesrecomp and described as an in-development preview.

Reviewed mstan/LegendOfZeldaNESRecomp@4db4ffc
Game · Case study:
B2recomp is an unofficial static recompilation of the Nintendo Switch version of Bayonetta 2 for Windows.
Reviewed K0NL/B2recomp@bec514e
Game · Case study:
BlueWake is a static recompilation of the GameCube game The Legend of Zelda: The Wind Waker that runs natively on iPhone, iPad, Mac, Windows, and Linux.
Reviewed chrissotraidis/bluewake@0d84fa1
Game · Case study:
Abyss Engine is a clean-room reimplementation of the Diablo 2 engine in C, aimed at a portable base that can be modded.
Reviewed AbyssEngine/AbyssEngine@885eea0
Game · Case study:
afe-decomp is a work-in-progress decompilation of Animal Forest e+ for the GameCube, the Japanese release どうぶつの森 e+.
Reviewed ACreTeam/afe-decomp@56136b0
Game · Case study:
Black 2006 Recomp is an experimental Windows recompilation of the original Xbox release of BLACK (2006), built with XboxRecomp.

Game · Case study:
sead is a decompilation of the engine and libraries developed by Nintendo EAD, now EPD, as found in New Super Mario Bros. U and other games.
Reviewed aboood40091/sead@4b48682
Game · Case study:
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.
Reviewed cutarev/sh2-nx@95ae2f1
Game · Case study:
BotW Recompiled for Windows runs the Wii U version of Breath of the Wild on Windows 10 and 11.
Reviewed ryderclanky/BotW-Native@c24309b
Game · Case study:
Wipeout XL Recompiled is an unofficial PSXRecomp project for Wipeout XL (USA), SCUS-94351.

Reviewed NJH-1001/Wipeout2K97XL@464def7
Game · Case study:
BOTWRecompAndroid is an Android port of The Legend of Zelda: Breath of the Wild for Switch versions 1.0.0, 1.6.0, 1.8.2, and 1.9.0.

Reviewed mamcjr/BOTWRecompAndroid@8f5b9a6
Game · Case study:
Brawl Recompiled is a native Windows port of Super Smash Bros. Brawl made by statically recompiling the game's PowerPC code, main.dol and all 126 REL modules, to C++ with WiiCompiled.

Game · Case study:
Carnage3D is an open-source remake of Grand Theft Auto 1.

Reviewed codenamecpp/carnage3d@3dc03b2
Game · Case study:
Cross-platform reimplementation of the Diablo 1 game engine.
Reviewed wheybags/freeablo@7e0844e
Game · Case study:
God of War — Native PC is a native Windows port of God of War for the PlayStation 2, NTSC-U SCUS-97399, built by statically recompiling MIPS R5900 code to C++.

Reviewed Vnnc1/gow-native-pc@d28a63d
Game · Case study:
D2MOO is a reimplementation of Diablo II with patching facilities for modders.
Reviewed ThePhrozenKeep/D2MOO@4a60fca
Game · Case study:
SunPad runs Super Mario Sunshine on iPhone, iPad, Apple silicon Mac, and experimental Apple TV through ahead-of-time recompilation, with Metal rendering, touch controls, controller support, and local game-image import.
Reviewed chrissotraidis/sunpad@774de79
Game · Case study:
A modified ReXGlue SDK tree for running Metal Slug XX.
Game · Case study:
Eternal Sonata Reprise is a static recompilation of Eternal Sonata for PC.
Game · Case study:
Reburn 3 is a work-in-progress open-source reimplementation of Burnout 3: Takedown.

Reviewed reburndev/reburn3@4be1c36
Game · Case study:
A native Windows port of the PlayStation 2 game Burnout 3: Takedown.
Game · Case study:
CoD3Recomp is a static recompilation of Call of Duty 3 for Xbox 360 to native x86-64, using XenonRecomp.

Reviewed FrankHUN88453/CoD3Recomp@3c3178a
Game · Case study:
PC port of Dante's Inferno from the Xbox 360, built with the ReXGlue SDK.

Reviewed florinp93/hells-gate-recomp@dff9962
Game · Case study:
Cross-platform reimplementation of Plants vs. Zombies: Game of the Year Edition.
Reviewed wszqkzqk/PvZ-Portable@2510223