Game · Case study:
G1R Deluxe: a LÖVE2D port of eleven Pokémon gamesC1
G1R Deluxe ports eleven Pokémon games, from Red and Blue through Emerald, into a Lua engine running on LÖVE2D.

- Game
Reviewed bryanthaboi/gen1recomp@d85a617
Game · Case study:
G1R Deluxe ports eleven Pokémon games, from Red and Blue through Emerald, into a Lua engine running on LÖVE2D.

Reviewed bryanthaboi/gen1recomp@d85a617
Game · Case study:
Princess Maker 4 is a work-in-progress hand decompilation of the Japanese Nintendo DS game.
Reviewed Yanis002/pm4@7cc8b8e
Game · Case study:
Super Mario Sunshine PAL PC port compiles the GMSP01 decompilation for native Windows and replaces GameCube platform services with host implementations.
Reviewed zeranemesis/sms-port@8fa76e5
Game · Case study:
Cosmore reconstructs the DOS source of Cosmo's Cosmic Adventure 1.20 in C and assembly for its three episodes.
Reviewed smitelli/cosmore@80418d1
Game · Case study:
FNC Reborn builds a Windows port of Fight Night Champion from the player's Xbox 360 disc using ReXGlue static recompilation.
Reviewed whompay/FNCReborn@7f68ee3
Game · Case study:
LSUSDISASM documents the US Landstalker ROM as organized 68k assembly and data descriptions.
Game · Case study:
Fire Emblem: Shadow Dragon reconstructs code for the US Nintendo DS game using ds-decomp.
Reviewed Eebit/fe11-us@be85484
Game · Case study:
Master Of Olympus Java Remake recreates parts of Master of Olympus in Java, including city, building, AI, map and rendering systems.

Game · Case study:
Eternal Darkness: Sanity's Requiem is being reconstructed from the USA GameCube release as C source.
Game · Case study:
SSX reconstructs the NTSC-U PlayStation 2 release of SSX (2000) as a matching decompilation.
Reviewed ssxdecomp/ssx@f372f10
Game · Case study:
TimeSplitters recompiles the USA PlayStation 2 game's MIPS program and VU microcode into C++ with PS2Recomp for native Windows, Linux and original Xbox builds.

Reviewed GTTeancum/Timesplitters@ec136ff
Game · Case study:
Daggerfall Unity recreates Daggerfall in the Unity engine for Windows, Linux and macOS.

Reviewed Interkarma/daggerfall-unity@4e78e14
Game · Case study:
OpenSAGE reimplements the SAGE strategy-game engine with an initial focus on Command & Conquer: Generals and Zero Hour.
Reviewed OpenSAGE/OpenSAGE@588ac47
Game · Case study:
Nebula emulates a server for an anime game and connects to regional PC clients through redirected requests.
Reviewed Melledy/Nebula@8b08c21
Game · Case study:
Dig Dug – native PC port re-creates the arcade board's three Z80 processors, shared memory, Namco I/O, video and wavetable sound in C# so user-supplied game ROM code runs on Windows and Linux.

Reviewed TekRantGaming/digdug-native@f39916e
Game · Case study:
OpenNox ports and extends the Nox game engine with Go and C code for cross-platform play, preservation and modding.
Reviewed noxworld-dev/opennox@0e78e4c
Game · Case study:
OUO reconstructs the Ultima Online demo server from UoDemo.exe as a C99 program for POSIX systems.
Reviewed draxinar/ouo@814ea87
Game · Case study:
OpenTitus ports the DOS game engine used by Titus the Fox and Moktar into a C program for Linux and Windows.
Reviewed stople/OpenTitus@6540e8f
Game · Case study:
Test Drive III Enhanced ports a reconstructed Test Drive III: The Passion engine to a native SDL3 program.
Reviewed kylofon/testdrive3-enhanced@a5c2e28
Game · Case study:
Final Fantasy V Disassembly reconstructs the SNES game as 65c816 and SPC-700 assembly for Japanese 1.0 and RPGe 1.10 builds.
Reviewed everything8215/ff5@997c87d
Game · Case study:
Babil Decompilation Project reconstructs C++ source for the Steam version of Final Fantasy IV 3D Remake, targeting its November 2020 update.
Reviewed GlitchedDeveloper/Babil-Decompilation-Project@47497a4
Game · Case study:
Extermination reconstructs source for the USA PS2 game's executable and uses a byte-identity build gate across the boot ELF and overlays.
Game · Case study:
REDPRO2 is a partial C++ decompilation of the US v1.3.0 release of New Super Mario Bros. U. It began with the graphics system and expanded into other game systems for research and documentation; the source tree includes graphics, actor, enemy and player modules.
Reviewed aboood40091/red-pro2@1cf3b5d
Game · Case study:
FE7 EU decomp reconstructs the European Game Boy Advance release of Fire Emblem: Rekka no Ken with a matching ROM build.
Reviewed rrafifnanda/fe7eu-decomp@7c0323d
Game · Case study:
Sneak King statically recompiles the original Xbox game into a native Windows port and an experimental WebAssembly build.

Game · Case study:
DBZ1 is a ReXGlue-based recompilation project for Dragon Ball Z Budokai HD.
Reviewed WistfulHopes/DBZ1@1c88aaf
Game · Case study:
Final Fantasy 4: The After Years Vita runs the Android game's executable on PS Vita through a native loader.

Reviewed Rinnegatamante/ff4a_vita@732abbf
Game · Case study:
Guitar Hero III: Legends of Rock — Recomp translates the Xbox 360 game's PowerPC code to C++ for PC and Android builds using a ReXGlue-derived toolchain.

Game · Case study:
KAR-Decomp uses decomp-toolkit to build an annotated Kirby Air Ride disassembly that preserves ROM offsets and adds or revises symbol names.
Reviewed SeanMott/KAR-Decomp@1241d6f
Game · Case study:
Mega Man X4 Recompiled uses PSXRecomp to generate a native Windows or Linux build from the player's original Mega Man X4 USA PlayStation disc.

Reviewed mstan/MegaManX4Recomp@2545e5e
Game · Case study:
Libre40 builds a native Windows host for the Xbox 360 release of Army of Two: The 40th Day using ReXGlue static recompilation.
Reviewed automoto/Libre40@497fac9
Game · Case study:
The project partially reconstructs the USA 1.0 release of Pokémon Stadium 2 as C source for research.
Reviewed lincoln-lm/stad2@1e3c21b
Game · Case study:
BG3SE-macOS rebuilds the Baldur's Gate 3 Script Extender for macOS using Ghidra analysis of the Mac game binary and the Windows extender's architecture as a reference.
Reviewed tdimino/bg3se-macos@19f9354
Game · Case study:
G-Engine reimplements the engine needed to play Gabriel Knight 3: Blood of the Sacred, Blood of the Damned on Windows, macOS and Linux using the original game's data.

Reviewed kromenak/gengine@f8ff4f6
Game · Case study:
Haunted House reconstructs the Atari 2600 game's code as commented assembly in haunted.asm.
Game · Case study:
mkp reconstructs source for Magiczna kula Papatki and its Magnum Engine v2.0 engine.
Reviewed regratka/mkp@1b2f7e9
Game · Case study:
Super Mario Advance 2 disassembly reconstructs the Game Boy Advance game as assembly and data source.
Reviewed atasro2/sma2@d261c24
Game · Case study:
sm64-gba ports Super Mario 64 movement and collision code to Game Boy Advance and adds a software-rendered playable demo.
Reviewed Kodoque1/sm64-gba@e45fdfa
Game · Case study:
tje-disasm investigates the REV 02 Sega Genesis release of ToeJam & Earl through assembly source, ROM tools and documented code comparisons with REV 00.
Reviewed bstreiff/tje-disasm@cd85d2e
Game · Case study:
homm1-decomp reconstructs the Buka 2003 Heroes of Might and Magic game and scenario editor as C++ source using the original Visual C++ 6.0 SP5 toolchain under Wine.
Reviewed sushi-shi/homm1-decomp@a3cead9
Game · Case study:
CR1:U reimplements Chaos Rings as a native C++ engine using behavior and format findings from the iPad HD release.
Reviewed DuIslingr/CR1-U@d1eb03f
Game · Case study:
The Simpsons Game port translates the US Xbox 360 game's PowerPC code into C++ ahead of time for a native Windows x64 build.
Game · Case study:
DarkFO rebuilds the Fallout 2 engine in TypeScript and Python for a web browser.
Reviewed darkf/darkfo@9e9d934
Game · Case study:
COD3 Reborn builds a native Windows port of Call of Duty 3 by translating its Xbox 360 PowerPC executable and level libraries with XenonRecomp.
Reviewed jxnplays/cod3-recomp@ef7048c
Game · Case study:
fzgx reconstructs the GameCube release of F-Zero GX as C matched against the game's executable files.
Reviewed rayanht/fzgx@3a0542c
Game · Case study:
Sonic Battle decomp reconstructs the USA Rev 0 Game Boy Advance game as matching C and assembly.
Game · Case study:
NBlood provides reverse-engineered ports of Build-engine games using EDuke32 technology.

Reviewed NBlood/NBlood@497385d
Game · Case study:
ValkyrieRecomp configures PSXRecomp to generate a native PC build of the USA PlayStation release of Valkyrie Profile from a user-supplied disc.

Reviewed Ed1z19/ValkyrieRecomp@3894f4a
Game · Case study:
SR2 reconstructs source for the September 2007 PlayStation 2 prototype of Sonic Riders: Zero Gravity.
Reviewed KidWizardOfTheWeb/SR2@b582069
Game · Case study:
3 on 3 NHL Arcade is ported to Windows by translating its Xbox 360 PowerPC executable to C++ with ReXGlue and compiling it for the PC.

Reviewed Wndwsqrrl/3on3NHL-recomp@0abd1d0
Game · Case study:
Zoids Saga One Decomp reconstructs code regions of the Japanese GBA game as C and assembly.
Reviewed jmacato/ZoidsSagaOneDecomp@316e7d1
Game · Case study:
Burnout Recompilation builds a native Windows version of the original Xbox Burnout from the user's disc image.
Game · Case study:
RA3Bar-RA3QuickLoader replaces the Red Alert 3 RA3.exe launcher with a Win32 program that starts the game without waiting for the original launcher’s defunct news-server request.
Reviewed lanyizi/RA3Bar-RA3Launcher@8b0b9bd
Game · Case study:
Luigi's Mansion for the PlayStation 5 ports an existing static recompilation of the GameCube game to PS5 homebrew.

Reviewed leafyjerk/PS5_LuigisMansion@c9cc13e
Game · Case study:
advancewars reconstructs the USA Game Boy Advance release of Advance Wars as assembly and C that build a byte-identical ROM.
Reviewed ketsuban/advancewars@c5ecbd5
Game · Case study:
Wind Waker HD for PlayStation 5 ports ZeldaWWHDRecomp to a homebrew-enabled PS5, compiling Wii U PowerPC code from the user's dump and drawing GX2 graphics through the recompilation's Vulkan renderer on RADV.
Reviewed griches/PS5_WindWakerHD@923c482
Game · Case study:
2 Ship 2 Harkinian for PS4 adapts the decompilation-based Majora's Mask port to jailbroken PlayStation 4 consoles.
Game · Case study:
SSX On Tour translates the PSP game's Allegrex MIPS executable into C++ ahead of time for Linux and Windows.
Game · Case study:
rlvm reimplements the RealLive interpreter so VisualArts games can run on Linux and macOS using their own SEEN.TXT game directories.
Reviewed eglaysher/rlvm@e38cda7
Game · Case study:
The Super Mario Bros. Atari Lynx port adapts the NES game's 6502 logic to the Lynx 65C02 using a complete disassembly.
Reviewed pwsqrd/lynx_smb@53ec9aa
Game · Case study:
War1gus reimplements Warcraft: Orcs & Humans for the Stratagus engine using graphics and sounds extracted from the user’s original game.

Reviewed Wargus/war1gus@8ec7576
Game · Case study:
u5d reconstructs C source for Ultima V: Warriors of Destiny and compares it with the MS-DOS v1.16 program at the assembly-semantic level.
Reviewed wonst719/u5d@6c7085e
Game · Case study:
Skate 2 PC recompiles the Xbox 360 version of Skate 2 into a native Windows port using ReXGlue.
Game · Case study:
Mulberry works toward a matching C source decompilation of the PlayStation 2 game Kuon.
Reviewed weirdbeardgame/Mulberry@852fc15
Game · Case study:
REinforced extends the REminiscence reimplementation of the 1992 Flashback game engine.
Reviewed chermenin/REminiscence@2200e18
Game · Case study:
abcParkDecomp reconstructs source for Alphabet Park Adventure.
Reviewed unspDecomp/abcParkDecomp@42ce333
Game · Case study:
DQ8Recomp translates Dragon Quest VIII's PlayStation 2 MIPS code to C++ locally with PS2Recomp and links it to a runtime implementing the services the game uses.
Game · Case study:
deathchase documents the 1983 game Deathchase as an annotated disassembly.
Reviewed Ritchie333/deathchase@1a0fd71
Game · Case study:
Destruction Derby Raw uses PSXRecomp and recomp-ui to generate and compile a native build from the user's USA PlayStation disc and BIOS.

Reviewed alexbeavs-ps1-ports/destruction-derby-raw-recomp@bf868ca
Game · Case study:
reB3 reconstructs Xbox Burnout 3: Takedown as a C runtime using equations and behavior recovered from default.xbe and formats read from the user's disc.
Reviewed lolz0r/reb3@ce57602
Game · Case study:
Let's Go Recomp ports the Nintendo Switch games Pokémon: Let's Go, Eevee!

Reviewed raulzrrs/letsgo-recomp@1a70f77
Game · Case study:
Unreal Championship 2 is statically recompiled from an ISO image of the user's original Xbox game into a native Windows program with xboxrecomp.
Reviewed ClydeyEXE/uc2-recomp@8453fdd
Game · Case study:
Crash Bandicoot 3: Warped Recompiled packages a PSXRecomp setup recipe for generating a native build from the user's PlayStation disc and BIOS.
Reviewed alexbeavs-ps1-ports/crash-bandicoot-3-warped-recomp@4f28550
Game · Case study:
WWE '13 Recomp translates the Xbox 360 game's PowerPC code to C++ with ReXGlue for native Windows and Linux builds.
Reviewed PromethenDev/wwe13-recomp@d657498
Game · Case study:
Mega Man Legends 2 provides a setup kit that generates and compiles a PlayStation static recompilation from the user's European SLES-03556 disc and SCPH-5552 BIOS.

Reviewed alexbeavs-ps1-ports/mega-man-legends-2-recomp@1b38948
Game · Case study:
Imabikisō uses ps3recomp to run locally generated PS3 game code as a Windows program.
Reviewed yasindevs/imabikisou-pc@9cb011b
Game · Case study:
Reconstructs the MS-DOS version of Karateka as C and assembly source that builds KARATEKA.EXE.
Game · Case study:
Gow2HD-Windows translates the PPU and SPU code of the PS3 release of God of War II HD into C/C++ for a Windows x64 build.
Reviewed sethlikepie/Gow2HD-Windows@2da08f3
Game · Case study:
harrierattack records a SkoolKit disassembly of the ZX Spectrum game Harrier Attack.
Reviewed pobtastic/harrierattack@3e3915e
Game · Case study:
benilla reconstructs the World of Warcraft 1.12.1 client in Rust and Bevy, drawing on reverse-engineering findings from benilla-re.
Reviewed samwhosung/benilla@6316744
Game · Case study:
nsmb reconstructs source for the Nintendo DS game New Super Mario Bros., with active comparison work on the US A2DE release.
Reviewed NSMB-Decomp/nsmb@41aee21
Game · Case study:
TetrisGBRecomp statically translates the Game Boy Tetris version 1.0 ROM into C for native PC execution.
Reviewed mstan/TetrisGBRecomp@cf67e43
Game · Case study:
Test Drive III: The Passion is reconstructed in C as an SDL3 port that reads the player's original DOS game files.
Reviewed kylofon/test-drive-3-sdl3@6d1825f
Game · Case study:
Tapir reimplements the RGSS, RGSS2 and RGSS3 runtimes used by RPG Maker XP, VX and VX Ace games.
Reviewed qnighy/tapir@a56b194
Game · Case study:
Stuntman PC translates the PlayStation 2 game's program into C++ and runs it through a native host with Vulkan graphics.
Reviewed LAB0ULANGE/stuntman-pc@85a7a64
Game · Case study:
Sonic the Hedgehog Recompiled Runner uses a Genesis recompiler to analyze a Sonic 1 ROM and emit native C functions for its 68K routines.

Reviewed mstan/SonicTheHedgehogRecomp@e5a2c5d
Game · Case study:
This project reconstructs source for the USA release of The Legend of Zelda: Ocarina of Time 3D using game data and static or dynamic analysis.
Game · Case study:
Burnout 3 for PlayStation 5 ports Takedawn's original Xbox static recompilation of Burnout 3: Takedown to PS5.
Reviewed griches/PS5_Burnout3@36a3d7c
Game · Case study:
Gran Turismo 2 PC, VR & Browser ports Arcade and Simulation modes to desktop, Quest, PCVR and browser targets through shared C++ game code, with WebAssembly and WebGL2 for browser play.

Game · Case study:
TwistedMetal1234Recomp builds native Windows programs for the first four PlayStation Twisted Metal games through psxrecomp, with a unified launcher.
Game · Case study:
DWM2 is a partial disassembly of Dragon Warrior Monsters 2 with assembly sources and function-level documentation.
Reviewed NiyaDev/DWM2@055ecee
Game · Case study:
FROGMAN reconstructs a BBC Micro platform game as annotated 6502 BeebASM source.
Reviewed mattgodbolt/frogman@33ce46e
Game · Case study:
Lester the Unlikely Disassembly reconstructs the USA SNES game in assembly with RAM and ROM maps and asset-extraction scripts.
Reviewed Yoshifanatic1/Lester-The-Unlikely-Disassembly@64e775d
Game · Case study:
F.LF rebuilds Little Fighter 2 as a JavaScript and HTML5 game engine for desktop and mobile browsers.
Reviewed Project-F/F.LF@2134173
Game · Case study:
Harold reimplements the Fallout 2 engine in TypeScript and Python for WebGL 2 browsers, building on darkfo.
Reviewed OldGamesLab/Harold@d143afa
Game · Case study:
Road Rash for 3DO reconstructs the USA release as functional C source targeting the 3DO DevKit.
Game · Case study:
fefw-recomp translates the Nintendo Switch 2 game Fire Emblem: Fortune's Weave into C++ for a native Windows port.
Reviewed Goldoire/fefw-recomp@d3c625d
Game · Case study:
The Rise of the Robots project disassembles the USA SNES release into assembly, ROM maps and extraction scripts.
Reviewed Yoshifanatic1/Rise-Of-The-Robots-SNES-Disassembly@6664c0f
Game · Case study:
OpenMoonstone reimplements the Amiga and DOS game Moonstone in Rust with SDL2.

Reviewed joetsoi/OpenMoonstone@60b253e