Game · Case study:
Marvel vs. Capcom 2: early Dreamcast matching decompilationC2
Starts a matching decompilation of the North American Dreamcast release of Marvel vs. Capcom 2: New Age of Heroes.
- Game
Reviewed devin-thomas/mvc2-dc@d89cd69
Game · Case study:
Starts a matching decompilation of the North American Dreamcast release of Marvel vs. Capcom 2: New Age of Heroes.
Reviewed devin-thomas/mvc2-dc@d89cd69
Game · Case study:
Chocolate Strife recreates Strife: Quest for the Sigil within Chocolate Doom from analysis of the original DOS executable.
Game · Case study:
Haze Recomp uses ps3recomp to lift the PlayStation 3 game Haze and supporting firmware code into a native Windows build from a user-supplied disc image.

Reviewed zdiemer/haze-recomp@b87190a
Game · Case study:
Wanderer reimplements the 2002 game Project Nomads in Java with libGDX, using assets from the original game.
Reviewed vinceh121/wanderer@9ae7142
Game · Case study:
SF2RE records Shining Force II reverse-engineering work as IDA Pro IDC scripts rather than a checked-in ROM image.
Reviewed ShiningForceCentral/SF2RE@c98c986
Game · Case study:
Def Jam: Fight for NY XBE Recomp builds a native Linux port of the original Xbox game by translating its x86 XBE into C++ ahead of time.
Game · Case study:
RampageRE rebuilds Rampage: Total Destruction for native platforms using a PS2Recomp static recompilation as a reference and replacement code for game formats, rendering, and systems.
Reviewed jjmhalew/RampageRE@fbfac9e
Game · Case study:
OpenTennis rebuilds the 2007 PlayStation 2 game Hot Shots Tennis in Rust and Bevy for desktop, mobile and browser play.

Reviewed FIZL0/opentennis@b9f1986
Game · Case study:
Pyskool reimplements the ZX Spectrum games Skool Daze and Back to Skool in Python and Pygame.
Reviewed skoolkid/pyskool@ac41633
Game · Case study:
OpenVice ports Grand Theft Auto: Vice City to a C# engine that uses the original game's files.
Reviewed clashbyte/openvice@30aa6dd
Game · Case study:
BellPad ports the original US GameCube Animal Crossing to Apple Silicon macOS, iPhone and iPad using a decompiled game core.
Reviewed chrissotraidis/bellpad@13b32a8
Game · Case study:
LandSandBoat implements a server emulator for FFXI.
Reviewed LandSandBoat/server@8dd652b
Game · Case study:
Mother reconstructs the Famicom/NES game as assembly for its Japanese release and English localization.
Reviewed Nathan-R-Og/mother@e0b3e3f
Game · Case study:
SpaceRanger statically recompiles the USA Nintendo 64 release of Toy Story 2: Buzz Lightyear to the Rescue into a Windows port rendered by RT64.
Reviewed woodys-workshop/SpaceRanger@40461c5
Game · Case study:
The Need for Speed's 3DO release is reconstructed as a C codebase targeting the 3DO DevKit.
Reviewed trapexit/3do-decomp-nfs@e9c72dc
Game · Case study:
The GoldenEye 007 3DS port adapts the existing Nintendo 64 decompilation to Nintendo 3DS with rendering, input, audio, storage and timing interfaces.
Reviewed kylebrussell/goldeneye-3ds@849840c
Game · Case study:
Crash Bash is an ongoing decompilation of the PlayStation game, with recovered code organized by game binary.
Reviewed mateusfavarin/crashbash@2d2feb9
Game · Case study:
Klonoa: Empire of Dreams reconstructs the USA Game Boy Advance game as C that aims to build a byte-identical ROM.

Reviewed Dream-Atelier/kl-eod-decomp@45e66dd
Game · Case study:
Reconstructs the European Mega Drive release of Pebble Beach Golf Links from a locally supplied ROM.
Reviewed JeremyPerbost/pebble-beach-golf-links-md-disasm@998fc79
Game · Case study:
Megarocket ports Commander Keen 1–6 and Keen Dreams into one Godot 4 program using function-level reconstructions of the DOS games.
Reviewed CrossplayGaming/megarocket@674736a
Game · Case study:
Bandersnatch annotates a disassembly of ZX Spectrum code featured in Black Mirror: Bandersnatch.
Game · Case study:
Army of Two Recompilation translates the player's Xbox 360 Army of Two executable into C++ with a game-specific ReXGlue SDK fork and builds a native host.
Reviewed Genesis5500/ArmyOfTwo-Recomp@bd7e074
Game · Case study:
The Kirby's Dream Land 3 project supplies assembly sources for the US and Japanese SNES versions.
Reviewed Yoshifanatic1/Kirbys-Dream-Land-3-Disassembly@28bd81a
Game · Case study:
MELEE360 ports reconstructed Super Smash Bros. Melee code to a native Xbox 360 XEX.
Reviewed codepdbh/melee360@7e1705c
Game · Case study:
f2bgl reimplements the engine of the 1995 game Fade To Black in C++.
Reviewed cyxx/f2bgl@0b84f41
Game · Case study:
Rook reconstructs a Roblox-compatible engine in Rust so user-supplied places can run outside Roblox.
Reviewed AsyncFinn/rook@a2e35fe
Game · Case study:
Mario Kart: Double Dash!! is ported by translating its GameCube PowerPC code to C ahead of time and linking it with gcn-recomp's graphics, audio, disc and controller runtime.
Game · Case study:
Ice Rage runs on Linux ARM handhelds through a bionic ELF loader that maps the game's Android armeabi-v7a library and supplies required Android interfaces.
Reviewed EapRules/icerage-native-arm@a6b6abc
Game · Case study:
acnl-decomp reconstructs the USA 1.5 release of Animal Crossing: New Leaf – Welcome amiibo as C++ source for its main code and CRO modules.
Reviewed RedShyGuy/acnl-decomp@86f9a9d
Game · Case study:
Gazillionaire reconstructs the Steam AIR/Flex release of the game from a user's installation.
Reviewed calibancode/gazillionaire@7667c9f
Game · Case study:
hey_you_pikachu reconstructs part of a Pikachu Nintendo 64 ROM in C alongside disassembled MIPS code.
Game · Case study:
Kirby's Dream Collection is a work-in-progress decompilation of the USA Rev 0 Wii release.
Reviewed Swiftshine/kdc@6908705
Game · Case study:
Ozymandias (Julius) adapts the Julius/Augustus city-building engine to run Pharaoh and its Cleopatra expansion using the player's original assets.
Reviewed Banderi/Ozymandias_Julius@6ba5f82
Game · Case study:
Paper Cut ports Paper Mario: The Thousand-Year Door to Windows, macOS, Linux, iOS and Android using C code from a decompilation.

Reviewed LLCOOLT/paper-cut@d4869d6
Game · Case study:
Mario Party 6 reconstructs source for the GameCube USA Revision 0 main executable and REL modules.
Reviewed iirg4x/marioparty6@7532bfe
Game · Case study:
OoT: Recompiled builds a native Windows version of Ocarina of Time from a user-supplied Nintendo 64 NTSC-U 1.0 ROM.
Reviewed JonB-Dev/oot-recompiled@e5c6edd
Game · Case study:
Garigari reconstructs the USA Wii release SB4E01 Rev 0 of Super Mario Galaxy 2 as C and C++ source.
Reviewed SMGCommunity/Garigari@d969f2c
Game · Case study:
inFAMOUS 2 translates the PS3 digital release NPUA80638's PowerPC and SPU code to C/C++ and compiles it into a native Apple-silicon macOS game with Metal graphics.

Reviewed erikomis/infamous2-recomp@b4b95e9
Game · Case study:
SMM2 Recomp translates Super Mario Maker 2 v3.0.3 AArch64 code into C ahead of time and builds it for native platforms.

Reviewed smm2recomp/smm2recomp@83dc450
Game · Case study:
Turok: Rage Wars aims to reconstruct matching C source for four N64 releases and provides a native Windows port based on the USA v1.1 ROM.
Game · Case study:
Friends of Mineral Town reconstructs the US Game Boy Advance release of Harvest Moon: Friends of Mineral Town from C++, C and assembly source.
Reviewed StanHash/fomt@b8471ae
Game · Case study:
JUS Decomp statically recompiles the Nintendo DS game JUS into a native Windows and Linux port using ndsrecomp and a ROM supplied by the player.
Reviewed piuzera/JUSDecomp@6a061e3
Game · Case study:
TomodachiLifeDecomp begins reconstructing the US 1.0 Nintendo 3DS release of Tomodachi Life.
Reviewed tomodecomp/tomodachi-life@aea693c
Game · Case study:
Animal Crossing Android Port runs decompiled GameCube game code natively on Android, building on an existing PC port.
Reviewed zwaetschge/ACGC-Android-Port@7b5d693
Game · Case study:
SupComDecomp presents a C++ reference decompilation of the base Supreme Commander: Forged Alliance executable.
Reviewed Hdt80bro/SupComDecomp@3939542
Game · Case study:
OpenZT2 reimplements the Zoo Tycoon 2 engine in Rust and Bevy for use with the player's own game files.

Reviewed overyonder/openzt2@7c144bf
Game · Case study:
PacManRecomp builds a native Windows version of the 1993 Namco NES Pac-Man by translating the player's ROM from 6502 code to C with NESRecomp.

Reviewed Mr-Shizzy/PacManRecomp@877c0eb
Game · Case study:
Bejeweled LIVE + decomp ports decompiled C# source from the Windows Phone 7 release of Bejeweled Classic to MonoGame.
Reviewed bognarit80/BejeweledLivePlusDecomp-MonoGame@f09134c
Game · Case study:
Shadow of the Colossus uses ps3recomp to lift the PS3 HD remaster's EBOOT and eight SPU images into a native Windows build.
Game · Case study:
Golden Sun Recompiled builds native Windows and Linux ports of Golden Sun and Golden Sun: The Lost Age from user-supplied GBA ROMs.
Reviewed Shmargus/GSRecomp@2574e72
Game · Case study:
Valkyrie Profile decomp reconstructs parts of the Japanese Rev 1 PlayStation game as C that compiles to the original bytes.
Game · Case study:
Pilotwings64Decomp reconstructs the North American Pilotwings 64 release as a matching source build.
Reviewed n64decomp/pw64@11a7626
Game · Case study:
This project disassembles the N-SPC/Kankichi-kun SNES sound-driver variant used in Star Fox and Starwing.
Reviewed phonymike/starfox_spc_driver@ffbde59
Game · Case study:
VeronicaRecomp uses ReXGlue SDK to statically recompile Resident Evil CODE:Veronica for native PC.
Reviewed psxrestore/VeronicaRecomp@277f194
Game · Case study:
Pinball Fantasies Reassembled recreates the 1993 DOS game engine in Rust using files from an original copy.
Reviewed wanda-phi/pfr@462b8c5
Game · Case study:
Metal Mutant in the browser reimplements the 1991 DOS game's engine in JavaScript and runs the player's original scripts, graphics and sounds.
Reviewed kznsq/metal-mutant-web@9f3d13b
Game · Case study:
Kirby: Nightmare in Dream Land decomp reconstructs the USA Game Boy Advance game in C with small runtime sections retained as labelled assembly.
Reviewed overjt/knidl@628f4d4
Game · Case study:
Pilotwings 64: Recompiled ports the USA N64 game to Windows and Linux with N64Recomp.
Game · Case study:
BugsDecomp reconstructs functions from the PC game Bugs Bunny: Lost in Time for versions 1.0 and 1.6.
Reviewed quantumdude836/BugsDecomp@0dd943b
Game · Case study:
Kirby 64: Recompiled builds a native executable for Kirby 64 from a user-provided NK4E.z64 ROM.
Reviewed Kirby64Ret/Kirby64Recomp@480ed7e
Game · Case study:
Raptor ports a reverse-engineered Raptor: Call of the Shadows codebase to modern desktop systems and Android.

Reviewed skynettx/raptor@746c35a
Game · Case study:
NFS Carbon NX ports the Xbox 360 release of Need for Speed: Carbon to Nintendo Switch by translating its PowerPC executable to C++ and compiling it for ARM64.

Reviewed zofo007/NFS-Carbon-NX@62970e4
Game · Case study:
dream reconstructs the SNES prototype Dream: Land of Giants through a byte-matching 65816 and SPC700 disassembly and a C reimplementation.
Reviewed nathanialf/dream@56add46
Game · Case study:
3S Decomp OGXB reconstructs the original Xbox Street Fighter III: 3rd Strike executable as C, carrying shared bodies from a PS2 decompilation and analysing Xbox-specific code.
Reviewed Manya3084/3s-decomp-ogxb@e948ce5
Game · Case study:
Pokepark Wii decomp reconstructs source for the USA Rev 0 Wii release of Pokepark Wii.
Reviewed SephDB/pokepark-wii-decomp@735b491
Game · Case study:
Golden Sun reconstructs source for the USA GBA game from an earlier disassembly and checks a rebuilt ROM against the original.
Game · Case study:
Medabots: Rokusho Version reconstructs the USA Game Boy Advance game's functions as C compiled with agbcc.
Reviewed rommerhacks/medabots-rokusho@b97291a
Game · Case study:
Castlekeep reimplements Stronghold 1 as a C++ game engine.
Reviewed leidav/Castlekeep@aafceb6
Game · Case study:
Snipes ports the 1982 DOS text-mode game from reverse-engineered executable code to modern C++ builds.
Reviewed Davidebyzero/Snipes@caa2ce0
Game · Case study:
OpenDeathValley develops an engine for Desperados: Wanted Dead or Alive around readers for the game's resource files.
Game · Case study:
westbank presents a SkoolKit disassembly of West Bank, the ZX Spectrum version of Bank Panic.
Reviewed pobtastic/westbank@5450558
Game · Case study:
Emerald 3DS ports Pokémon Emerald's decompiled game code to native Nintendo 3DS execution.

Reviewed ZallaxDev/emerald-3ds@bcae4b7
Game · Case study:
Final Fantasy Tactics Recompiled uses PSXRecomp to generate and compile the USA PlayStation game's code from a user-supplied disc.
Reviewed NJH-1001/FinFanTacRecomp@ec6a28e
Game · Case study:
Ocarina of Time 1.0 Disassembly records the NTSC 1.0 Nintendo 64 game's code as assembly files for documentation.
Reviewed Roman971/oot-disassembly@0abe783
Game · Case study:
Silkroad Online's SR_GameServer is being reconstructed in C++ from research into native server behavior.
Game · Case study:
Dragon Ball Z: Buu's Fury disassembly rebuilds the US Game Boy Advance release from ARM and Thumb assembly, a small amount of C, and generators that recover assets from the user's ROM.
Game · Case study:
Super Tennis Disassembly reconstructs the Sega Master System game Super Tennis in WLA DX assembly.
Game · Case study:
AceCombat3-xport ports reconstructed code from the Project Nemo edition of the PlayStation game Ace Combat 3: Electrosphere.
Reviewed psxports/AceCombat3-xport@084467d
Game · Case study:
Killzone Shadow Fall for PC runs the PS4 game's code directly on a Windows CPU and translates its graphics to Vulkan at runtime.
Game · Case study:
cuwo reconstructs a Cube World server in Python and C++ and documents implemented player, combat, world and object messages.
Reviewed matpow2/cuwo@240bb61
Game · Case study:
PsyDoom ports PlayStation Doom and Final Doom to modern PCs from code derived from the PlayStation machine code.

Reviewed BodbDearg/PsyDoom@2c50690
Game · Case study:
ClassiCube recreates the 2009 Minecraft Classic client in C through a documented clean-room reverse-engineering approach.

Reviewed ClassiCube/ClassiCube@1dc6fe2
Game · Case study:
Way of the Samurai 2 runs the PS2 game's hand-decompiled MIPS functions as native C++ with OpenGL and SDL2 host layers.

Reviewed acklavidian/decomp_wots2@9b6545e
Game · Case study:
smt4-recomp builds a native PC version of the USA 3DS release of Shin Megami Tensei IV by translating its ARM code to C with 3dsrecomp.

Reviewed Invictus-potens/smt4-recomp@349a707
Game · Case study:
Dragon Quest Monsters German is a Game Boy Color disassembly organized into banked assembly files.
Game · Case study:
Hybrid Heaven reconstructs the 1999 Nintendo 64 game as C that is compared byte for byte with a user-supplied ROM.
Game · Case study:
Shining Force III Recomp generates C++ from the SH-2 code on supported Sega Saturn discs and compiles a native PC port with graphics, sound, and storage services.
Reviewed mattkuhnQAAI/sfiii-native@f0e1f78
Game · Case study:
Dangerous Dave 2: Modification Edition recreates Dangerous Dave 2 as a configurable engine that loads external mod packs.

Reviewed Harchvertelol/Dangerous-Dave-2-Modification-Edition@c144254
Game · Case study:
agario-client is a Node.js implementation of an earlier agar.io client protocol.
Reviewed pulviscriptor/agario-client@34949a1
Game · Case study:
The Simpsons Arcade Game PS3 project recompiles the PSN release's PowerPC EBOOT into a native PC program with ps3recomp.
Reviewed sp00nznet/simpsonsarcade-ps3@5371f25
Game · Case study:
AutoDestruct-xport ports the PlayStation game Auto Destruct from decompiled code into a C runtime with Windows and web entry points.
Reviewed psxports/AutoDestruct-xport@4d1a5f7
Game · Case study:
god-hand-decomp reconstructs the NTSC-U PS2 release of God Hand as C/C++ that is checked against the retail boot ELF.
Reviewed LucasPicoli/god-hand-decomp@a2c98cb
Game · Case study:
Paperboy reconstructs C and C++ for the Nintendo 64 game, replacing assembly inclusions function by function.
Reviewed marijnvdwerf/paperboy-n64@439f988
Game · Case study:
FinFan remakes the original Final Fantasy in C++ and Allegro using graphics and data tables extracted from a user-supplied US ROM.
Reviewed aldonunez/FinFan@5c15bd0
Game · Case study:
Project Picori ports The Legend of Zelda: The Minish Cap to native Linux, Windows and macOS builds using SDL3, a software PPU renderer and agbplay audio.
Reviewed 999sian/tmc@d377558
Game · Case study:
Doshin the Giant is a work-in-progress decompilation of the European GameCube release GKDP01.
Reviewed break-core/doshin-gc@b01be76
Game · Case study:
Oracles reconstructs The Legend of Zelda: Oracle of Ages and Oracle of Seasons with a shared C# engine in Godot.
Reviewed SHOEGAZEssb/ooa-godot@a5ec69d
Game · Case study:
drmario64-gc reconstructs source for the GameCube port of Dr. Mario 64 in Nintendo Puzzle Collection.
Reviewed NewGBAXL/drmario64-gc@82289b5
Game · Case study:
Dr. Mario 64 reconstructs the Nintendo 64 game's code as a matching source build.
Reviewed AngheloAlf/drmario64@b552609
Game · Case study:
Open Annihilation reimplements a Total Annihilation game engine in C++20 and runs it with data from the player's copy of the original game.
