# Curated reverse engineering resources · Page 29

> Page 29 of 52, entries 2,801–2,900. 5,191 tools, projects, integrations, case studies, and references for websites, games, apps, native binaries, firmware, and communication protocols.

Source-reviewed means descriptions were checked against primary documentation. Each entry page lists the full requirements and sources; this page shows their counts and the review date.

- HTML: <https://awesomerea.org/resources/page/29/>
- JSON: <https://awesomerea.org/api/v1/resources.json>
- 简体中文: <https://awesomerea.org/zh/resources/page/29/index.md>

## Games (100)

- [Betrayal at Krondor: byte-exact source reconstruction](https://awesomerea.org/resources/betrayal-at-krondor/index.md): Case study · This reconstructs the 1993 DOS game Betrayal at Krondor from its binaries and builds them byte for byte. The README lists release 1.00, floppy, June 16, 1993, checksum c943fd895a57, and release 1.02, CD-ROM, March 21, 1994, checksum e254770143e0. A browser asset viewer reads files the player places in viewer/data/.
- [Castlevania: Order of Ecclesia — decompiling the Nintendo DS game](https://awesomerea.org/resources/ooe-decomp/index.md): Case study · This is a work-in-progress decompilation of Castlevania: Order of Ecclesia for the Nintendo DS. The supported original cartridges are YR9E00 (USA), YR9J00 (Japan), YR9K00 (Korea), and YR9P00 (PAL), all revision 0. Install steps are in INSTALL.md.
- [Conker's Bad Fur Day: matching Nintendo 64 decompilation](https://awesomerea.org/resources/conkers-bfd-decomp/index.md): Case study · This is a matching decompilation of Conker's Bad Fur Day for the Nintendo 64. The active target is the US release. Local builds use Docker for a pinned IDO toolchain on Linux, Intel macOS, and Apple Silicon. The US ROM is named roms/baserom.us.z64.
- [Supaplex: disassembly of the speed-fix executable](https://awesomerea.org/resources/supaplex-speedfix-disasm/index.md): Case study · This disassembles the Supaplex speed-fix executable SPFIX63.EXE. The repository has the assembly and an IDA database. It builds in DOSBox with TASM 4.1 after the original Supaplex files are extracted into build/.
- [Final Fantasy IV: byte-exact Super Famicom disassembly](https://awesomerea.org/resources/ff4-disasm/index.md): Case study · This disassembles Final Fantasy IV for the Super Famicom, released as Final Fantasy II on the SNES. It builds the Japanese 1.0 ROM, CRC32 21027C5D, the Japanese 1.1 ROM, CRC32 CAA15E97, the US 1.0 ROM, CRC32 65D0A825, and the US 1.1 ROM, CRC32 23084FCD.
- [BelthasarProject: reimplementing the Chrono Trigger engine](https://awesomerea.org/resources/belthasar/index.md): Case study · BelthasarProject reimplements Chrono Trigger for the SNES, USA 1995, as a portable C engine. The dump is a headerless 4,194,304-byte ROM, SHA-1 de5822f4f2f7a55acb8926d4c0eaa63d5d989312. The README says the title, a new game, the field, battles, menus, the overworld, and the music run on the C engine. A full playthrough remains unverified. Optional mods add widescreen and frame rates above 60.
- [Blood-RE: matching decompilation of Blood](https://awesomerea.org/resources/blood-re/index.md): Case study · Blood-RE is a matching decompilation of Blood from 1997. The README covers shareware, registered, and Plasma Pak builds from 1.10 through 1.21, including the 3Dfx builds, plus several MAPEDIT versions.
- [GoldenEye 007: Reloaded — Xbox 360 static recompilation for PC](https://awesomerea.org/resources/goldeneye-007-reloaded-recomp/index.md): Case study · This recompiles GoldenEye 007: Reloaded for the Xbox 360, 2011, to native PC with ReXGlue. The PowerPC code is translated to C++. The README says it boots to the main menu and that training and the first mission play. The expected retail dump has title ID 415608AF, media ID 40583A82, module hash 065D6021C0BDD535, and XEX timestamp 4E88BBE7.
- [Scooby-Doo Refrightened: recompiling Night of 100 Frights for Windows](https://awesomerea.org/resources/scooby-doo-refrightened/index.md): Case study · This recompiles Scooby-Doo! Night of 100 Frights for the GameCube, 2002, into a Windows program with WiiCompiled. The supported disc is USA version 1.01, product code GIHE78, revision 1, as ISO, GCM, or CISO. The README lists resolutions up to 4K, widescreen or 4:3, 30 or 60 fps, MSAA, and HDR.
- [Super Smash Bros. Ultimate: static recompilation for PlayStation 4](https://awesomerea.org/resources/ssbu-ps4-recomp/index.md): Case study · This brings a static recompilation of Super Smash Bros. Ultimate version 13.0.2 to the PlayStation 4. The game's AArch64 code is translated to C ahead of time, and the runtime draws with Direct3D 11 through DXVK. The README says matches are playable with up to four controllers, and that the player builds the package from their own dump. Build steps are in docs/BUILDING.md.
- [Streets of Rage: Mega Drive recompilation](https://awesomerea.org/resources/streets-of-rage-recomp/index.md): Case study · This is a recompilation of Streets of Rage for the Mega Drive, released as Streets of Rage on the Sega Genesis. The README says desktop builds cover Windows, macOS, and Linux, and that a PlayStation 5 build is documented. The player supplies the ROM.
- [The Sims 2: statically recompiling the original Xbox game](https://awesomerea.org/resources/sims2-xbox-recomp/index.md): Case study · This recompiles the original Xbox release of The Sims 2, USA, with Xbox XBE Recomp. The supported default.xbe is 3,399,680 bytes, SHA-1 16f9e41ce26c315a758f25d43ba1fa9d3809d1ad. The README says Windows reaches live gameplay on a lot, and the native Linux build reaches the title screen and a 3D neighbourhood. Windows uses Direct3D 12. Linux uses Vulkan.
- [Perfect Dark XBLA PC Recomp: statically recompiling the Xbox 360 remaster](https://awesomerea.org/resources/perfect-dark-xbla-recomp/index.md): Case study · This recompiles the 2010 Xbox 360 remaster of Perfect Dark to Windows with ReXGlue. The launcher imports title ID 584109C2. Supported packages begin with 4287CC74 or 8292DB97. The README lists play up to 4K and 60 fps, with keyboard, mouse, and LAN or virtual-LAN multiplayer for up to 8 players.
- [skate: statically recompiling the Xbox 360 game for Windows](https://awesomerea.org/resources/skate1-recompiled/index.md): Case study · This recompiles skate (2007) for the Xbox 360 into a Windows program with a ReXGlue fork. The README says the game boots and that the intro videos, menus, audio, career start, and Freeskate work. A portable.txt file beside the executable keeps saves in a userdata folder.
- [Stunts HD: recompiling Stunts for browser and desktop](https://awesomerea.org/resources/stunts-hd/index.md): Case study · Stunts HD recompiles Stunts 1.1, the 1990 DOS game also released as 4D Sports Driving. The player's GAME.EXE is translated to JavaScript and drawn in HD at the display resolution, with widescreen and the original physics. It runs in Chrome, Edge, or Firefox, and as a desktop app on macOS, Windows, and Linux.
- [PaRappa the Rapper: decompiling the PlayStation game](https://awesomerea.org/resources/parappa-source/index.md): Case study · This decompiles PaRappa the Rapper. The player extracts an ISO into iso/. XA and STR files must use 2336-byte sectors. The included syncstrip tool cuts 2352-byte sectors from jPSXdec down to 2336. Compile steps follow PSXFunkin without its ISO make targets.
- [Metroid II: byte-matching Game Boy disassembly](https://awesomerea.org/resources/metroid-ii-disasm/index.md): Case study · This disassembles Metroid II: Return of Samus for the Game Boy. The assembled ROM has MD5 9639948ad274fa15281f549e5f9c4d87. The documented tools are rgbds 1.0.1 and Python 3.13.
- [Metroid: byte-matched NES disassembly](https://awesomerea.org/resources/metroid-nes-disasm/index.md): Case study · This disassembles Metroid for the NES. The ROM has eight 16 KB banks. Banks 00 through 06 swap into lower memory, and bank 07 stays in upper memory. The included build script assembles the banks with Ophis and compares each output MD5 with the original binaries.
- [inFAMOUS 2: recompiling the PS3 game for Linux](https://awesomerea.org/resources/infamous2-pc/index.md): Case study · This recompiles inFAMOUS 2 for the PlayStation 3, BCUS98125 version 01.00, to native Linux with ps3recomp. PowerPC and SPU code are translated to C, and the game's RSX shaders run on Vulkan. The README says play continues from Empire City to New Marais, with sound, controls, saves, and a Portuguese dub.
- [X-Men Destiny: static recompilation for Windows](https://awesomerea.org/resources/xmd-recompiled/index.md): Case study · This recompiles X-Men Destiny for the Xbox 360 to Windows with ReXGlue. The entry executable is game/default.xex. setup.ps1 clones ReXGlue v0.10.0. The port targets Direct3D 12.
- [Stunt Double: Reignition — static recompilation of Stuntman: Ignition](https://awesomerea.org/resources/stuntman-ignition-recomp/index.md): Case study · This recompiles Stuntman: Ignition for the Xbox 360, 2007, to Windows with ReXGlue. The README says menus, career, and races play. The installer extracts the player's ISO and compiles the game. A hand build uses ReXGlue v0.10.0 and places default.xex in game/.
- [Quest 3 Strikers: porting Super Mario Strikers to mixed reality](https://awesomerea.org/resources/strikers-quest-mr/index.md): Case study · This runs Super Mario Strikers for the GameCube on a Meta Quest 3 as a mixed-reality app. It is a fork of the Android port, compiled for the headset and drawn through OpenXR. The README describes a floating screen, a life-size stadium, and a tabletop pitch. The player installs the APK from Releases and supplies their own copy of the game.
- [Mario-Bros.-Dis: byte-for-byte Mario Bros. NES disassembly](https://awesomerea.org/resources/mario-bros-nes-disasm/index.md): Case study · This is a byte-for-byte disassembly of Mario Bros. for the NES. It covers the NTSC World release, the PAL European release, and a GameCube version. It assembles with cc65. Graphics are ripped from a ROM with the Python script in misc/.
- [Most Wanted Vehicles Decomp: matching vehicle physics from Need for Speed: Most Wanted](https://awesomerea.org/resources/nfs-mw-vehicles-decomp/index.md): Case study · This is a matching decompilation of the vehicle physics in Need for Speed: Most Wanted. Functions are compiled with MSVC 7.1 so the assembly matches the retail executable.
- [Battlefield: Bad Company — statically recompiling the Xbox 360 game](https://awesomerea.org/resources/bad-company-recomp/index.md): Case study · This recompiles Battlefield: Bad Company for the Xbox 360, USA, title ID 454107F9, to Windows with ReXGlue. The README says 54,126 PowerPC functions are translated to C++23 and the build opens a window. It stops while Frostbite calibrates the disc cache, so the game is not playable yet. The default frame cap is 30 fps.
- [Metal Gear Solid Recompiled: static recompilation of Metal Gear Solid](https://awesomerea.org/resources/mgs-recomp/index.md): Case study · This is a release candidate that recompiles Metal Gear Solid with PSXRecomp and the recomp-ui launcher. It expects the European disc SLES-01370 and a European BIOS, SCPH-5502 or SCPH-5552. The BIOS must be 524,288 bytes, SHA-256 1faaa18fa820a0225e488d9f086296b8e6c46df739666093987ff7d8fd352c09. The README says gameplay acceptance is still pending.
- [Prince of Persia 2: statically recompiling the DOS game for Windows](https://awesomerea.org/resources/pop2-windows/index.md): Case study · This statically recompiles the DOS executable PRINCE.EXE from Prince of Persia 2 into C and links it with a Windows runtime. Game logic, rendering, the intro, and the music driver stay the original code. VGA, the timer, the keyboard, and Sound Blaster or AdLib are replaced. The launcher is PoP2 Launcher.exe.
- [ReShadowTower: recompiling Shadow Tower for PC](https://awesomerea.org/resources/reshadowtower/index.md): Case study · ReShadowTower recompiles Shadow Tower for the PlayStation, USA SLUS-00863, for Linux and Windows x64. The first launch compiles the game from the player's BIN/CUE. OpenBIOS is included. Unsupported paths fall back to an interpreter. The README says not every gameplay path is verified as native code.
- [WWE SmackDown vs. Raw 2009: Xbox 360 static recompilation](https://awesomerea.org/resources/svr2009-recomp/index.md): Case study · This recompiles the Xbox 360 version of WWE SmackDown vs. Raw 2009. Direct3D 12 draws on Windows, and Vulkan draws on Linux and the Steam Deck. The README says it runs at 60 fps, with resolution choices from 480p to 8K. Windows runs the release directly. Linux and Steam Deck run that Windows release through Proton.
- [Dragon Ball GT: Final Bout Recompiled — a Windows recompilation](https://awesomerea.org/resources/db-final-bout-recomp/index.md): Case study · This recompiles Dragon Ball GT: Final Bout for the PlayStation, USA SLUS-00493, to Windows with PSXRecomp. Release v0.2.1 is a compiled package. The player selects a disc on first launch. Widescreen is optional, and OpenBIOS is included.
- [Gauntlet Legends: in-progress Nintendo 64 decompilation](https://awesomerea.org/resources/gauntlet-legends-decomp/index.md): Case study · This is an in-progress decompilation of Gauntlet Legends for the Nintendo 64, US release. The ROM is named baserom.z64. A matching build reports CIC-NUS-6102, CRC 0x729B5E32 and 0xB728D980, and OK for the boot, tower, transitions, boss, and game segments.
- [Rhythm Heaven Fever: Wii decompilation](https://awesomerea.org/resources/rhythm-heaven-fever-decomp/index.md): Case study · This is a work-in-progress decompilation of Rhythm Heaven Fever. The supported version is SOME01, the USA release. The player extracts sys/main.dol to orig/SOME01, then runs python configure.py and ninja.
- [WoodyRE: reimplementing the Woody Woodpecker game engine](https://awesomerea.org/resources/woodyre/index.md): Case study · WoodyRE reimplements the engine of Woody Woodpecker: Escape from Buzz Buzzard Park, the 2001 PC game. It checks the player's CD against the English 1.00 release and also accepts the Spanish CD and three February 2002 discs. Releases cover Windows, Linux, Android 7.0 or later on 64-bit devices, and an experimental Switch build.
- [Digimon World 2 PC port: native Windows and Linux builds](https://awesomerea.org/resources/digimon-world-2-pc/index.md): Case study · This runs Digimon World 2 for the PlayStation natively on Windows and Linux, built from the game's decompiled C. The disc is the USA release SLUS-01193, checked file by file. Game logic stays at 30 fps. The picture can be drawn at the monitor's refresh rate, and the 3D view can widen to 16:9.
- [OpenHuey: rebuilding Haunting Ground for PC](https://awesomerea.org/resources/openhuey/index.md): Case study · OpenHuey rebuilds Haunting Ground for the PlayStation 2, 2005, SLUS_210.75, for PC. The executable SHA-1 is e0867d2ec83e6e2fccf147ad9e645a9a662d1c15. The C decompilation is functional rather than byte-matching. The openhuey program plays the story, rooms, cutscenes, items, menu, saves, endings, and the Hewie minigame.
- [Dragon Ball Z: Budokai Tenkaichi 3 — byte-exact PlayStation 2 decompilation](https://awesomerea.org/resources/bt3-decompiled/index.md): Case study · This is a matching decompilation of Dragon Ball Z: Budokai Tenkaichi 3 for the PlayStation 2, USA SLUS-21678. The main program SLUS_216.78 is 99.92 percent matching C, with four author-written assembly routines left. The menu program BIN/DBZP.BIN is 99.97 percent matching C. Both rebuilt binaries are byte-identical to the originals.
- [Final Fantasy Tactics: byte-exact PlayStation decompilation](https://awesomerea.org/resources/fft-decomp/index.md): Case study · This is a matching decompilation of the North American PlayStation release of Final Fantasy Tactics, SCUS-94221. The README says every game function is C that compiles to the original bytes, and the rebuilt disc matches byte for byte.
- [mh4u-decomp: matching-decompilation progress for Monster Hunter 4 Ultimate](https://awesomerea.org/resources/mh4u-progress/index.md): Case study · This repository tracks a matching decompilation of Monster Hunter 4 Ultimate for the Nintendo 3DS, European version 1.1. It publishes report.json, an objdiff progress report of function names, addresses, sizes, and match percentages. The README says the source, tools, and game data are not in the repository.
- [BlackKnightRecomp: recompiling Sonic and the Black Knight for Windows](https://awesomerea.org/resources/black-knight-recomp/index.md): Case study · This recompiles Sonic and the Black Knight for the Wii to Windows x64. One executable contains the USA release RENE8P, the European RENP8P, and the Japanese RENJ8P, and the installed disc selects which one runs. It draws with Direct3D 11 at 3x resolution and 16:9. The Linux and Steam Deck steps use Proton.
- [reGH2: recompiling Guitar Hero II for Linux](https://awesomerea.org/resources/regh2/index.md): Case study · reGH2 recompiles Guitar Hero II for the Xbox 360, USA, to a Linux program with a native Vulkan renderer. The supported default.xex has SHA-1 b90b864487e6291761b207c8d0064e9a0779bdee and title ID 415607E7. Pre-release 0.2.1 has been played in Quick Play and in Career through the fourth venue. Resolutions include 1080p, 1440p, and 4K.
- [Moon Pearl: an Android port of The Legend of Zelda: A Link to the Past](https://awesomerea.org/resources/moonpearl/index.md): Case study · Moon Pearl is an Android port of the zelda3 C reimplementation of The Legend of Zelda: A Link to the Past. The player picks an .sfc or .smc ROM and the app builds the game data on the device. It adds widescreen, nine save-state slots, rewind, and controller support.
- [White Knight Chronicles II Recomp: PlayStation 3 recompilation](https://awesomerea.org/resources/white-knight-chronicles-2-recomp/index.md): Case study · This recompiles White Knight Chronicles II for the PlayStation 3. The disc also includes White Knight Chronicles I, and the current Windows build reaches that game's starting town and can load one local save. Vulkan is the primary renderer. DirectX 12 is experimental. The documented disc is the USA release BLUS30784. The 30 fps limit is the baseline.
- [AeroGauge: decompiling the Nintendo 64 game](https://awesomerea.org/resources/aerogauge-n64-decomp/index.md): Case study · This is an early decompilation of AeroGauge for the Nintendo 64, USA release. The ROM is named baserom.z64. The source tree has race logic, audio and DMA code, and libultra files. The README says the project is too early for modifications.
- [F-Zero X Expansion Kit: matching decompilation of the disk expansion](https://awesomerea.org/resources/fzerox-expansion-kit/index.md): Case study · This is a matching decompilation of the F-Zero X Expansion Kit. The Japanese dump is named baserom.jp.ndd and converted to baserom.jp.z64dd. The README says that file must match the checksum in fzerox-expansion.jp.md5.
- [FUEL: decompilation of the 2009 PC game](https://awesomerea.org/resources/fuel-decomp/index.md): Case study · This decompiles FUEL, the 2009 PC game by Asobo Studio, US retail. The executable FUEL.exe has SHA-256 ac1b2077137b7c6299c344111857b032635fe3d4794bc5135dad7c35feeda856. The build uses the patched MSVC 8.0 compiler and the August 2008 DirectX SDK.
- [Vandal Hearts: decompiling the PlayStation game](https://awesomerea.org/resources/vandal-hearts-decomp/index.md): Case study · This is an in-progress decompilation of Vandal Hearts for the PlayStation, US release. The executable is SLUS_004.47, checksum 596bb082a2de5f1fe977dd3d7e160b03. The README also lists ASPSX.EXE v2.21 from PSY-Q v3.3, checksum e3ae8aea2623b916f89384bf70f55487, and LIB34.ZIP, checksum d25fd757e944a05369e8fb003a007dd2.
- [Reverse-Engineering Azel RPG: decompilation notes for Panzer Dragoon Saga](https://awesomerea.org/resources/azel-decomp/index.md): Case study · These notes decompile Azel: Panzer Dragoon RPG, also called Panzer Dragoon Saga, for the Sega Saturn. The disc 1 progress table lists 1ST_READ.PRG at 74.70 percent (1,908 of 2,554 bytes) and MENUEN.PRG at 54.39 percent (26,624 of 48,944 bytes).
- [Sonic 3D Blast: a disassembly of game routines](https://awesomerea.org/resources/s3d-blast-disasm/index.md): Case study · This is a disassembly of Sonic 3D Blast. The README says the files are under IDCFILES, and it names IngameMode, LoadLevel, InitLevel, RunLevel, and RunSonic. Commercial use is prohibited.
- [bloodborne-recomp: statically recompiling Bloodborne](https://awesomerea.org/resources/bloodborne-recomp/index.md): Case study · This static recompiler reads Bloodborne for the PlayStation 4, CUSA03173 update 1.09, and writes its functions as C. The project page counts 181,521 of 181,570 functions recompiled and 10,284,725 of 10,691,122 instructions. The player's launcher builds that library on the player's own device. Code that is not recompiled yet still runs in the bbcpu translator.
- [The Legend of Zelda: The Minish Cap — GBA static recompilation](https://awesomerea.org/resources/minish-cap-recomp/index.md): Case study · This recompiles The Legend of Zelda: The Minish Cap for the Game Boy Advance with gbarecomp. The USA ROM SHA-1 is b4bd50e4131b027c334547b4524e2dbbd4227130, and the runtime refuses any other checksum. The GBA BIOS is recompiled and executed. The save chip is EEPROM. The Windows release archive is MinishCapRecomp-windows-x64. Debug port 19842.
- [Castlevania: Aria of Sorrow — matching decompilation of the GBA game](https://awesomerea.org/resources/cvaos-decomp/index.md): Case study · This is a matching decompilation of Castlevania: Aria of Sorrow, USA. It builds cvaos_us.gba, SHA-1 abd71fe01ebb201bcc133074db1dd8c5253776c7. Setup steps are in INSTALL.md.
- [Donkey-Kong-NES-Disassembly: disassembling the NES game](https://awesomerea.org/resources/dk-nes-disasm/index.md): Case study · This disassembles Donkey Kong for the NES across Rev 0 (Japanese), Rev 1 (International), and the GameCube revision. The README says the code is fully disassembled and that graphics data is not included. It assembles with asm6.
- [OpenGT4: reimplementing Gran Turismo 4 for Windows](https://awesomerea.org/resources/opengt4/index.md): Case study · OpenGT4 is a native Windows port of Gran Turismo 4, reimplemented in C. The tested disc is NTSC-U SCUS-97328 version 2.00. CORE.GT4 on that disc has SHA-1 30031137ce494323816bb707b90d3ec0d07937d2. The player selects a disc image in the launcher. The release files are OpenGT4-<version>-setup.exe and OpenGT4-<version>-win64.zip.
- [gagarin: reconstructing the Red Alert 2: Yuri’s Revenge engine](https://awesomerea.org/resources/gagarin/index.md): Case study · gagarin reconstructs the Command & Conquer: Red Alert 2 — Yuri's Revenge engine from retail gamemd.exe v1.001 with the MSVC 6.0 compiler. At source snapshot ce91a761 (2026-10-27), 10,307 of 19,778 functions are matched (52.1 percent) and 784 more are partial. Matched bodies cover 716,425 of 3,878,653 listed function bytes. The target image's SHA-256 is recorded in reccmp-project.yml.
- [The Legend of Zelda: The Minish Cap — a native PC port](https://awesomerea.org/resources/tmc-pc/index.md): Case study · This is a native PC port of The Legend of Zelda: The Minish Cap for x86-64 Linux, Windows, and macOS. It uses SDL3, the ViruaPPU software renderer, and agbplay. The USA ROM baserom.gba has SHA-1 b4bd50e4131b027c334547b4524e2dbbd4227130. The EU ROM baserom_eu.gba has SHA-1 cff199b36ff173fb6faf152653d1bccf87c26fb7. Prebuilt archives are named tmc-usa-{linux,windows,macos}-<version>.tar.gz and are published from 999sian/tmc. A Switch build is in platforms/switch.
- [Tube: reconstructing the 1994 DOS game source](https://awesomerea.org/resources/tube-dos/index.md): Case study · This recreates the source of Tube, the 1994 DOS game from Bullfrog, using Hex-Rays and IDA Pro. The result builds as a 32-bit program with SDL2. Windows uses build_windows.bat, Linux uses build_linux.sh, and the web build uses build_web.bat. The README also lists OpenWatcom 1.9 for a DOS DPMI build. It says the original code uses 32-bit pointers, so this tree does not build as 64-bit.
- [OpenPayload: reimplementing the Mario Kart Wii Wiimmfi payload](https://awesomerea.org/resources/openpayload/index.md): Case study · OpenPayload reimplements the Wiimmfi patch payload for Mario Kart Wii. Its hook table follows payload v96, with server connection and friend-room creation, joining and starting reported as tested. It uses CodeWarrior and the Kamek linker.
- [Parasite Eve: PlayStation static recompilation](https://awesomerea.org/resources/parasite-eve-recomp/index.md): Case study · This statically recompiles the two-disc USA release of Parasite Eve with PSXRecomp and recomp-ui. Both discs contain the same executable, and each passed a startup test. Release 0.3.3 is Windows x64. The v0.3.5 packages add Linux x64 and macOS on Apple Silicon and Intel, and remain candidates until their startup gates pass. OpenBIOS covers setup.
- [God of War II: static recompilation for Windows](https://awesomerea.org/resources/gow2-native/index.md): Case study · This statically recompiles God of War II for the PlayStation 2, NTSC-U SCUS-97481 v1.01, into a Windows executable with PS2Recomp. The function map has 6,607 functions, 76 Sony library stubs, and 240 hardware-register accesses. The current build reaches the first playable area, Rhodes, with sound, cutscenes at 30 fps, and memory-card save and load. The menu is reported at 60 fps, and combat in that area at about 44 to 59 fps.
- [Gex 64: Enter the Gecko — matching Nintendo 64 decompilation](https://awesomerea.org/resources/gex64-decomp/index.md): Case study · This is a matching decompilation of Gex 64: Enter the Gecko for the Nintendo 64, USA release. The ROM is named gex64.z64 and must be big-endian Z64. make split extracts it, make build rebuilds it, and make diff must match the original before a change is submitted. Most of the game compiles without -mips3. Some files require -mips3.
- [Virtual Pro-Wrestling 2: decompiling the Nintendo 64 game](https://awesomerea.org/resources/vpw2-decomp/index.md): Case study · This is a decompilation of Virtual Pro-Wrestling 2 (バーチャル・プロレス2 〜王道継承〜) for the Nintendo 64. An unmodified Z64 ROM named baserom.z64 has SHA-1 82dd25a044689eab57ab362fe10c0da6388c217a. make setup extracts the ROM. make builds it. The README says the project is still in progress.
- [Underworld Revisited: reimplementing Ultima Underworld in Unity](https://awesomerea.org/resources/underworld-revisited/index.md): Case study · Underworld Revisited reimplements Ultima Underworld: The Stygian Abyss (1992) in Unity. It reads the GOG or Steam copy. The checked GOG executable UW.EXE is 547,248 bytes. Windows releases are UnderworldRevisited-<version>-win64.zip and start with UR.exe. Linux releases since 0.3.0 are UnderworldRevisited-<version>-linux64.tar.gz and start with UR.x86_64. Saves use the installation folders UNDEROM1\SAVE1 through SAVE4.
- [Jackal: commented disassembly of the NES game](https://awesomerea.org/resources/nes-jackal-disasm/index.md): Case study · This is a commented disassembly of Jackal for the NES. Graphical data is omitted. With ASM6n and the original ROM supplied as input, the code assembles back to that ROM. Version 1.0 says the enemy logic and the main bank are documented, and that the sound engine in bank 0 still needs work. The ROM layout is in Main.asm.
- [Heroes of Jin Yong: reimplementing the DOS game](https://awesomerea.org/resources/heroes-of-jinyong/index.md): Case study · This reimplements the DOS game 金庸群侠传 (The Legend of Jin Yong Heroes). The program is hojy.exe. With -DBUILD_TOOLS=ON, makedata takes the original game directory, a target directory, and a font file, then writes data, config.toml, and the merged map pictures. SDL2 is zlib-licensed. libADLMIDI and zita-resampler are GPLv3. soxr is LGPLv2.1.
- [Tenchu: Stealth Assassins recompilation](https://awesomerea.org/resources/tenchu-sa-recomp/index.md): Case study · Version 0.1.0 recompiles Tenchu: Stealth Assassins for the PlayStation, USA SLUS-00706, into C# with a fork of RecompOne. The launcher checks the disc boot executable and refuses any other disc. The disc stays required at runtime. Release 0.1.0 boots, plays, and saves. The controller stays inactive for about the first 20 seconds of the intro. Auto-save is off until Options enables it. A PlayStation BIOS is optional because the engine services BIOS calls itself.
- [Conker: Live & Reloaded — native recompilation for Switch, Linux and Windows](https://awesomerea.org/resources/conker-lr-native/index.md): Case study · This statically recompiles Conker: Live & Reloaded for the original Xbox to Nintendo Switch, Linux, and Windows. The retail NTSC default.xbe has SHA-1 2232a1b3874d67b4bb4cf53a940420d2dab59535. Single player is playable. The Switch build is reported at a stable 30 fps, with true 16:9 and an experimental 60 fps mode. Linux and Windows use OpenGL 3.3. Multiplayer and Xbox Live do not work.
- [FableDroid: statically recompiling Fable II for Android](https://awesomerea.org/resources/fabledroid/index.md): Case study · FableDroid statically recompiles Fable II to arm64 Android and renders Xbox 360 GPU commands with Vulkan. Release 0.6.3 beta is FableDroid-0.6.3-beta.apk. The reference Game of the Year USA/Europe ISO has SHA-256 685a0d3bea9718812f17bcd155907a5359a548b6d3d8342dd2a6c944f45e35ff. On a Snapdragon 8 Gen 2 with Adreno 740 and Android 13, the measured median is 29.9 fps at native 720p under the game's 30 fps cap.
- [HarvestMoonSnesDecomp: matching Harvest Moon SNES source in C](https://awesomerea.org/resources/harvest-moon-snes-c/index.md): Case study · This rewrites Harvest Moon for the SNES, USA, as C and checks every routine against the original. The progress line says 45,176 of 45,176 instructions and 778 of 778 routines match. The USA ROM SHA-256 is 73a3aa87ddd5ce5df5ba51292316f42b6e128280179b0a1b11b4dcddc17d4163. Release v0.2.0-beta runs on Windows, macOS 11 or newer, Linux x86-64, and Android 8 or newer. The Windows program is HarvestMoonNative.exe.
- [Tomba!: matching decompilation of four PlayStation releases](https://awesomerea.org/resources/tomba-decomp/index.md): Case study · This matching decompilation of Tomba! builds four PlayStation releases from the same sources. NTSC-U SCUS-94236 has main-executable SHA-1 81cbc79f0230aeb4252e058039f47ac95a777f5a. NTSC-J SLPS-01144 has SHA-1 07d577698ad31ec1a69b9d7b80a7c3f90b650888. PAL SCES-01330 has SHA-1 1d98c6595a49bd8063c906221df1eaa854964cb1. PAL SCES-01331 has SHA-1 f6c383514e5d8367d2eed06400315cf6dd57ef6b. On the European discs the game itself is EXE/MAINn.EXE.
- [Pokémon Moon: reconstructing the European Nintendo 3DS release](https://awesomerea.org/resources/pokemon-moon-decomp/index.md): Case study · This reconstructs the European base release of Pokémon Moon for the Nintendo 3DS. The title ID is 0004000000175E00 and the product code is CTR-P-BNEA, title version 0. Retail code.bin has SHA-256 fbe0ce6da21542542f49645fff78ba1b7e5e7cc172ce4daceeb5c26ab54adba1. Retail static.crs has SHA-256 e18db06b0609739e8e62cd4786c6b2da838d20347050e4c2ac822bf35c016957. The manifest lists 2,984 source-backed functions out of 18,945, including 298 exact ARM matches.
- [Shiloh: reimplementing The X-Files Game engine](https://awesomerea.org/resources/shiloh/index.md): Case study · Shiloh is a Rust engine for The X-Files Game (1998), with an SDL2 window and a WebAssembly browser build. Complete playthroughs are reported for the English DVD Edition, program build 2.05, the Russian 1.00 release, and the German 7-CD release, program build 1.00.19. The browser build is served at 127.0.0.1:8640. Tables such as the computer, phone, and notes are read from the player's copy at run time.
- [Snowboard Kids: decompiling the Nintendo 64 game](https://awesomerea.org/resources/sbk-decomp/index.md): Case study · This is an early decompilation of Snowboard Kids for the Nintendo 64, US release. baserom.us.z64 has SHA-1 1583bacc9046a360df8ea4d536942155247e154c. make decomp writes a work-in-progress tree under decomp, using splat and m2c. The README says the project cannot rebuild a ROM yet.
- [Digimon World 2003: byte-matching decompilation and PC port](https://awesomerea.org/resources/dw2003-recomp/index.md): Case study · This decompiles Digimon World 2003 for the PlayStation, Europe SLES-03936, the PAL release of Digimon World 3. The C rebuilds a byte-identical executable and overlays, and the same C runs as a native PC program. The supported image is a one-track MODE2/2352 BIN/CUE of 692,146,560 bytes, SHA-1 457cb233349ba841e03b33d8060f8fbcadd45cb3. Linux x86-64 releases are dw2003-<version>-x86_64.AppImage and need glibc 2.39 or newer.
- [BLiNX 2: Masters of Time & Space — Xbox static recompilation](https://awesomerea.org/resources/blinx2-recomp/index.md): Case study · This recompiles BLiNX 2: Masters of Time & Space for the original Xbox. The supported release is title ID 0x4D530065, version 1, region-free. default.xbe has one of two SHA-256 values: 0c57fd72053077bc938876d1f2477b937e1f70566500c0e020bb45bbfa4ddc5e or aa186954c47d9f0a98f8690948e8c43bae15201aa49c3457a42402a142b0c60e. Scripted runs reach every stage and boss, at 30 fps and 4:3. Windows uses Direct3D 11, Steam Deck and Linux use Direct3D 11 through Proton, and Apple silicon uses Metal.
- [HydroThunderPORT: recompiling Hydro Thunder Hurricane for PC](https://awesomerea.org/resources/hydro-thunder-port/index.md): Case study · This is a Windows and Linux port of Hydro Thunder Hurricane, release BETA 1.1 (1.1.0), in Standard and PGO builds. It uses ReXGlue for static recompilation and Vulkan for rendering. The Windows launcher is Launcher-Config.exe, and the game is HydroThunder.exe. Linux releases are an AppImage. The README says the 0.0.2.1 title-update configuration is supported. Generated game code is not in the repository.
- [Renegade Squadron: static recompilation of the PSP game for Windows](https://awesomerea.org/resources/renegade-squadron-pc/index.md): Case study · This statically recompiles Star Wars Battlefront: Renegade Squadron for the PSP, US ULUS10292, into a Windows executable. BOOT.BIN is checked against SHA-256 f4c7a9ef93475fc8017f649346ef79b599649dc47462ec419e9fd373146f8c68. Vulkan is the default renderer, and DirectX 12 remains selectable. The game frame rate is raised from the PSP's 20 fps to 60 fps. The program is RenegadeSquadron.exe.
- [Star Fox Adventures: debug build decompilation](https://awesomerea.org/resources/sfa-debug-decomp/index.md): Case study · This is a work-in-progress decompilation of a debug build of Star Fox Adventures, version GSAP01, file default.dol. The README says that file is on Interactive Multi-Game Demo Disc - July 2002 (USA) and is unused there. It was built for an internal debug environment, writes to addresses used for debug tracing, and expects an RGBA framebuffer at a fixed address. The README says the code will most likely not compile yet, and that the build does not boot on a console or an emulator.
- [Pokémon Battle Revolution: matching decompilation of the Wii game](https://awesomerea.org/resources/pbr-decomp/index.md): Case study · This is a matching decompilation of Pokémon Battle Revolution for the Wii, PAL RPBP01 revision 0. On 2026-10-12, 6,410 of 13,890 functions matched (21.05 percent), and 2.32 percent was in finished units linked into the build. python configure.py and ninja check main.dol against config/RPBP01/build.sha1. The disc image starts in orig/RPBP01/.
- [SacredStonesRecomp: statically recompiling Fire Emblem: The Sacred Stones](https://awesomerea.org/resources/sacred-stones-recomp/index.md): Case study · This statically recompiles Fire Emblem: The Sacred Stones for the Game Boy Advance to Windows x64 and Android ARM64. The USA ROM SHA-1 is c25b145e37456171ada4b0d440bf88a19f4d509f. The runtime refuses any other checksum. The save is 32 KiB SRAM. Debug port 19842. Release 0.1.20 is SacredStonesRecomp-0.1.20-win64.zip. Android packages target Android 9 or newer.
- [Twisted Metal: Black — a static recompilation for PC](https://awesomerea.org/resources/tmb-recomp/index.md): Case study · This statically recompiles Twisted Metal: Black for the PlayStation 2, USA SCUS-97101, to Linux and Windows with BozoEngine. The executable SCUS_971.01 has SHA-1 3ff17f4897552e355d0bb8c3abfa5125fe3ff2ef. Release v0.4.0 plays one-player, story, and four-player split-screen matches at the NTSC rate of 60 updates per second. The Windows launcher is TMB Launcher.exe, from TMB_Recomp-<version>-bozo.zip.
- [PiratesAtWorldsEndRecomp: recompiling Pirates of the Caribbean: At World's End](https://awesomerea.org/resources/pirates-awe-recomp/index.md): Case study · This recompiles Pirates of the Caribbean: At World's End for the Xbox 360, USA disc, to Windows. The launcher installs the game from the player's ISO. The default renderer is NativeXRenderer. Xenos is the fallback renderer. The README reports 60 fps at the original game speed, and widescreen through 21:9. The first levels have been played in hour-long sessions. Later levels are still untested. Releases are a setup executable and a windows-x64 zip.
- [Super Mario Galaxy: statically recompiling the Wii game for PS5](https://awesomerea.org/resources/ps5-mario-galaxy/index.md): Case study · Version 1.1.0 statically recompiles Super Mario Galaxy for the Wii, USA RMGE01 revision 0, into a PlayStation 5 homebrew title, PPSA99315, at 4K and 60 fps. Nebula translates that one disc. The Mac builder is SuperMarioGalaxy-PS5-Builder-1.1.0-mac.zip. The Windows builder is SuperMarioGalaxy-PS5-Builder-1.1.0-windows.zip. The result is a folder named PPSA99315, about 4.5 GB. A build takes about 4 minutes on an Apple silicon Mac and about 10 minutes on a fast PC, and needs about 12 GB free.
- [Bigodão: statically recompiling Wario Land: Super Mario Land 3](https://awesomerea.org/resources/bigodao/index.md): Case study · Bigodão statically recompiles Wario Land: Super Mario Land 3 for Linux, Windows, and Android. The World ROM SHA-256 is ac1682f17abcf590311a233289ee325214c2d71ab3a5aa175004002d85075e56. The IPS patch Wario Land - Super Mario Land 3 DX (World).ips v1.2 has SHA-256 599d9f59090df3e1e77c1678e069290a2cd9ce59c71cf58d66c4dc3db8b7facd. Widescreen 16:9 is on by default. The OpenGL renderer can run at 120 fps. The patch is applied in memory.
- [Eternal Darkness: Sanity’s Requiem — a matching GameCube decompilation](https://awesomerea.org/resources/eternal-darkness-decomp/index.md): Case study · This matching decompilation targets Eternal Darkness: Sanity's Requiem for the GameCube, US GEDE01 revision 0. The Redump disc SHA-1 is 2bebaa7a17d69057f8c02fe00349b558abc30ff6. main.dol is 3,156,384 bytes, SHA-1 ea24b6af954876ce072562ff39cdb4c81d32be1f, entry point 0x80005308. The progress table lists 1,265,572 of 2,300,692 code bytes (55.01 percent), 6,285 of 8,214 functions (76.52 percent), and 6,520 of 7,121 objects (91.56 percent).
- [WinFish: decompilation of Insaniquarium Deluxe 1.1](https://awesomerea.org/resources/winfish/index.md): Case study · WinFish decompiles Insaniquarium Deluxe 1.1 from the Windows executable. The README says the result is fully playable and still has bugs. The solution WinFish.sln uses the Visual Studio 2022 v142 toolset. A 32-bit build needs bass.dll from the original game, plus the data, properties, and fishsongs folders copied beside the solution.
- [FreeTFC: reimplementing Team Fortress Classic](https://awesomerea.org/resources/freetfc/index.md): Case study · FreeTFC is a clean-room reimplementation of Team Fortress Classic in QuakeC. It is cloned into the Nuclide SDK as the directory tfc. The build is Nuclide's build_game.sh, or make inside tfc/src. Nuclide needs fteqw and fteqcc set up.
- [Def Jam: Fight for NY — statically recompiling the Xbox game](https://awesomerea.org/resources/defjam-ffny/index.md): Case study · This statically recompiles Def Jam: Fight for NY for the original Xbox, USA version, to Windows. The installer checks the ISO and refuses the European disc. DJFFNY.exe is the single-window installer. A hand install uses Installer.bat. The MSVC package is about 2 MB and can use DLSS on an NVIDIA RTX card. The built-in Clang package is about 100 MB. The install needs about 4 GB free and an XInput controller.
- [Tomba2Recomp: statically recompiling Tomba! 2](https://awesomerea.org/resources/tomba2-recomp/index.md): Case study · This statically recompiles Tomba! 2: The Evil Swine Return with psxrecomp. Windows and Linux previews accept the USA disc SCUS-94454 and the Italian PAL disc SCES-02686. Native code is prepared from all 22 original area files plus shared overlays before gameplay. Release builds include the MIT OpenBIOS from PCSX-Redux. Adaptive widescreen and 1080p internal rendering are on by default. SDL3 is the default host backend.
- [Tenchu Z - HoloCatt Recomp Project: statically recompiling Tenchu Z](https://awesomerea.org/resources/tenchu-z-recomp/index.md): Case study · Alpha 0.1.4 statically recompiles Tenchu Z for the Xbox 360, the USA and Europe release, to Windows with ReXGlue. The archive is TenchuZ-HoloCattRecomp-0.1.4-alpha-windows.zip. Setup Tenchu Z.cmd checks the ISO and extracts it beside tenchuz.exe. Direct3D 12 and Vulkan are both available. Render scale runs from 1x to 7x. The hub and the first missions have been played. The rest of the game is untested. F6 opens the added menu.
- [The Incredibles: matching GameCube decompilation](https://awesomerea.org/resources/incredibles-gc/index.md): Case study · This is a matching decompilation of The Incredibles for the GameCube, USA GICE78, built on Heavy Iron's EvilEngine. The retail main.dol has SHA-1 c7413be2fba5b8cc47b7506ecb7785677a4a1c12 and is copied to orig/GICE78/sys/main.dol. The project uses decomp-toolkit. Matched code is shared with the Ratatouille prototype and Rise of the Underminer decompilations.
- [Zoids Legacy: byte-matched GBA code reconstruction](https://awesomerea.org/resources/zoids-legacy-decomp/index.md): Case study · This rebuilds 1,130 code regions of Zoids Legacy for the Game Boy Advance, USA, and compares each region's bytes with the ROM. make verify checks the ROM SHA-1 and does not write a ROM. The translation editor is python3 tools/script_editor.py and listens on 127.0.0.1:5097. English and Spanish text files are dialogue-en.json, scene-translation.json, and the Spanish counterparts. The USA ROM is named Zoids Legacy (USA).gba.
- [Manic Miner: ZX Spectrum disassembly](https://awesomerea.org/resources/manic-miner-disasm/index.md): Case study · This is a SkoolKit disassembly of Manic Miner for the ZX Spectrum. skool2html.py sources/mm.skool builds the HTML disassembly. skool2asm.py sources/mm.skool writes mm.asm for an assembler. The published HTML is at skoolkid.github.io/manicminer, with a hexadecimal view and a decimal view.
- [Shin Megami Tensei: Japanese 1.0 disassembly](https://awesomerea.org/resources/smt1-j10-disasm/index.md): Case study · This is an incomplete disassembly of Shin Megami Tensei for the Super Nintendo, Japanese version 1.0. Each line starts with an address label of the form #_AAAAAA, where AAAAAA is the 24-bit ROM address. One instruction is written per line. MVN and MVP are written with a macro so the standard form assembles. The README says unused code from overwritten builds remains in the ROM.
- [FreeGunman: reimplementing Gunman Chronicles in QuakeC](https://awesomerea.org/resources/freegunman/index.md): Case study · FreeGunman is a clean-room reimplementation of Gunman Chronicles in QuakeC. It is cloned into the Nuclide SDK as the directory rewolf. The build is Nuclide's build_game.sh, or make inside rewolf/src. Nuclide needs fteqw and fteqcc set up.
- [Midtown Madness 3: static recompilation for PC](https://awesomerea.org/resources/mm3-recomp/index.md): Case study · This statically recompiles Midtown Madness 3 for the original Xbox to a native executable with xboxrecomp. Windows x64 gameplay has been checked with Direct3D 12 or Vulkan, both through SDL3. Linux x64 has a build path. The builder does not support macOS. Check SHA in the Windows builder reports whether the disc matches a tested dump. The command-line program is mm3_recomp.exe.
- [Super Mario Advance 2 Recomp: statically recompiling the GBA game](https://awesomerea.org/resources/sma2-recomp/index.md): Case study · This statically recompiles Super Mario Advance 2: Super Mario World for Windows. Release v0.0.3 runs SuperMarioWorldRecomp.exe. The launcher asks for the USA/Australia ROM and a retail GBA BIOS. The game boots through the opening and attract sequence. Adaptive Widescreen is optional and can expand supported scenes up to 9:5. Shift with F1 through F9 saves a state, and F1 through F9 loads one.
- [Epoch & Equinox: playing the Oracle of Ages and Oracle of Seasons ROMs](https://awesomerea.org/resources/epoch-equinox/index.md): Case study · Epoch & Equinox is one native player for The Legend of Zelda: Oracle of Ages and Oracle of Seasons. The USA/Australia Ages ROM roms/tlozooa.gbc has SHA-1 880374fb978b18af4aa529e2e32f7ffb4d7dd2f4. The USA/Australia Seasons ROM roms/tlozoos.gbc has SHA-1 ba1268290fb2b1b70505d2d7b5825fc8a4816a4b. The runtime interprets the loaded ROM. Rewind covers about 12 seconds. A voxel mode rebuilds rooms from the game's collision data. Platforms are Linux, Apple silicon macOS, and Windows.
- [Trials HD Recompiled: static recompilation of the Xbox 360 game](https://awesomerea.org/resources/trials-hd-recomp/index.md): Case study · This statically recompiles Trials HD for the Xbox 360, title ID 5841095A, to Linux x86-64 and macOS with ReXGlue. Physics stay at 60 Hz while rendering can run at a higher refresh rate. The GPU backend is WebGPU or Vulkan. ./build.sh --game takes the game directory or the STFS package and reads default.xex from it. Later builds omit --game.
- [Space Channel 5 · Native: statically recompiling the Dreamcast game](https://awesomerea.org/resources/space-channel-5-native/index.md): Case study · This translates the USA Dreamcast release of Space Channel 5 ahead of time into native modules. Preview v0.1.0-preview.2 runs SpaceChannel5.exe on Windows x64, SpaceChannel5 on Linux x64 and ARM64, and SpaceChannel5.app on Apple silicon and Intel macOS. The launcher checks a USA GDI and its track files. Gameplay does not use an SH4 interpreter. Flycast supplies device, rendering, and audio components. OpenGL 3.3 is required. Original 4:3 framing is the default.
- [War of the Monsters: statically recompiling the PS2 game for PC](https://awesomerea.org/resources/wotm-recomp/index.md): Case study · This statically recompiles War of the Monsters for the PlayStation 2 to Windows, and has a Linux x86-64 path. The Windows program is wotm.exe. PS2Recomp translates the executable, including VU0, into C++ that is generated locally. A decompilation build ends with build/SCUS_971.97.rom: OK. The Linux target needs AVX2, BMI2, POPCNT, and LZCNT. Mods go in mods next to wotm.exe.
