# Curated reverse engineering resources · Page 30

> Page 30 of 52, entries 2,901–3,000. 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/30/>
- JSON: <https://awesomerea.org/api/v1/resources.json>
- 简体中文: <https://awesomerea.org/zh/resources/page/30/index.md>

## Games (100)

- [OpenEmperor: reimplementing Emperor: Rise of the Middle Kingdom](https://awesomerea.org/resources/openemperor/index.md): Case study · OpenEmperor 0.1.0-alpha.2 is a clean-room reimplementation of Emperor: Rise of the Middle Kingdom for Apple silicon macOS. It includes a playable city sandbox and an optional original-economy experiment. Original campaigns and save games are unsupported. The first launch asks for an installed or extracted Emperor data directory. The program is build/openemperor. Space pauses, and F5 and F9 save and load.
- [Wii Party: a native Windows and Linux recompilation](https://awesomerea.org/resources/wii-party-recomp/index.md): Case study · This statically recompiles Wii Party to Windows and experimental Linux. The DOL and all 115 REL modules translate. 4,152 tests check every instruction kind the game uses. Graphics go from GX to Direct3D 11. The frame rate is locked at 60 fps PAL60, at up to 6 times the console resolution, using about 600 MB of RAM. Every one of the 79 Free Play minigames and a full 17-round Board Game Island session have been played. The offline Windows archive is wiipartyrecomp-offline-windows.zip, about 185 MB.
- [Saints Row: static recompilation of the Xbox 360 game](https://awesomerea.org/resources/saints-row-360/index.md): Case study · Version 0.1.0 statically recompiles Saints Row for the Xbox 360, NTSC-U title ID 545107D1, to Windows with ReXGlue. It boots through the logos and menu, and New Game reaches Player Creation and then Stilwater on foot, with graphics, audio, and controller input. The first mission, combat, vehicles, and Load Game are untested. The installer is SaintsRow-Installer-windows-x64.exe. A checkout can use Setup.cmd and Play.cmd. The first build takes 30 to 60 minutes and needs about 20 GB free.
- [Mario Golf: matching Nintendo 64 decompilation](https://awesomerea.org/resources/mario-golf-64/index.md): Case study · This matching decompilation of Mario Golf for the Nintendo 64, North America NMFE revision 0, rebuilds the original ROM byte for byte. baserom.z64 has SHA-1 e2c4e7a905b29529b49a1619a401fe699224829b. make setup downloads the KMC GCC 2.7.2 and binutils 2.6 toolchain. make extract splits the ROM with splat. make writes build/mariogolf64.z64 and checks it against the baserom.
- [Twisted Metal (2012) — PS3 Native PC Port: research on a Windows port](https://awesomerea.org/resources/twisted-metal-2012-research/index.md): Case study · This repository collects research toward a native Windows port of the 2012 PlayStation 3 game Twisted Metal. Its public export provides host models, a synthetic Taskset probe and development tasks. Python 3.10 unit tests and a CMake 3.20 host probe exercise those components.
- [ActRaiser Recomp: statically recompiling the SNES game](https://awesomerea.org/resources/actraiser-recomp/index.md): Case study · This recompiles ActRaiser for the Super Nintendo, USA. The cartridge dump is named internally ACTRAISER-USA, 1,048,576 bytes, with no copier header. The internal checksum is 0x83DB. SHA-256 is b8055844825653210d252d29a2229f9a3e7e512004e83940620173c57d8723f0. SHA-1 is e8365852cc20178d42c93cd188a7ae9af45369d7. CRC32 is 0xEAC3358D. The Builder verifies the file before it continues. macOS, Windows, Linux, and Steam Deck packages are listed.
- [Astral Chain: statically recompiling the Switch game for macOS](https://awesomerea.org/resources/astral-chain-recomp/index.md): Case study · This statically recompiles Astral Chain for the Nintendo Switch, version 1.0.0 with no update, to macOS. Apple silicon is the preview target and uses Vulkan through MoltenVK. The README says the opening, character creation, and the File 01 motorcycle chase run, with the chase measured at a stable 30 fps on an Apple M5 Pro. A build from a real dump translates 1,332 shaders. Linux and Windows reach that same chase and are marked early. Saving and reloading are untested.
- [Body Harvest: Recompiled — static recompilation of the Nintendo 64 game](https://awesomerea.org/resources/body-harvest-recomp/index.md): Case study · Release 0.1.0 statically recompiles Body Harvest for the Nintendo 64, USA, with N64Recomp. The ROM SHA-1 is bbb6666f5014a473747ee4145f036d9fb25d7348. It accepts .z64, .n64, .v64, or a ZIP. The port boots and plays the start of Greece. Windows runs body-harvest-recomp.exe. Linux runs ./body-harvest-recomp.sh. Widescreen follows the window, and the frame rate can follow the display refresh.
- [DK64: Recompiled — an Android port of Donkey Kong 64](https://awesomerea.org/resources/dk64-android/index.md): Case study · This ports Donkey Kong 64: Recompiled to native Android with the NDK, N64ModernRuntime, RT64 on Vulkan, RmlUi, and SDL2. The USA NTSC-U 1.0 ROM has SHA-1 cf806ff2603640a748fca5026ded28802f1f4a50. The app accepts .z64, .n64, or .v64 and byteswaps as needed. It requires Android 8.0 or newer on arm64-v8a and Vulkan 1.1 or newer. GitHub Actions publishes app-debug.apk as dk64recomp-android-debug.
- [Pinyon Shift: statically recompiling Forza Horizon for Windows](https://awesomerea.org/resources/pinyon-shift/index.md): Case study · Pinyon Shift statically recompiles Forza Horizon for the Xbox 360 to Windows. The USA retail disc is serial MS-2505, title ID 4D5309C9. ShiftGlue, a fork of ReXGlue, translates the PowerPC code to C++. Vulkan 1.3 is the default renderer and Direct3D 12 is the other option. Internal resolution can reach 4K. Release notes are at 0.3.0. NVIDIA GPUs are the ones qualified so far. The README's checklist still has the Android runtime port unchecked.
- [Spartan: recompiling Halo 3 Mythic multiplayer for Windows](https://awesomerea.org/resources/spartan-h3m/index.md): Case study · Spartan, formerly OpenH3M, statically recompiles the Halo 3 Mythic multiplayer disc from Halo 3: ODST to Windows x64 with ReXGlue. Beta 0.8 has the 3D menu, Custom Games, local split screen for one to four players, and Forge. Theater can be opened. Recording and saved-film playback are not fully validated. The frame cap is the original 30 fps. The release archive is OpenH3M-beta-0.8-win-x64.zip and the program is OpenH3M.exe.
- [Pokémon Platinum 3DS: a native 3DS port of Pokémon Platinum](https://awesomerea.org/resources/pokeplatinum-3ds/index.md): Case study · This is a native Nintendo 3DS port of Pokémon Platinum, built from the pret/pokeplatinum decompilation. The remastered display targets a New 3DS, New 3DS XL, or New 2DS XL. The ROM is Pokémon Platinum, USA, revision 0 or revision 1. A browser builder makes the SD card files locally. A source build uses devkitPro's 3ds-dev group, Python 3.10 or newer, and Git.
- [Road Trip Adventure: a PlayStation 2 recompilation](https://awesomerea.org/resources/road-trip-recomp/index.md): Case study · This statically recompiles Road Trip, Choro Q HG 2 for the PlayStation 2, USA SLUS-20398, to Windows, macOS, and Android with PS2Recomp. The first launch reads the player's disc image and compiles the game on the device. Render scale goes up to 4x. Extra frames at 120 and 240 Hz are redrawn from the game's geometry. The Windows archive is RoadTripRecomp-<version>-Windows-x64.zip. The disc check compares the image with the Redump dump.
- [Sonic 3 & Knuckles — Recompiled: native PC build](https://awesomerea.org/resources/sonic3k-recomp/index.md): Case study · This recompiles Sonic 3 & Knuckles, and also offers separate Sonic 3 and Sonic & Knuckles builds, with segagenesisrecomp. Release v0.7.3 provides Windows x64 ZIPs and Linux x86_64 AppImages. Sonic3KRecomp is the combined game. The launcher asks for the matching ROM. High refresh rate options in v0.7.0 are 120, 144, or the display rate, while gameplay and music keep their normal speed.
- [Banjo-Kazooie: Xbox Live Arcade decompilation](https://awesomerea.org/resources/bk360/index.md): Case study · This decompiles the Xbox Live Arcade version of Banjo-Kazooie. The expected default.xex has SHA-1 24f81f8058d1be416d95ccfcb5ebd2503eb4fd47. make split reads bk.yaml, and make regenerates merged.xex. The documented Xbox 360 SDK is version 7645. Comparisons use Visual Studio 2005 SP1 output against GCC for PowerPC, so objdiff shows function-call relocations as different.
- [Starlit Party: porting Mario Party 6 to Windows, Android and browsers](https://awesomerea.org/resources/starlit-party/index.md): Case study · Starlit Party is a native Windows, Android, and browser port of Mario Party 6, USA, built on recovered game code, Aurora, SDL3, and Dawn/WebGPU. Release 0.5.0 runs all six Party Mode boards, Solo Mode, Mini-Game Mode, Mic Mode, the Star Bank, and the opening, ending, and credits. 49 of 81 minigames are playable. The Windows program is build\release\mp6native.exe. Rendering can be uncapped while game logic stays at 60 Hz.
- [ReRevved: statically recompiling Civilization Revolution](https://awesomerea.org/resources/rerevved/index.md): Case study · ReRevved statically recompiles Civilization Revolution for the Xbox 360. The Windows program is rerevved.exe and uses Direct3D 12. Linux x64 uses Vulkan. macOS arm64 needs Apple silicon, Vulkan, and macOS 13.3 or newer. The first run asks for the player's ISO or extracted folder and for the version 1.3 update. The SDK is a BSD-3-Clause fork of ReXGlue.
- [Mario Kart Wii PC Builder: statically recompiling Mario Kart Wii](https://awesomerea.org/resources/mkwii-pc-builder/index.md): Case study · Version 1.2.0 builds a native Windows game from a PAL Mario Kart Wii disc, RMCP01. The installer is MKWii-PC-Builder.exe and the game is Mario Kart Wii.exe. It includes 15 languages, up to four local players, and online play for one or two players per PC. Retro Rewind 6.13.4 supplies extra tracks and character variants. Dolphin texture packs can be PNG, DDS, ZIP, or 7z.
- [OpenMadoola: reimplementing The Wing of Madoola](https://awesomerea.org/resources/openmadoola/index.md): Case study · OpenMadoola reimplements The Wing of Madoola and reads graphics and level data from a ROM. The ROM can be madoola.nes or the Steam collection file sharedassets0.assets. It also needs font.bin, 2c04.pal, nes.pal, and the demo and mml directories. GNU/Linux builds are on Flathub as com.infochunk.OpenMadoola. Windows builds are on Releases. macOS is built from source. libco is ISC. nes_ntsc is LGPL-2.1 or later.
- [Crash Bandicoot: The Wrath of Cortex — matching PS2 decompilation](https://awesomerea.org/resources/crash-woc-decomp/index.md): Case study · This matching decompilation of Crash Bandicoot: The Wrath of Cortex for the PlayStation 2 targets PAL retail v1.03, SLES-50386. SLES_503.86 is 6,731,763 bytes, SHA-256 7fc6826d08c42a5a92fc018edae3e520783beb5a8330410251192bfe26b1eca1. SYSTEM.CNF is 56 bytes, SHA-256 86fe327e4576516f57004800b2663c75c8a65a62872f3fdf3aa0618daf23d9c1. The files go in orig/pal103/. objdiff.json is generated after setup.
- [Killzone: Liberation — Windows static recompilation](https://awesomerea.org/resources/killzone-liberation-recomp/index.md): Case study · This Windows static recompilation of Killzone: Liberation targets the US v1.20 image UCUS-98646. That image is 568,498,176 bytes, SHA-1 5bc4fc8cd8d72c9c2e7c1c03a4325a29bed6e69a. The Redump retail USA disc is a different image: 581,632,000 bytes, SHA-1 dda1a72c28ccdd8ddd2f3cbfd2fa3188962b0458. extract.py checks the image, gen.py writes the translated C, and cmake --preset clang-cl builds kzl_driver. The boot path rechecks the ISO size and SHA-1.
- [MegaManZeroRecomp: statically recompiling Mega Man Zero](https://awesomerea.org/resources/megaman-zero-recomp/index.md): Case study · MegaManZeroRecomp statically translates the Mega Man Zero USA revision 0 ROM, SHA-1 193b14120119162518a73c70876f0b8bffdbd96e, from ARM and Thumb into native C++. The runtime hash-gates the ROM. The ROM file is roms/megaman_zero_usa.gba. The repository is cloned beside gbarecomp, gba_recompile regenerates the translation units, and cmake --build build --target MegaManZeroRecomp builds the Windows program.
- [RubySapphireRecomp: statically recompiling Pokémon Ruby and Sapphire](https://awesomerea.org/resources/ruby-sapphire-recomp/index.md): Case study · RubySapphireRecomp statically translates Pokémon Ruby and Sapphire USA revision 1 ROMs into native C. Ruby SHA-1 is 610b96a9c9a7d03d2bafb655e7560ccff1a6d894. Sapphire SHA-1 is 4722efb8cd45772ca32555b98fd3b9719f8e60a9. The runtime refuses an unrecognized ROM. The files are variants/ruby/roms/ruby_usa.gba and variants/sapphire/roms/sapphire_usa.gba. gba_recompile writes the generated C, and cmake --build build --target RubyRecomp builds one executable.
- [The Urbz: Sims in the City — original Xbox static recompilation](https://awesomerea.org/resources/urbz-recomp/index.md): Case study · This static recompilation of the original Xbox game The Urbz: Sims in the City, North America, builds Urbz.exe for Windows with Direct3D 12 and XAudio2, and Urbz for Linux with Vulkan and SDL3. default.xbe is 3,035,136 bytes, SHA-1 5712b6a3e2eaaacfcae228cf6154ade499a0033c, title ID 0x45410060, linked 2004-10-07 against XDK 1.0.5849. xiso_extract.py extracts the disc, xbe_info.py checks that SHA-1, and build.bat or build.sh recompiles 15,942 functions.
- [WarioWare: Twisted! recomp](https://awesomerea.org/resources/warioware-twisted-recomp/index.md): Case study · This static recompilation of WarioWare: Twisted! runs on Windows x64 and Android arm64, using the phone gyroscope or a controller motion sensor for the cartridge gyro. The USA ROM and a retail GBA BIOS are selected in the launcher. Their identities are recorded in variants/warioware_twisted/game.toml. Windows builds use CMake, Ninja, MSYS2 MinGW64, and SDL2. pwsh tools/regen.ps1 regenerates the translation, and cmake --build build --target WarioWareTwistedRecomp builds the program.
- [Dragon Ball Z: Super Saiya Densetsu — recompiling the SNES game in Rust](https://awesomerea.org/resources/dbz-ssd-rust/index.md): Case study · This Rust project plays Dragon Ball Z: Super Saiya Densetsu for the SNES in Classic, recompiled, and remastered modes. Classic runs the 65816 code in a vendored jgenesis core and checks Rust routines in lockstep against 28 reference replays. crates/ssd-recomp writes one Rust function per entry address and register width. cargo run --release -p xtask -- recompile generates that code from the local ROM. The checksum-fixed Klepto v1.02 image is 1,048,576 bytes, CRC-32 A8CF4F2A, SHA-1 6b612f6d99f2efc26f26fb22290bc732ada0ea6f. Japanese Rev 1 is CRC-32 ADE7B968, SHA-1 6b5725765ddde078350ec61221ddb9bb252066a7.
- [TotK Recomp: statically recompiling Tears of the Kingdom](https://awesomerea.org/resources/totk-pc-recomp/index.md): Case study · TotK Recomp statically recompiles The Legend of Zelda: Tears of the Kingdom into a native x86-64 program for Windows and Linux, with a Vulkan renderer. It accepts the base game plus update 1.1.0, 1.2.1, or 1.4.3 as NSP, XCI, NSZ, or XCZ. Windows setup needs Windows 10 or later, SSE4.2, and Vulkan 1.3. Linux needs Linux 6.7 or later and glibc 2.34 or later. The toolchain steps are in docs/building.md.
- [SDLPAL: reimplementing Legend of Sword and Fairy with SDL](https://awesomerea.org/resources/sdlpal/index.md): Case study · SDLPAL is an SDL reimplementation of the Chinese RPG Legend of Sword and Fairy, also called PAL. It builds for Windows desktop and UWP, GNU/Linux, macOS, Android, iOS, and several consoles. Windows desktop opens win32/sdlpal.sln in Visual Studio 2017 or later. GNU/Linux runs cd unix && make and needs SDL 2.0. The original resource files are copied into the same directory as the executable. On case-sensitive filesystems those filenames are lower-case. Versions are selected in the first-launch window or in sdlpal.cfg.
- [OpenGothic: reimplementing the Gothic 2: Night of the Raven client](https://awesomerea.org/resources/opengothic/index.md): Case study · OpenGothic is a reimplementation of the Gothic 2: Night of the Raven client, using the original game data and mods. The README says the main quest and the addon can be completed. Development targets Gothic 2. Windows uses DirectX 12 or Vulkan, Linux uses Vulkan, and macOS uses Metal. git clone --recurse-submodules, then cmake -B build -DBUILD_SHARED_LIBS=ON -DCMAKE_BUILD_TYPE:STRING=RelWithDebInfo and make -C build. The executable is OpenGothic/build/opengothic. The macOS target is Gothic2Notr.
- [LunarCore: reimplementing a Star Rail 4.2.0 game server](https://awesomerea.org/resources/lunarcore/index.md): Case study · LunarCore is a Java reimplementation of the Star Rail game server for a 4.2.0 client. ./gradlew jar builds LunarCore.jar, and java -jar LunarCore.jar starts it. The resources directory needs the Config, TextMap, and ExcelBin folders from the StarRailData set. Java 21 is required. The server can use its built-in database, and the README also recommends MongoDB 4.0 or newer. Login, teams, inventory, monster battles, shops, gacha, mail, Forgotten Hall, Pure Fiction, and a partial Simulated Universe are listed as present.
- [gtasa-reversed: reconstructing Grand Theft Auto: San Andreas code](https://awesomerea.org/resources/gtasa-reversed/index.md): Case study · This project rewrites Grand Theft Auto: San Andreas function by function. The build is a DLL whose reversed functions replace the ones in the game, with a standalone executable as the stated end goal. The supported executable is the compact exe, 5,189,632 bytes. python setup.py configures a windows-msvc x86 Debug build by default, and python setup.py --build compiles it. The README estimates that about 50 to 60 percent of the code is done.
- [Surreal Engine: reimplementing Unreal Engine 1](https://awesomerea.org/resources/surrealengine/index.md): Case study · Surreal Engine reimplements Unreal Engine 1, currently for Unreal Gold and Unreal Tournament. The SurrealEngine executable adds game folders and launches a selected game. It runs on Windows 10 or newer, macOS 15 or newer, and a current Linux distribution, using Direct3D 11, OpenGL 3.2, Vulkan, or Metal 2. Build steps are in Docs/Building.md. SurrealEngine [--url=<mapname>] [--engineversion=X] takes a game-folder path.
- [re:Blue — native static recompilation of Blue Dragon](https://awesomerea.org/resources/reblue/index.md): Case study · re:Blue statically recompiles Blue Dragon into a native program. The setup checks a disc image from each of the three retail discs. Windows is x86-64 with DirectX 12. Linux covers AMD64 and ARM64, including SteamOS 3.6. macOS is ARM64 and needs macOS 13.3 or later. cmake --preset win-amd64-release and cmake --build --preset win-amd64-release build it. The same presets exist for linux-amd64, linux-arm64, mac-amd64, and mac-arm64. The build uses the ReXGlue SDK.
- [Black - XBE Recomp: native Windows port of Black](https://awesomerea.org/resources/black-xbe-recomp/index.md): Case study · This is a native Windows port of the original Xbox game Black, made with Xbox XBE Recomp. An ISO or extracted files from the USA or Europe release go in assets. A source build needs default.xbe from the USA release in that folder. build.bat recompiles the game, and the executable is out/build/release/BLACK.exe. The first launch compiles the game code once. The minimum system is Windows 10 64-bit, a CPU with SSE4.2 and POPCNT, and a Direct3D 12 GPU.
- [OpenEnroth: reimplementing the Might and Magic VI–VIII engine](https://awesomerea.org/resources/openenroth/index.md): Case study · OpenEnroth reimplements the Might and Magic VI, VII, and VIII engine. Might and Magic VII is the playable game. It needs the ANIMS, DATA, MUSIC, and SOUNDS directories from that game. OPENENROTH_MM7_PATH selects the data directory. Windows, Linux, macOS, and an experimental Android build are listed. Source build steps are in HACKING.md.
- [si78c: reimplementing Space Invaders in C](https://awesomerea.org/resources/si78c/index.md): Case study · si78c is a C reimplementation of the 1978 arcade game Space Invaders. Running it matches the original memory state apart from the stack, and the frames match pixel for pixel. The ROM files go in inv1/. invaders.e is MD5 7d3b201f3e84af3b4fcb8ce8619ec9c6, invaders.f is 7709a2576adb6fedcdfe175759e5c17a, invaders.g is 9ec2dc89315a0d50c5e166f664f64a48, and invaders.h is e87815985f5208bfa25d567c3fb52418. make builds ./bin/si78c. It uses SDL2 and ucontext, and the documented builds use Ubuntu 18.04 and Mac OS X El Capitan on little-endian machines.
- [UltraTears: native recompilation of Tears of the Kingdom](https://awesomerea.org/resources/ultratears/index.md): Case study · UltraTears builds a native version of The Legend of Zelda: Tears of the Kingdom 1.4.3 for Windows, Linux, and Steam Deck from plain exefs and romfs folders. The romfs tree is about 304,000 files and 16 GB. Windows 10 or 11, or Linux with kernel 6.7 or newer and glibc 2.34 or newer, plus Vulkan 1.3, are required. python tools/setup.py --dump takes the dump directory and writes the game folder under build/. About 40 GB free is listed for setup.
- [REGoth: reimplementing the Gothic and Gothic II engine](https://awesomerea.org/resources/regoth/index.md): Case study · REGoth reimplements the zEngine used by Gothic and Gothic II. The reviewed README says the project restarted at REGoth-project/REGoth-bs. This tree's latest tagged Windows and Android builds are version 0.4. git clone --recursive, CMake 3.1 or newer, and a C++14 compiler are required, along with libsndfile. The tested compilers are GCC 6, MinGW, and Visual Studio 2015 or 2017. REGoth -g takes a Gothic I or II installation and -w takes a zen file such as newworld.zen. The binary is in build/bin.
- [GLSMAC: reimplementing Alpha Centauri and Alien Crossfire](https://awesomerea.org/resources/glsmac/index.md): Case study · GLSMAC is an OpenGL and SDL2 reimplementation of Sid Meier's Alpha Centauri and Alien Crossfire. The current version heading is v0.3+. The first launch asks for the original installation path and loads its images and sounds. cmake -S . -B build -DCMAKE_BUILD_TYPE=Release && make -C build is the release build. Linux packages include CMake, SDL2, SDL2_image, FreeType, GLU, GLEW, ossp-uuid, and yaml-cpp. Windows builds use Visual Studio 2022.
- [TriAevum: statically recompiling Ocarina of Time 3D](https://awesomerea.org/resources/triaevum/index.md): Case study · TriAevum, Echoes of Time, is an ahead-of-time recompilation of The Legend of Zelda: Ocarina of Time 3D for Windows and Linux x64, with an NRI/Vulkan renderer. The documented release is v0.8.0-beta.1.2. TriAevumForge.exe accepts a decrypted EUR or USA ROM, original or revision 1, as .3ds or .cci. Japanese, Korean, and Taiwanese releases are not supported. The Windows zip contains TriAevumForge.exe, and setup writes TriAevum.exe beside it.
- [Severed Chains: rewriting The Legend of Dragoon in Java](https://awesomerea.org/resources/severed-chains/index.md): Case study · Severed Chains rewrites Legend of Dragoon from its assembly into Java and adds a modding API. The README says the game is fully playable with no known crashes. Java 25 is required. Disc images go in the isos directory, and Gradle configures the IntelliJ project. Assets are extracted from those images at runtime. Controllers, including rumble, and keyboard controls are supported.
- [Nebula: bringing Super Mario Galaxy to Windows](https://awesomerea.org/resources/nebula-smg/index.md): Case study · Nebula runs Super Mario Galaxy on 64-bit Windows. Release 1.0.2 plays the North American disc RMGE01 from start to finish. Setup translates that disc's PowerPC code to C++ and compiles it locally. The current branch, Nebula 2, is unreleased and builds the game from the Petari decompilation, adding the European disc RMGP01 and the Japanese disc RMGJ01. Windows 10 version 1803 or Windows 11, a Direct3D 12 GPU, and 8 GB of RAM are required. Source steps are in docs/BUILDING.md.
- [Takedawn: statically recompiling Burnout 3: Takedown](https://awesomerea.org/resources/takedawn/index.md): Case study · Takedawn translates the original Xbox game Burnout 3: Takedown ahead of time into native x86-64 and arm64 code. One download covers the North American disc, the European disc for France, Germany, and Italy, and the Europe and Australia disc. The release is 0.3.1, with a macOS 13 arm64 dmg, a Windows x64 setup, a Linux x86-64 AppImage, and an experimental Android arm64 apk. The first start checks the disc files and copies the data. Releases include SHA256SUMS.
- [OpenClaw: reimplementing Captain Claw](https://awesomerea.org/resources/openclaw/index.md): Case study · OpenClaw is a C++ reimplementation of the 1997 game Captain Claw. It uses SDL2, Box2D, and TinyXML, and reads the original CLAW.REZ archive from Build_Release. The assets in Build_Release/ASSETS are zipped to ASSETS.ZIP. Windows can open the Visual Studio 2017 solution or run cmake -G "Visual Studio 15 2017". Ubuntu installs the SDL2 development packages and then runs cmake and make. An Emscripten build produces openclaw.html, openclaw.js, openclaw.wasm, and openclaw.data.
- [REGoth-bs: reimplementing the Gothic and Gothic II engine](https://awesomerea.org/resources/regoth-bs/index.md): Case study · REGoth-bs reimplements the zEngine used by Gothic and Gothic II. The reviewed README says there is no official release yet. Nightly Windows builds are on the Azure Pipelines page for definition 1. Building and running on Linux or Windows are documented at regoth-project.github.io/REGoth-bs.
- [donut: reimplementing The Simpsons: Hit & Run](https://awesomerea.org/resources/donut/index.md): Case study · donut is a C++ and OpenGL reimplementation of The Simpsons: Hit & Run. It needs the original game assets. git clone --recursive fetches the tree. Dependencies are SDL2, Bullet3, OpenAL Soft, and fmt, installed through vcpkg or found by CMake. Windows uses Visual Studio 2019. The Linux command is cmake -S . -B build with the vcpkg toolchain, then cmake --build build.
- [EdgeOfTimeRecompiled: statically recompiling Spider-Man: Edge of Time](https://awesomerea.org/resources/edge-of-time-recomp/index.md): Case study · EdgeOfTimeRecompiled statically recompiles the US Xbox 360 version of Spider-Man: Edge of Time, including its title update. ReXGlue turns the PowerPC into C++, and a XenosRecomp fork turns the shaders into static shader code. The installer accepts Xbox 360 containers or images. Releases are REEOT-Windows.zip, REEOT-Linux.appimage, and REEOT-macOS.dmg. The minimum system is Windows 10 version 1909, Linux with glibc 2.41, or macOS 13.3, with AVX and Direct3D 12 or Vulkan 1.2. Build steps are in docs/BUILDING.md.
- [Splinter Cell: Double Agent — statically recompiling the Xbox game for Windows](https://awesomerea.org/resources/scda-xbe-recomp/index.md): Case study · This is a native Windows port of the original Xbox game Splinter Cell: Double Agent, made with Xbox XBE Recomp. The x86 game code is translated to C++ ahead of time and drawn with Direct3D 12 and XAudio2. An ISO or extracted files go in assets for play. A source build needs extracted files: default.xbe, sc4_adv.xbe, and the Default, Media, and adv folders. build.bat compiles it to out/build/release/SCDA.exe. The minimum system is Windows 10 64-bit, a CPU with SSE4.2 and POPCNT, and a Direct3D 12 GPU.
- [Pokopia Recomp: recompiling Pokémon Pokopia for Windows](https://awesomerea.org/resources/pokopia-recomp/index.md): Case study · Pokopia Recomp rebuilds Pokémon Pokopia for Nintendo Switch 2, version 2.0.1a, as a native Windows program. PokopiaLauncher.exe takes an extracted dump, or NSP and XCI files with the owner's key files, compiles the game, and then builds a shader cache. Windows 10 or 11 x64, Vulkan 1.3, and 16 GB of RAM are required. A source build copies exefs into game/dump/exefs and runs recomp/scripts/build_game.cmd pkp, then game-build/scripts/build.ps1. The toolchain is Visual Studio 2022 Build Tools, LLVM, CMake, Ninja, Python 3.13, the .NET 8 SDK, vcpkg, Rust, and Node.js.
- [Ascension: statically recompiling God of War: Ascension](https://awesomerea.org/resources/gow-ascension-pc/index.md): Case study · Ascension is a static recompilation of the PlayStation 3 game God of War: Ascension. The recompiler and runtime live in a ps3kit fork of ps3recomp. The source layout expects the disc under work/disc and EBOOT.ELF before the C++ is generated. scripts/windows/build.ps1 builds with Visual Studio 2022, clang-cl, CMake, and Ninja. The RSX renderer is compiled first by build-gpu.ps1 and comes from RPCS3. A from-scratch build is listed at 20 to 40 minutes and 16 GB of RAM. Saves go in gamedata/dev_hdd0.
- [Strikers: a native port of Super Mario Strikers](https://awesomerea.org/resources/strikers/index.md): Case study · Strikers is a native port of Super Mario Strikers built on Yannick Suter's decompilation. It runs on Windows, Linux, macOS, Steam Deck, and Nintendo Switch. One executable covers the US, European, and Japanese discs and loads ISO, GCM, CISO, GCZ, or an extracted folder. Graphics go through Metal, Vulkan, or Direct3D 12 via Aurora. Build steps are on the project wiki.
- [Dinosaur Planet: Recompiled — static recompilation of the 2000 prototype](https://awesomerea.org/resources/dino-recomp/index.md): Case study · Dinosaur Planet: Recompiled statically recompiles the December 2000 Dinosaur Planet prototype with N64: Recompiled and renders it with RT64. The README says that prototype, released by Forest of Illusion on 20 February 2021, is the only ROM it accepts. A Direct3D 12 Shader Model 6 or Vulkan 1.2 GPU is required, plus a CPU with SSE4.1. A file named portable.txt beside the executable keeps saves, config, and mods in that folder. --4x3 launches at 1280x960. Build steps are in BUILDING.md.
- [Goemon 64: Recompiled — a native Mystical Ninja Starring Goemon port](https://awesomerea.org/resources/goemon64-recomp/index.md): Case study · Goemon 64: Recompiled statically recompiles the North American Nintendo 64 release of Mystical Ninja Starring Goemon. The menu loads assets from that ROM, including .z64 and other formats of the same image. Rendering uses RT64. A Direct3D 12 Shader Model 6, Vulkan 1.2, or Metal Argument Buffers Tier 2 GPU is required. x86-64 also needs SSE4.1. macOS 13 or newer covers Apple Silicon and Intel 7th-generation CPUs. ARM64 builds run on ARM64 CPUs. Build steps are in BUILDING.md.
- [OpenShao: statically recompiling Mortal Kombat: Shaolin Monks](https://awesomerea.org/resources/openshao/index.md): Case study · OpenShao statically recompiles the original Xbox game Mortal Kombat: Shaolin Monks with XboxXBERecomp. The launcher accepts an ISO, XISO, ZIP, extracted folder, or default.xbe and reads it in place. Windows 10 version 1903 or Linux with glibc 2.38 is required, plus an x64 CPU with SSE4.2 and POPCNT, and Direct3D 12 or Vulkan 1.2. A source build checks out XboxXBERecomp at 40e9c35451305f09ca9d86f677e4b9c2c37ff26b and runs python tools/build_recomp.py --xbe with that XBE and --test.
- [Rad-Therapy: recreating Half-Life in QuakeC](https://awesomerea.org/resources/rad-therapy/index.md): Case study · Rad-Therapy is a QuakeC game for the FTE engine that plays the 1998 Half-Life campaign and deathmatch. Menus, client, server, and the network sub-protocol run in QuakeC. The release file package_valve.pk3 goes in HL1/valve/. A source build clones the game into the Nuclide SDK and runs make game GAME=valve. Launch can pass -halflife, and mods use fteqw -halflife -game.
- [Xerenge: recompiling Burnout Revenge for PC](https://awesomerea.org/resources/xerenge/index.md): Case study · Xerenge recompiles the Xbox 360 retail releases of Burnout Revenge to C++ ahead of time. Europe hashes to SHA-256 34c1bd4d549c2c53f29d814fa5e5d1c04c533c5ca0c39e57b6c2538f44ff59b4. The USA release, supported since 0.4.7, hashes to 7abf689f52b70666ba92052bd157cfcae9ed6290dae298fbf639baa1d169f92b. Each build uses its own default.xex. ./scripts/bootstrap.sh takes the ISO, then rexglue/run.sh starts the game. A Vulkan machine is required. Apple silicon Macs are supported. Intel Macs are not. The renderer is the project's plume plugin.
- [G-Diffuser: a PC port of F-Zero X and its 64DD Expansion Kit](https://awesomerea.org/resources/g-diffuser/index.md): Case study · G-Diffuser is a PC port of F-Zero X with the 64DD Expansion Kit. It requires a big-endian US revision 0 ROM, a .z64 file. Setup looks for baserom.us.rev0.z64 beside the executable. It also requires the Expansion Kit disk baserom.translated.ek.ndd or baserom.jp.ek.ndd, and a 64DD IPL ROM named N64DDIPLROM.n64 or 64DD_IPL_US_MJR.n64. F1 opens the enhancement menu. The release includes gdiffuser.o2r, which holds the Fast3D shaders used to start the renderer.
- [CroftEngine: reimplementing the first Tomb Raider engine](https://awesomerea.org/resources/croftengine/index.md): Case study · CroftEngine is an open-source engine for the first Tomb Raider. It reads data from an original installation, and the README points soundtrack files at opentomb.earvillage.net. Releases include a Windows installer, and openSUSE packages it in the Games repository. A setup assistant starts from Beta 15 when files are missing. Windows builds use vcpkg and CMake. The listed packages include boost, glfw3, libpng, openal-soft, OpenGL, freetype, ffmpeg, utfcpp, gettext tools, libarchive, and libjpeg-turbo. git submodule update --init --recursive is required first.
- [Sourcehold: reimplementing the Stronghold game engine](https://awesomerea.org/resources/sourcehold/index.md): Case study · Sourcehold is an early open-source engine for Stronghold, the 2001 castle game by Firefly Studios. It uses SDL2, OpenAL, FFmpeg, zlib blast, and the EnTT, filesystem, and cxxopts submodules. git submodule update fetches those. Windows builds use vcpkg for sdl2, ffmpeg, and openal-soft, then cmake --build build. macOS runs apple/build.sh macos. The iOS path builds only the simulator. --path points at the game data, or the files go in a data directory with binks, fx, gfx, maps, and stronghold.mlb.
- [Duke Nukem Zero Hour: decompiling the Nintendo 64 game](https://awesomerea.org/resources/duke-nukem-zero-hour/index.md): Case study · This decompiles Duke Nukem: Zero Hour for the Nintendo 64. The US ROM is named baserom.us.z64. make setup extracts it, and make builds build/us/dukenukemzerohour.z64. The French ROM is baserom.fr.z64 and uses VERSION=fr. The README instructions use Ubuntu 22.04 or WSL2, a MIPS GNU toolchain, Python 3.9 or newer, and splat64. A Docker image dukenukemzerohour contains the same dependencies.
- [Namco 2x Systems: rebuilding System 21, 22 and 23 arcade games](https://awesomerea.org/resources/namco-2x-systems/index.md): Case study · Namco 2x Systems rebuilds Namco System 21, 22, and 23 arcade games for Linux and Windows from MAME ROM sets, version 0.271 or later. The playable list includes Prop Cycle, Rave Racer, Tokyo Wars, Dirt Dash, Armadillo Racing, Time Crisis, Ace Driver, Cyber Commando, Ridge Racer 2, Cyber Sled, Time Crisis II, Crisis Zone, and Angler King. Each game names its zip, such as propcycl.zip or timecrs2.zip. Checksums are in docs/ROM_CHECKSUMS.md. The DSP BIOS is built in, so namcoc71.zip is not required.
- [GT3 Revisited: reimplementing the Gran Turismo 3 A-Spec engine](https://awesomerea.org/resources/gt3-revisited/index.md): Case study · GT3 Revisited reimplements the Gran Turismo 3 A-Spec engine for Windows, macOS, Linux, Android, iOS, and Meta Quest. It reads an ISO or CHD disc image at runtime. The project status says GT Mode, Arcade, licenses, split-screen, the Replay Theater, movies, music, and physics are playable. Online battle supports up to six players. Releases publish SHA256SUMS. Khronos OpenGL ES 3.0 headers are MIT and Apache 2.0. Windows packages include ANGLE under the BSD 3-Clause license.
- [DKR-R: statically recompiling Diddy Kong Racing](https://awesomerea.org/resources/dkr-r/index.md): Case study · DKR-R is a native static recompilation of Diddy Kong Racing. Release v1.0.14 takes a US v1.0 or US Rev A/v1.1 ROM in the Play page. Current packages cover Windows x64, Linux x86_64, Linux ARM64, and Steam Deck. Windows starts DKR-R.exe from the extracted package. Linux and Steam Deck launch the AppImage. Escape, F1, or Back/View opens the overlay. Online lobbies allow four racers and eight spectators. Some legacy xdelta mods install only against a clean US v1.0 ROM.
- [Tekken Tag Tournament 2 PC: Xbox 360 static recompilation](https://awesomerea.org/resources/tekken-tag-tournament-2-pc/index.md): Case study · This is a native Windows port of Tekken Tag Tournament 2 for Xbox 360, built with XenonRecomp. ttt2_setup.exe takes a USA or Europe disc image and Title Update 3, checks them, and builds the PC version. It runs on Windows 10 or 11 with a DirectX 11 GPU, up to 4K at 60 fps, with all 59 fighters available. Online matches use rollback over Steam. Ranked Match, leaderboards, teams, and replay search need a community server. The server is written in Go.
- [The Last of Us Remastered: running the PS4 game on Windows](https://awesomerea.org/resources/tlou-remastered-pc/index.md): Case study · This port runs the PlayStation 4 game The Last of Us Remastered, product CUSA00552 with update 1.11, on Windows. The game's own x86-64 code runs on the PC. A runtime supplies the PS4 system libraries, and a Vulkan renderer from the shadPS4 video core executes the GPU work. TLOU Launcher.exe selects the dumped game folder. A source run places CUSA00552 beside the repository and the update as CUSA00552-patch. The MSYS2 CLANG64 build uses gow3_pc/build.sh after the Vulkan, SDL3, and FFmpeg packages are installed.
- [Dimensions Recompiled: native Windows build of LEGO Dimensions](https://awesomerea.org/resources/dimensions-recomp/index.md): Case study · Dimensions Recompiled is a native Windows build of the Xbox 360 game LEGO Dimensions. ReXGlue translates the PowerPC executable to C++ ahead of time, and the GPU command stream is translated to Direct3D 12 at runtime. DimensionsRecompiled-Setup.exe takes an extracted original-release folder that contains Default.xex, GAME.DAT, and GAME.HDR, plus Title Update 23. The installer refuses a different build or another title update. A companion app can stand in for the Toy Pad, and the Wii U, PlayStation 3, PlayStation 4, Xbox 360, and Xbox One pads are also supported. Releases are built from the toypad-ui branch of NeverCookFirst/rexglue-sdk.
- [Unleashed Recompiled for Android: Sonic Unleashed port](https://awesomerea.org/resources/unleashed-recomp-android/index.md): Case study · This is an Android port of Unleashed Recompiled for the Xbox 360 version of Sonic Unleashed. It runs the statically recompiled game on ARM64 Android 10 or newer, with touch controls, gamepad support, a mod manager, and a bundled Turnip Vulkan driver. The launcher installs a zip or folder, or separate base-game, title-update, and DLC packages. The main tested GPUs are Adreno 710, 725, 732, and 750. Adreno 830 is selected automatically. Recent Mali GPUs with Vulkan 1.3 are experimental. A Windows host with Visual Studio 2022, CMake, Ninja, Android NDK r29, JDK 17, and vcpkg builds the port.
- [PGR4-Recomp: statically recompiling Project Gotham Racing 4](https://awesomerea.org/resources/pgr4-recomp/index.md): Case study · PGR4-Recomp ports Project Gotham Racing 4 to x86-64. It uses the ReXGlue SDK to generate C++ ahead of time, and a DirectX renderer based on Plume. The README credits xextool for extracting the XEX from a dumped ISO, and points the launch steps to Setup.md. It describes the current tree as unfinished, with a later v2 still in progress.
- [DBZ Budokai 3 HD Collection: recompiling Dragon Ball Z: Budokai 3 HD Collection](https://awesomerea.org/resources/dbz-budokai-3-hd-recomp/index.md): Case study · This is a native port of the Xbox 360 game Dragon Ball Z: Budokai 3 HD Collection, built with the ReXGlue SDK. The PowerPC code is statically recompiled. The v1.5.6 Windows release is DBZ-Budokai-3-HD-Collection-v1.5.6.zip. dbz3.exe accepts the original ISO, or default.xex with the US and EU data archives. Linux builds use Vulkan and SDL3 and start with ./dbz3. baserom.md lists sizes and checksums. Generated code is produced locally and is not uploaded.
- [Kirby 64: The Crystal Shards — decompiling the Nintendo 64 game](https://awesomerea.org/resources/kirby64-decomp/index.md): Case study · This is a work-in-progress decompilation of Kirby 64: The Crystal Shards. The US ROM is named baserom.us.z64. make setup extracts assets and make builds the project. The setup uses Linux or WSL, python3, git, a MIPS GNU compiler, the qemu-irix package from n64decomp, and uv. The page reports 97 percent of the code matched.
- [recvx-enhanced-port: enhanced native Resident Evil Code: Veronica X port](https://awesomerea.org/resources/recvx-enhanced-port/index.md): Case study · This is a native Linux and Windows port of the PlayStation 2 game Resident Evil Code: Veronica X, built from the recvx-decomp decompilation. It compiles the game code for the PC and reads an NTSC-U disc image, product SLUS-20184, in place. The renderer can go to 8x internal resolution while the game logic stays at 30 FPS. Two-player online co-op uses a lobby, join codes, and a small rendezvous server. recvx.exe or ./recvx starts a release. The Linux source build is a 32-bit Ninja build with cmake/linux-i686.cmake and needs OpenGL 3.3.
- [Midnight Club: Los Angeles — static recompilation of the Xbox 360 game](https://awesomerea.org/resources/mcla-recomp/index.md): Case study · This statically recompiles Midnight Club: Los Angeles Complete Edition for Xbox 360, title id 545407F8, with the ReXGlue SDK. Only the USA and Europe disc image is supported. On Windows, scripts/make_pc.ps1 takes that ISO and builds mcla.exe with Direct3D 12. Career, races, and the garage play at 30 FPS by default, and the frame-rate option also lists 60 and 120. The Linux build uses Clang 20, Vulkan 1.3, and ReXGlue v0.10.0, then scripts/play_linux.sh. A separate build targets a PS5 that already runs homebrew.
- [reNut: recompiling Banjo-Kazooie: Nuts & Bolts](https://awesomerea.org/resources/renut/index.md): Case study · reNut recompiles the USA release of Banjo-Kazooie: Nuts & Bolts with the ReXGlue SDK. The current release hooks the game's D3D calls through Plume and compiles shaders from XenosRecomp into the executable. The launcher extracts a USA ISO and Title Update 3, and can add a DLC package. It runs on Windows and Linux. The README says physics misbehave above 60 FPS, and the frame limit is set to 60 under F4, Performance. Online play uses RexLiveless, opened with F10 or the guide button.
- [Witch Time: static recompilation of Bayonetta 3](https://awesomerea.org/resources/witch-time/index.md): Case study · Witch Time is a static recompilation of Bayonetta 3 for Nintendo Switch. It translates the AArch64 code to C from a personal dump and runs it on a reimplemented system layer, with NVN on Vulkan. The dump folder contains exefs and romfs. On Linux, cargo builds tools/wtbuild and wtbuild setup --dump takes that folder. A Windows release zip runs witch-time.exe and needs a Vulkan driver. Gameplay is 60 FPS in the tested Tokyo and Shibuya sections. The default resolution is 1600x900. The Old Picture Book uses update program 1, title ID 01004A4010FEA001, update 1.2.0, placed in program1.
- [Daytona USA: Xbox Live Arcade static recompilation](https://awesomerea.org/resources/daytona-xbla-recomp/index.md): Case study · This statically recompiles the 2011 Xbox 360 Arcade release of Daytona USA with ReXGlue. The package is an STFS arcade title, XA-2845, media ID 3CA562D4, 240058368 bytes, SHA-256 db2381451a15a4e537154712213a0309e9ddc33d20bdc03421d80c9939893cef. python3 scripts/extract_game.py extracts it and copies default.xex. The SDK submodule is the daytonaxbla branch. Linux uses cmake --preset linux-amd64 and Clang 20 or newer. Windows uses cmake --preset win-amd64 and Visual Studio 2022 with Clang 20 or newer. The Linux binary is daytona and takes --game_data_root pointing at the extracted folder.
- [NFSMW Recompiled: statically recompiling Need for Speed: Most Wanted](https://awesomerea.org/resources/nfsmw-recompiled/index.md): Case study · NFSMW Recompiled is a native PC and Android port of the Xbox 360 version of Need for Speed: Most Wanted from 2005. It translates the PowerPC code to C++ and draws with a Vulkan 1.1 renderer. The README supports the PAL Spanish edition and the USA edition, identified by the SHA-256 prefixes aad15fc2 and aebdf3c1 of default.xex. Other editions are not supported. nfsmw.exe takes an ISO or an extracted folder, detects the edition, and builds nfsmw_shaders.nfsp from that disc. The launcher has English, Spanish, and Portuguese, with quality profiles and frame-rate limits of 30, 60, and 120.
- [GoldenRecomp: statically recompiling GoldenEye 007](https://awesomerea.org/resources/goldenrecomp/index.md): Case study · GoldenRecomp is a recompilation of GoldenEye 007 built with a modified N64Recomp. It needs ge007.tlbfree.elf and ge007.tlbfree.z64 from the TBLFREE_NOCOMPRESSION branch of kholdfuzion/goldeneye_src. That branch removes the TLB and leaves the ROM decompressed, so a console build of the ROM needs 8 MB of RAM. N64Recomp.exe us.toml and RSPRecomp.exe aspMain.us.toml generate the code. Visual Studio then builds GoldenRecomp.exe. The reviewed page says the game runs stably and the sound works. Multiplayer UI, the dam and frigate sky and water, and some weapon fire rates are still open.
- [XCX Recomp: statically recompiling Xenoblade Chronicles X: Definitive Edition](https://awesomerea.org/resources/xcx-recomp/index.md): Case study · XCX Recomp statically recompiles Xenoblade Chronicles X: Definitive Edition for Nintendo Switch into a Windows x86-64 executable with a Vulkan renderer. It is a fork of TotK Recomp. The project page says a new game, cutscenes, and gameplay run at 60 FPS by default, with a settings range of 30 to 360. XCX-Setup.exe builds the game from the owner's base-game files, the 2.0.0 update, and a key file. Add-on content is optional. Play starts xcx.exe. F1 opens settings and F10 opens the performance overlay.
- [Dinosaur Planet: byte-exact Nintendo 64 decompilation](https://awesomerea.org/resources/dinosaur-planet-decomp/index.md): Case study · This is a work-in-progress decompilation of the Nintendo 64 game Dinosaur Planet, from the ROM released by Forest of Illusion on 20 February 2021. The ROM is named baserom.z64 and its MD5 is 49f7bb346ade39d1915c22e090ffd748. ./dino.py setup extracts it and ./dino.py build rebuilds it and checks the match. The page says the ROM is not shiftable yet. Linux needs a MIPS GNU binutils package, gcc, ninja, and Python 3. Windows setup uses MSYS2 and Python 3.12 or newer.
- [Pokémon Stadium: matching Nintendo 64 decompilation](https://awesomerea.org/resources/pokestadium/index.md): Case study · This is a work-in-progress decompilation of the US version of Pokémon Stadium. A successful build produces pokestadium.z64, MD5 ed1378bc12115f71209a77844965ba50. The US 1.0 ROM goes in baseroms/us/baserom.z64. make init extracts it and make reassembles it. Debian and Ubuntu installs use make, git, build-essential, binutils-mips-linux-gnu, and Python newer than 3.7, plus the packages in requirements.txt.
- [Duke Nukem Zero Hour: Recompiled — a native Nintendo 64 game port](https://awesomerea.org/resources/dnzh-recomp/index.md): Case study · Duke Nukem Zero Hour: Recompiled statically recompiles the US Nintendo 64 ROM with N64Recomp and renders it with RT64. The main menu loads that ROM. Formats other than z64 are converted when the ROM is the US release. It needs a GPU with Direct3D 12.0 shader model 6, Vulkan 1.2, or Metal argument buffers tier 2. x86-64 CPUs need SSE4.1. ARM64 builds run on ARM64 CPUs. Releases include a Linux binary and a Flatpak, including Steam Deck. A portable.txt file beside the executable keeps saves, config, and mods in that folder. Build steps are in BUILDING.md.
- [Halo: Combat Evolved — decompiling Xbox build 2342](https://awesomerea.org/resources/halo-combat-evolved-decomp/index.md): Case study · This is a work-in-progress decompilation of Halo: Combat Evolved build 2342. The executable is cachebeta.exe, SHA-256 4cc87b45f721270392a96f1674ed2b5cd4a7bb4355faeab4531d1cf1884d9520, from the PAL debug build. The August 2001 Xbox SDK supplies xbox/bin and xbox/include. configure.py prepares the build. ninja build compiles it and prints progress. On Windows, projects/cachebeta.sln opens in Visual Studio 2022. The README says later Halo debug symbols are used to map types, and that the CEA beta is not identical to the Xbox game.
- [Legacy of Kain: Soul Reaver — a decompilation and port](https://awesomerea.org/resources/kain2/index.md): Case study · This decompiles Legacy of Kain: Soul Reaver by translating its MIPS R3000 code to C, then builds a modern port. The completion badge for SLUS_007.08 reads 78 percent. It uses the Valkyrie emulator layer and SDL2. The listed platforms are Windows 7 through 11, Linux, 64-bit Mac, UWP, Xbox One and Series through UWP, the web through Emscripten, and Android. A WebGL demo is linked from the page. Build steps are in CONTRIBUTING.MD.
- [Initial D Arcade Stage 3: experimental NAOMI 2 static recompilation](https://awesomerea.org/resources/initial-d-arcade-stage-3/index.md): Case study · This is an experimental static recompilation of Initial D Arcade Stage 3 for NAOMI 2, disc GDS-0033, aimed at 64-bit Windows. The reviewed public demo is v2489. Its zip SHA-256 is 6AF00678196E9E54AC1C625866D08D2CD9855D0F43866B5DE1EDCBD7DCE0EF93. The launcher takes gds-0033.chd and 317-0384-com.pic, checks them, and extracts what the recompilation needs. The executable is BIOS-free and renders submitted ELAN/PVR work with Vulkan. The default mode is 60 Hz. First-run extraction needs about 1.3 GB of temporary space.
- [Xbox 360 Native Ports: static recompilations of Xbox 360 games](https://awesomerea.org/resources/xbox360-native-ports/index.md): Case study · This repository ships Linux and Windows launchers that statically recompile Xbox 360 titles to x86-64 and draw them with Vulkan. rexmenu imports an ISO, an archive, an STFS package, an XEX, or an extracted folder, then checks the tree against content/content.sha256. The title table lists Burnout Revenge, Ridge Racer Unbounded, Midnight Club: Los Angeles Complete Edition, Split/Second, Banjo-Kazooie, Banjo-Tooie, Geometry Wars: Retro Evolved, Geometry Wars: Retro Evolved 2, Rez HD, Soulcalibur II HD Online, After Burner Climax, Hydro Thunder Hurricane, Space Giraffe, OutRun Online Arcade, Daytona USA, and Geometry Wars 3: Dimensions. Linux needs gamescope and Python 3. Windows 10 or 11 runs Launcher.bat. Saves stay in user-data.
- [Skies of Arcadia Legends: Recompiled — a native GameCube game port](https://awesomerea.org/resources/skies-of-arcadia-legends-recomp/index.md): Case study · This is a native port of the GameCube game Skies of Arcadia Legends for Windows, Linux, macOS, and Android. It translates the PowerPC code ahead of time and uses Dolphin's graphics, sound, and input code. The documented beta is v0.83. Select Disc accepts the original USA, European, or Japanese release, game IDs GEAE8P, GEAP8P, and GEAJ8P, as RVZ, ISO, GCM, GCZ, WIA, or CISO. The Japanese disc is Eternal Arcadia Legends. Windows 10 version 1703 or 11 runs Skies of Arcadia Legends.exe. Linux uses an AppImage or the unpacked binary. macOS 13 or later is Apple silicon. Android is 7.0 or newer on arm64.
- [OpenTPW: reimplementing Theme Park World](https://awesomerea.org/resources/opentpw/index.md): Case study · OpenTPW reimplements Bullfrog's 1999 game Theme Park World, also released as Sim Theme Park. It needs a full copy of the original game and its assets. The project page says the project is early and not playable yet. Texture, settings, sound, and string formats are marked implemented. Models, map data, ride scripts, and saves are partial. Fonts, lip sync, materials, and video are not implemented. Format notes are at opentpw.gu3.me/formats.
- [God of War: statically recompiling the 2005 PlayStation 2 game for PC](https://awesomerea.org/resources/gow-2005-pc/index.md): Case study · This port statically recompiles the USA PlayStation 2 game God of War, product SCUS-97399, into C++. A Rust recompiler translates the MIPS code. The Windows launcher or portable zip runs a setup wizard that reads the ISO or a CHD, extracts the disc, and builds gow-2005. Linux install.sh, a deb, and an AppImage are experimental. The renderer is OpenGL 4.6, from 1x to 8x internal resolution. The game logic stays at 60 Hz, with 120 and experimental 240 frame-rate limits. Saves use a PCSX2-compatible Mcd001.ps2 card.
- [SuperMarioWorldRecomp: statically recompiling Super Mario World](https://awesomerea.org/resources/smw-recomp/index.md): Case study · This recompiles Super Mario World for the SNES into C with snesrecomp. The 65816 code becomes functions in src/gen. PPU, APU, DMA, and registers stay in a C reimplementation of the SNES hardware. SuperMarioWorldSNESRecomp.exe or the Linux AppImage asks for a USA ROM in sfc or smc form and remembers the path in rom.cfg. The README says Yoshi's Island and Donut Plains were played through, and Vanilla Dome was in progress. Worlds 4 through 7 were not hand-verified.
- [New Super Mario Bros. Wii: matching decompilation of the PAL game](https://awesomerea.org/resources/nsmbw-decomp/index.md): Case study · This decompiles New Super Mario Bros. Wii from the PALv1 binaries. A dumped disc supplies main.dol and four rel.LZ files. tools/uncompress_lz.py decompresses the rel files. main.dol is renamed wiimj2d.dol and placed in original with the rel files. The MD5 of wiimj2d.dol is ddab9e5dca53d8c18bf4051b927e822e. CodeWarrior for Embedded PowerPC goes in compilers/Wii/1.1. ./configure.py then ninja links a dol and rel files that match the originals. ./progress.py --verify-bin checks them. Linux and macOS use wibo or Wine.
- [Zuma Deluxe: decompiling the Mac and Windows game](https://awesomerea.org/resources/zuma-deluxe-decompilation-case/index.md): Case study · The project reconstructs Zuma Deluxe's game logic from Mac and Windows executables as buildable C++ source. It combines a patched open-source SexyAppFramework with game-specific code and supports comparison of compiled assembly against the original using the Visual Studio .NET 2002 toolchain.
- [Croc: Legend of the Gobbos — matching decompilation of the PSX demo](https://awesomerea.org/resources/croc-psx-demo-matching-case/index.md): Case study · croc_psx reconstructs C source for the Croc: Legend of the Gobbos PlayStation demo SLED-00038 using the original Psy-Q toolchain. Its workflow disassembles functions, recompiles candidate C and compares generated assembly and executables with the target. The author says most functions match, while longer functions still rely on extracted original code.
- [Starquake: BBC Micro disassembly](https://awesomerea.org/resources/starquake-bbc-micro-case/index.md): Case study · Starquake reconstructs the BBC Micro game's assembly and provides a Beebasm command to generate a bootable disc image from decoder.asm. The README also points to an online BBC Micro environment for loading the resulting disc.
- [R.E.L.I.V.E.: replacing the engines for Abe’s Oddysee and Abe’s Exoddus](https://awesomerea.org/resources/relive-engine-case/index.md): Case study · R.E.L.I.V.E. develops a cross-platform engine intended to replace the original PC executables for Abe’s Oddysee and Abe’s Exoddus. It runs with the player's game files and provides controller support, display options, and a level editor. The project reports that both games are playable, with bugs and crashes still possible.
- [OpenCivOne: rewriting the original Civilization](https://awesomerea.org/resources/opencivone-case/index.md): Case study · OpenCivOne rewrites the 1991 DOS Civilization game for desktop systems with .NET 8 and Avalonia. A virtual CPU runs assembly code still awaiting replacement, while rewritten portions use C#. The game currently needs the owner's original text, picture, and palette files.
- [Mario Bros.: Atari VCS matching disassembly](https://awesomerea.org/resources/a26-mb-case/index.md): Case study · Mario Bros. reconstructs assembly for the Atari VCS release and provides a script to extract required assets from a ROM. The project says the disassembly should produce a one-to-one ROM image and includes C-like comments explaining control flow.
- [smt-decomp: decompiling Shin Megami Tensei for PlayStation](https://awesomerea.org/resources/smt-decomp-case/index.md): Case study · smt-decomp is a work-in-progress decompilation of the PlayStation version of Shin Megami Tensei 1. Its workflow extracts files from a player-supplied game copy and generates assembly for function-matching work. A future PC port of the classic series is the stated goal.
- [ReRAC: porting Ratchet & Clank to PC](https://awesomerea.org/resources/rerac-case/index.md): Case study · ReRAC ports the 2002 PlayStation 2 Ratchet & Clank to a native PC application using data read from the player's original disc. Its launcher prepares the game and starts it. The project reports that its early alpha covers four planets, player movement, weapons, saving, travel, and cutscenes.
- [SC2k-docs: mapping SimCity 2000 files and simulation](https://awesomerea.org/resources/sc2k-docs-case/index.md): Case study · SC2k-docs maps SimCity 2000 file formats and simulation behavior, chiefly for the Windows 95 Special Edition. Its specifications cover .sc2 saves, archives, sprite and text data, and systems such as power, water and traffic.
- [Metroid Dread: a native PC recompilation from Switch game files](https://awesomerea.org/resources/metroid-dread-recomp-pc-case/index.md): Case study · Metroid Dread Recomp builds a native Windows or Linux version of Metroid Dread 2.1.0 from a player's Switch ExeFS and RomFS. SwitchRecomp translates ARM64 game code to C, game-specific anchored patches modify generated code, and a PC runtime supplies graphics, audio, input and system services.
