Game · Case study:
Reach Cache Debug: recompiling a Halo debug executableC3
Reach Cache Debug Recomp uses ReXGlue to recompile halo3_cache_debug.xex from a Reach-era Xbox 360 debug build.
- Game
Game · Case study:
Reach Cache Debug Recomp uses ReXGlue to recompile halo3_cache_debug.xex from a Reach-era Xbox 360 debug build.
Game · Case study:
Ogrebattle64 decompiles the North American release of the game using a user-provided ROM.
Reviewed codeberg.org/hijsje/ogrebattle64/src/commit/af6eab…
Game · Case study:
Leaflitter decompiles the European release of Paper Mario: Sticker Star for Nintendo 3DS.
Reviewed codeberg.org/Ivylag/leaflitter/src/commit/16b34cde…
Game · Case study:
DDR 1st Mix recompiles the PlayStation release SLPM-86222 by translating its MIPS code to C with PSXRecomp and building a native executable.
Reviewed bmbelo87/ddr-1st-recomp@395aa9f
Game · Case study:
SF1DISASM documents Shining Force as structured, commented 68k assembly and provides scripts to rebuild the US ROM.
Game · Case study:
Homeworld2Classic reconstructs Homeworld 2's executable and DLL modules in C++ as an ongoing decompilation.
Reviewed HaydnTrigg/Homeworld2Classic@9b3fed4
Game · Case study:
Freelancer reconstructs C++ source for the game's Patch 1.1 executables and DLLs as a work-in-progress decompilation.
Reviewed HaydnTrigg/Freelancer@2de8a16
Game · Case study:
Goldeneye 007 is an ongoing, recompilable decompilation of the Nintendo 64 game.
Reviewed kholdfuzion/goldeneye_src@c435646
Game · Case study:
BT2 Recomp translates the North American PlayStation 2 release of Dragon Ball Z: Budokai Tenkaichi 2 to native Windows C++ with PS2Recomp.
Reviewed oric212/BT2-Recomp@852d94e
Game · Case study:
Pizza Legacy rebuilds the 1994 DOS game Pizza Tycoon, also released as Pizza Connection, in a C++20 engine that loads the original game's assets.
Reviewed codeberg.org/cowomaly/pizzalegacy/src/commit/95da9…
Game · Case study:
SkyboundTOTK statically recompiles The Legend of Zelda: Tears of the Kingdom into a native Windows or Linux executable.
Reviewed NotRexed/SkyboundTotk@a4495f9
Game · Case study:
ssgdecomp reconstructs Super Solvers: Gizmos & Gadgets!
Reviewed codeberg.org/shuppy/ssgdecomp/src/commit/3527b283f…
Game · Case study:
Twisted Metal reimplements the 2012 PS3 game's engine in Rust for Linux and macOS.
Reviewed goblindo/twisted-metal@f14a264
Game · Case study:
Mario Bros. reconstructs assembly for the Z80 arcade game, beginning with the marioja MAME ROM set.
Reviewed segaloco/mb@f07b505
Game · Case study:
DisruptorRecomp turns the PlayStation game Disruptor into a native Windows and Linux program using PSXRecomp and a patched runtime.

Reviewed RecompTeam/DisruptorRecomp@d98e721
Game · Case study:
Ordoor rebuilds the Strategy Engine used by Warhammer 40,000: Chaos Gate, Soldiers At War, Squad Leader, and Wages of War.
Reviewed code.ur.gs/lupine/ordoor
Game · Case study:
F-Zero GX reconstructs C source for the GameCube game's main.dol and REL modules, comparing builds with retail files.
Reviewed nkhoit/fzgx@6025590
Game · Case study:
Commander Genius reimplements an interpreter for Commander Keen 1–6 and Keen Dreams in C++, using the original games' data files to run their gameplay on modern systems.

Reviewed Dringgstein/Commander-Genius@58a3c4f
Game · Case study:
Harvest Moon GB Disassembly reconstructs the Japanese Game Boy release as banked assembly.
Reviewed H0smax/HMGB-Disassembly@620a0e0
Game · Case study:
OpenPete ports the 1998 PlayStation game Spyro the Dragon to PC by translating its executable to C and compiling it ahead of time.
Reviewed openpete.com
Game · Case study:
butterfly emulates the e-AMUSEMENT service used by DDR A so the game can connect to a local server.
Reviewed skogaby/butterfly@469b79a
Game · Case study:
tmuf_physics is a C library that reads installed TrackMania Nations and United Forever data to simulate vehicle physics and race rules.
Reviewed Teero888/tmuf_physics@9227640
Game · Case study:
Ninja Cop reconstructs assembly for the GBA releases Ninja Cop and Ninja Five-O and provides commands to build both ROM versions.
Reviewed Fexean/ninjacop@97d4a29
Game · Case study:
WebFun recreates the engine behind Indiana Jones and His Desktop Adventures and Yoda Stories as a web application.
Reviewed codeberg.org/cyco/WebFun/src/commit/2a16d749372980…
Game · Case study:
OpenPrivateer reconstructs Wing Commander: Privateer and its Righteous Fire add-on for modern systems using the player's original game files.
Reviewed openprivateer.org
Game · Case study:
spectrum-saboteur1-rev reconstructs assembly for the 1985 ZX Spectrum game Saboteur in a single sabot1core.asm file.
Game · Case study:
SnapPad builds a native Apple version of Pokémon Snap from a user-supplied US ROM using the game's decompilation, N64Recomp, RSPRecomp, and RT64.
Reviewed chrissotraidis/snappad@ca90060
Game · Case study:
pokerevo is a decompilation of the PAL Wii release of Pokémon Battle Revolution that builds a main.dol identified by a published SHA-1 hash.
Reviewed pret/pokerevo@ae02670
Game · Case study:
sm64synth ports the reconstructed Super Mario 64 audio engine to Rust as a reference implementation.
Reviewed DeKrain/sm64synth@78bb232
Game · Case study:
God of War II is the target of an Android arm64 build kit that translates the PS2 game's Emotion Engine executable to C++ with PS2Recomp.
Game · Case study:
Skies of Arcadia Legends reconstructs C source for the USA Rev 0 GameCube main.dol and checks rebuilt code with objdiff and compiler probes.
Game · Case study:
Castlevania: Curse of Darkness is ported from PlayStation 2 to Windows by translating its MIPS code to C++ and rebuilding PS2 hardware functions as PC code.

Reviewed fasipe/Castlevania-COD-QOL@db8643a
Game · Case study:
Secret Agent Clank reconstructs C and C++ source for the US and PAL PlayStation 2 releases, including the boot executable and SNR2 level modules.
Reviewed OpenRAC/rac-sac-decomp@009933d
Game · Case study:
Thunderclap reconstructs the Xbox release of The Incredible Hulk: Ultimate Destruction in C++ for a planned native port.
Reviewed matthewfcarlson/thunderclap@a42c96d
Game · Case study:
Decomp-no-Me-UN5Decomp reconstructs C functions for the PlayStation 2 game Naruto Shippuden: Ultimate Ninja 5 from its MIPS R5900 executable.
Game · Case study:
Turok: Rage Wars reconstructs C and assembly source for five Nintendo 64 cartridge releases, including German, European and North American variants.
Reviewed AbuN64/RageWarsDecomp@99983c9
Game · Case study:
Kabus22 Linux reimplements the 3D GameStudio A6 and A7 engine behavior used by Kabus 22 in C++20.
Reviewed sergen213/kabus22-linux@1047948
Game · Case study:
Super Monkey Ball Jr. provides a minimal, buildable disassembly of the GBA game.
Reviewed Fexean/smbjr@ab2191a
Game · Case study:
The project ports the game to iOS and macOS with a C++ and Metal renderer that loads tile .art files extracted from the user's original game into an Arcanum Revitalized folder.
Reviewed arcanum-project/game@df2a75c
Game · Case study:
reDM2 reconstructs the DOS release of Dungeon Master II in C from its shipped SKULL.EXE executable.
Reviewed codeberg.org/CyCl0ne/reDM2/src/commit/88c163dda7e0…
Game · Case study:
Banjo-Kazooie provides a workflow to extract from a user-supplied base ROM and build the game in full or by module.
Reviewed banjo.decomp/banjo-kazooie@7b6a4c4
Game · Case study:
Freenukum recreates the 1991 DOS game Duke Nukem 1 using Rust and the original game's graphics data.
Reviewed silwol/freenukum@60c2d61
Game · Case study:
SCD Disasm reconstructs Sonic CD's Sega Mega CD program files from disassembly, initially using the V0.02 prototype.
Reviewed segaloco/scd-disasm@cef391a
Game · Case study:
1oom recreates the Master of Orion (1993) game engine using LBX files from version 1.3 of the original game.
Game · Case study:
OpenRSC rebuilds a RuneScape Classic server framework using black-box reverse engineering and study of RSC+ gameplay replays.
Reviewed openrsc/openrsc@273e630
Game · Case study:
Carrier Command Reverse Engineering maintains annotated, reassemblable sources for seven DOS, Amiga, Atari ST and Mac releases of Carrier Command.
Reviewed nguillaumin/carrier-command-reverse-engineering@093df17
Game · Case study:
pso-gc decompiles Phantasy Star Online Episode I & II for GameCube.
Reviewed mrb0nk500/pso-gc@c904f9d
Game · Case study:
OpenGuimo recreates the 1997 DOS platformer GUIMO in Godot 4.7, translating rules recovered from guimo.exe 2.2 into GDScript.
Reviewed greyxor/openguimo
Game · Case study:
OpenE2140 is a C++ reimplementation of Earth 2140 gameplay that loads the original game's WD archives for sprites, effects and levels.
Reviewed opene2140/opene2140@6204702
Game · Case study:
mw-tools develops a MythWar I server from scratch using the game client.
Reviewed wander-gr/mw-tools@9deae22
Game · Case study:
Tower Toppler reimplements the rotating-tower puzzle platformer Nebulus with newly drawn graphics.

Reviewed roever/toppler@c8bf02b
Game · Case study:
Super Mario Bros. Meta-Disassembly organizes six 8-bit Super Mario Bros. engine releases in one assembly codebase.
Reviewed segaloco/smb@3a50368
Game · Case study:
GFXFileManager implements a reverse-engineered replacement for Silkroad Online's Joymax File Manager interface.
Reviewed florian0/GFXFileManager@0761ca4
Game · Case study:
The Zelda II disassembly reconstructs the initial Famicom Disk System release of The Adventure of Link from a disk image.
Reviewed segaloco/zel2@8d54e3d
Game · Case study:
Domino-Chain recreates the 1992 puzzle game Pushover, in which players arrange dominoes to trigger a chain reaction.
Game · Case study:
smb3 disassembles the initial Family Computer release of Super Mario Bros. 3 and adds C-like annotations for branches and loops.
Reviewed segaloco/smb3@784ea6f
Game · Case study:
DSDS reimplements parts of the Dark Souls 1 engine to display game maps from a Steam installation of Prepare to Die Edition.
Reviewed somobu/dantelion@29fd875
Game · Case study:
Frogger's SNES port is reconstructed as assembly with ROM and RAM maps, SPC700 audio-engine code, and scripts for extracting assets from an original ROM.
Game · Case study:
Doki Doki/Super Mario Bros. 2 Disassembly covers Yume Kojo: Doki Doki Panic for the Famicom Disk System and Super Mario Bros. 2 and Super Mario USA for NES/Famicom.
Reviewed segaloco/doki@5b9e441
Game · Case study:
Donkey Kong Disassembly reconstructs the arcade game's Z80 CPU and sound code as assembly for known MAME ROM sets.
Reviewed segaloco/dk@a6acaa7
Game · Case study:
kh-com reconstructs code from the US Game Boy Advance release of Kingdom Hearts: Chain of Memories.
Reviewed codeberg.org/aryan-sinhala349/kh-com/src/commit/b8…
Game · Case study:
A labeled and commented 6502 assembly listing reconstructs Air-Sea Battle, Atari's 1977 game for the Atari 2600, on the MiniDig disassembly page.
Reviewed web.archive.org/web/20260910210732/https://www.qotile…
Game · Case study:
Berzerk for the Atari 2600 (Atari, 1982) is reconstructed as a labeled, commented 6502 assembly listing that assembles to the exact original ROM image, with a switch for the NTSC or PAL build.
Reviewed web.archive.org/web/20260501205549/https://www.qotile…
Game · Case study:
A commented 6502 assembly listing reconstructs Combat, the Atari 2600 tank, biplane and jet game, aiming to explain every instruction, memory location and table.
Reviewed web.archive.org/web/20250715155012/https://www.qotile…
Game · Case study:
Cosmic Ark for the Atari 2600 (Imagic, 1982) is reconstructed as an analyzed, labeled and commented 6502 assembly listing with NTSC and PAL builds.
Reviewed web.archive.org/web/20260221014224/https://www.qotile…
Game · Case study:
Coleco's 1982 Atari VCS cartridge of Donkey Kong is disassembled into labeled and commented 6502 assembly kept byte-identical to the cartridge, down to a filler byte that pushes the audio frequency table to the next page.
Reviewed web.archive.org/web/20260714101337/https://www.qotile…
Game · Case study:
Elite: Harmless is a full ca65 disassembly of the Commodore 64 release of Elite, taken from the 1986 GMA86 disk, with the code split into flight, docked, text, ship-hull, math, sound and graphics modules.
Reviewed codeberg.org/Kroc/elite-harmless/src/commit/a8b761…
Game · Case study:
An annotated disassembly reconstructs the enhanced BBC Micro version of Exile, the 1988 Superior Software adventure game, from its binary images, covering the sideways-RAM sample loader, the decryption code and the main game.
Reviewed web.archive.org/web/20260304035822/http://level7.org.…
Game · Case study:
Indy 500 for the Atari 2600 is disassembled with DiStella v3.0 into a 6502 listing carrying a first pass of hand-written labels and comments.
Reviewed web.archive.org/web/20260213080646/https://www.qotile…
Game · Case study:
Tiger Electronic Toys' 1982 Atari VCS game Jawbreaker is disassembled into labeled and commented 6502 assembly that compiles to the exact ROM image.
Reviewed web.archive.org/web/20260222165051/https://www.qotile…
Game · Case study:
A labeled and commented 6502 assembly listing reconstructs Kaboom!, Activision's 1981 paddle game for the Atari 2600, as a 2K ROM source on the MiniDig disassembly page.
Reviewed web.archive.org/web/20260213080655/https://www.qotile…
Game · Case study:
Outlaw for the Atari 2600 (Atari, 1978) is reverse-engineered into commented 6502 source that compiles with DASM.
Reviewed web.archive.org/web/20260217100036/https://www.qotile…
Game · Case study:
Activision's 1982 Atari VCS game Pitfall!
Reviewed web.archive.org/web/20260213080644/https://www.qotile…
Game · Case study:
A labeled and commented 6502 assembly listing reconstructs Red vs. Blue, a 1981 Atari 2600 multi-sprite demo that later became RealSports Football.
Reviewed web.archive.org/web/20251114052829/https://www.qotile…
Game · Case study:
Activision's 1982 Atari VCS game River Raid is disassembled into labeled and commented 6502 assembly (version 0.9).
Reviewed web.archive.org/web/20260223204810/https://www.qotile…
Game · Case study:
A labeled and commented 6502 assembly listing reconstructs Space Jockey, US Games' first Atari 2600 game from 1982, and sets the TIA read base so it compiles to the exact 2K ROM image.
Reviewed web.archive.org/web/20260501090911/https://www.qotile…
Game · Case study:
Starmaster for the Atari 2600 (Activision, 1982) is disassembled with DiStella v2.0 and then analyzed, named and commented into readable 6502 source.
Reviewed web.archive.org/web/20260730190418/https://www.qotile…
Game · Case study:
Atari's 1977 VCS game Surround is disassembled into labeled and commented 6502 assembly that compiles to the exact 2K ROM image.
Reviewed web.archive.org/web/20260213080708/https://www.qotile…
Game · Case study:
A two-bank 6502 disassembly of A-Team for the Atari 2600 assembles with DASM and doubles as the basis for a PAL conversion.
Reviewed web.archive.org/web/20260213080632/https://www.qotile…
Game · Case study:
Venture for the Atari 2600 (Coleco) is reverse-engineered into commented 6502 source with a DASM build command that writes a listing, symbol table and binary.
Reviewed web.archive.org/web/20260202113530/https://www.qotile…
Game · Case study:
blackhack rebuilds the SetupControl UI widget classes of runblack.exe as hand-decompiled C, covering buttons, big and tab buttons, check boxes, lists, sliders, edit fields, colour pickers, pictures and graph widgets, along with parts of Lionhead's lhlib.
Reviewed bwrsandman/blackhack@d4f2a51
Game · Case study:
Annotated 6502 disassembly of Nintendo's Donkey Kong for the Family Computer and the Famicom Disk System that reassembles with cc65 into ROM images checked by CRC against the released versions.
Reviewed segaloco/fc_dk@fc08dba
Game · Case study:
dataeast_snddrv is a disassembly of the sound driver Data East used in High Seas Havoc, split into 68000 driver code, a Z80 DAC sample player and a frequency table, assembled with vasm.
Reviewed codeberg.org/techmetx11/dataeast_snddrv/src/commit…
Game · Case study:
Opengate remakes NetDevil's online space game Jumpgate in C++ as a game client, a game server and a state server built on OGRE, CEGUI, Bullet and Boost asio, which log in through a metaserver whose requests the project documents.
Reviewed sourceforge.net/p/opengate/code/ci/7412412608dfea3924…
Game · Case study:
ACEmulator rebuilds the Asheron's Call MMORPG server in C#, aiming to reproduce the game world as it was when the official servers closed in January 2017.
Reviewed ACEmulator/ACE@aadedb3
Game · Case study:
ZCure rewrites the master server of Blacklight: Retribution v3.02 in .NET 8, based on the ZCAPI library decompiled from BLRCrashReporter.exe of an older build.
Reviewed blrevive/zcure@3a9e28a
Game · Case study:
strkexeu documents how the DOS releases of Desert Strike: Return to the Gulf and Jungle Strike keep their game executables packed inside DAT files behind a small loader EXE.
Reviewed NY00123/strkexeu@0ff29f2
Game · Case study:
2ooM works toward a remake of Master of Orion II that runs on the original game's data files.
Reviewed sourceforge.net/p/toom/liblbx/ci/d0dbe751d79d00dc75b0…
Game · Case study:
FreeSci reimplements Scientist Hunt, a Half-Life multiplayer mod about containing rapidly multiplying scientists, as a QuakeC game for FreeHL and the Nuclide SDK.
Reviewed sourceforge.net/p/freesci/code/ci/019e2c531ae20d44b56…
Game · Case study:
FreeSynd reimplements the engine for Bullfrog's Syndicate using the original game's data files.
Reviewed sourceforge.net/p/freesynd/freesynd/ci/2dba25a758a69e…
Game · Case study:
Rebuilds the 1990 Amiga version of System 3's The Last Ninja Remix in C++, loading game data from the user's ADF disk images of the original.
Reviewed sourceforge.net/p/lastninja/code/96/tree/head/readme.…
Game · Case study:
Sarien reimplements Sierra On-Line's Adventure Game Interpreter (AGI) in C so that AGI games such as Leisure Suit Larry, King's Quest II and Mixed-Up Mother Goose run across many platforms.
Reviewed web.archive.org/web/20010522222354/http://sarien.sour…
Game · Case study:
soniccdrespinned is a cross-platform port of Sonic CD that runs the decompiled stage, special-stage, time-warp and title-screen code on a newly written platform layer.
Game · Case study:
Reimplements the engine of The Elder Scrolls III: Morrowind on the Crystal Space 3D engine, loading the BSA and ESM files of an installed Morrowind with Tribunal and Bloodmoon.
Reviewed sourceforge.net/p/crystalscrolls/code/93/tree/trunk/r…
Game · Case study:
shadowheartsdecompilation reconstructs C++ source for the core runtime classes of the PS2 game Shadow Hearts.
Game · Case study:
SMBDIS.ASM reconstructs the NES game Super Mario Bros. as a single commented 6502 assembly file of about 16,000 lines.
Reviewed gist.github.com/1wErt3r/4048722/59e88c0028a58c6d7b915…
Game · Case study:
skcollectioncport reconstructs the Windows game Sonic & Knuckles Collection as C and C++ source.
Game · Case study:
A matching decompilation of the US release of Donkey Kong 64 for the Nintendo 64, rebuilding the ROM from C source organised by the boot segment, global code and overlays named arcade, jetpac, bonus, boss, menu, minecart, multiplayer, race and critter.
Reviewed dk64_decomp/dk64@1d39844
Game · Case study:
TurokEX reimplements the PC version of Turok on the Kex engine, with the game's actors, enemy AI, weapons, pickups, areas and HUD written as AngelScript classes.
Reviewed svkaiser/TurokEX@90589b4
Game · Integration:
Expose existing RenderDoc captures to an agent for bounded frame, pipeline, resource, and shader inspection.
Reviewed scarletfantasy/renderdoc-mcp@ea36004