Game · Case study:
The Darkness Recomp: an Xbox 360 static recompilation with a native D3D11 rendererC2
Builds a native Windows x64 port of The Darkness by translating its Xbox 360 executable to C++ ahead of time with a patched XenonRecomp.
- Game
Game · Case study:
Builds a native Windows x64 port of The Darkness by translating its Xbox 360 executable to C++ ahead of time with a patched XenonRecomp.
Game · Case study:
Statically recompiles the US Nintendo 64 release of Mario Kart 64 into a native Windows, Linux and macOS application with N64Recomp, rendering through RT64.
Reviewed sonicdcer/MarioKart64Recomp@3f72d23
Game · Case study:
Reconstructs Animal Crossing’s GameCube code as C and C++ source that rebuilds the USA release’s main executable and its foresta.rel module.
Reviewed ACreTeam/ac-decomp@09ca8e8
Game · Case study:
Reconstructs the ARM9 program and overlays of the EU Nintendo DS release of Kingdom Hearts 358/2 Days as C that recompiles byte for byte with CodeWarrior.
Reviewed Yokimitsuro/khdays-decomp@261a89e
Game · Case study:
Ports Tony Hawk’s Pro Skater (PlayStation, USA) to native Windows and Linux builds from a fork of an in-progress matching decompilation of the retail executable.
Game · Case study:
Reimplements P.T.’s game logic in C++ on a new Vulkan engine that reads levels, models, textures, sounds, scripts and cutscenes from the user’s own PS4 copy at run time.

Reviewed LoreanXavier/pt-pc@d0a9b8f
Game · Case study:
Builds a native Mario Kart 64 port for Windows, Linux, macOS and Switch from source that keeps the Mario Kart 64 decompilation’s file layout, running on libultraship’s reimplemented N64 SDK.
Reviewed HarbourMasters/SpaghettiKart@5073d2e
Game · Case study:
Reconstructs the ARM9 game code of Animal Crossing: Wild World’s Korean DS release as one C or C++ source per function, checked against the user’s ROM with the original Metrowerks compiler and linker.
Reviewed banatic/acww-decomp@c7e3256
Game · Case study:
Translates the Xbox 360 release of Peter Jackson's King Kong into native Windows code with the ReXGlue static-recompilation SDK, adding a launcher and display, control and graphics options.

Game · Case study:
Reconstructs Mario Party 4’s GameCube main executable and REL modules as C source that rebuilds both USA releases.
Reviewed mariopartyrd/marioparty4@5b01c79
Game · Case study:
Translates the Xbox 360 executable of Need for Speed: Most Wanted (2005) into native C++ with a patched XenonRecomp and runs it on a project runtime that stands in for the console’s kernel, Xenos GPU, XMA audio and controllers.

Game · Case study:
Rebuilds the USA/Europe Game Boy Advance release of The Sims: Bustin' Out byte for byte while gradually replacing ROM regions with matching C compiled by agbcc.
Reviewed DaBrown95/tsbodp@0beb04f
Game · Case study:
A dated research report on the Sunrise/Dawn reconstruction of the archived Destiny 2 build 86657 client, which emulates platform sign-on and the examined Bungie service contracts locally and adds reconstructed mission host policy.
Reviewed isinternets/d2-research@9a5b58f
Game · Case study:
Translates the Xbox 360 executable of WWE SmackDown vs. Raw 2011 to C++ ahead of time with ReXGlue and builds it as a Windows program on a Vulkan runtime derived from Xenia.
Reviewed shaneomac1337/SVR2011-Recomp@6a12d52
Game · Case study:
Uses N64Recomp to statically recompile the US Nintendo 64 release of Pokémon Snap into a native Windows, Linux, Steam Deck and macOS port rendered with RT64.

Reviewed JackandBeans/Snap64Recomp@cf53b89
Game · Case study:
Builds a native Windows, Linux, Steam Deck and Apple Silicon port of the XBLA game Dead Rising 2: Case Zero by statically recompiling its Xbox 360 code with patched XenonRecomp and translating its shaders with patched XenosRecomp.
Reviewed wivi514/Dead_Rising_2_Case_Zero_Xenon_Recomp@a1feb9d
Game · Case study:
Provides a C# engine for early Westwood real-time strategy games, with mods that reimagine Command & Conquer: Red Alert, Tiberian Dawn and Dune 2000.
Reviewed OpenRA/OpenRA@e180e32
Game · Case study:
Builds a native Windows, Linux, Steam Deck and Apple Silicon port of the XBLA epilogue Dead Rising 2: Case West by statically recompiling its Xbox 360 code with patched XenonRecomp and translating its shaders with patched XenosRecomp.
Reviewed wivi514/Dead_Rising_2_Case_West_Xenon_Recomp@cb7dc0f
Game · Case study:
Translates the PlayStation game’s MIPS code to C with a pinned psxrecomp fork and builds Windows and Linux programs on its hardware-modelling runtime, with a launcher and a game-specific plugin.

Reviewed TekRantGaming/simpsons-wrestling-recompiled@1aaee1a
Game · Case study:
Re-implements RollerCoaster Tycoon 2, originally written in x86 assembly, as a C++ engine that runs on the original game’s data.

Reviewed OpenRCT2/OpenRCT2@53bbc40
Game · Case study:
Reconstructs C++ source for the Windows executable of Touhou 6: Embodiment of Scarlet Devil version 1.02h, aiming at an exact rebuild with the original Visual Studio .NET 2002 and DirectX 8 toolchain.
Reviewed GensokyoClub/th06@e840ab4
Game · Case study:
Packages a psxrecomp static-recompilation project for Driver (PlayStation, USA) as a setup host: releases carry the recompiler, runtime and a recomp-ui launcher, and the player’s machine generates and compiles the game from the user’s own disc image.

Game · Case study:
Reconstructs Fatal Frame’s PS2 executable as C for the US, EU and Japanese releases, built with the original EE-GCC 2.9 toolchain and checked by SHA-1 against the user’s own executables.
Reviewed Mikompilation/Himuro@595b082
Game · Case study:
Lifts the original Xbox executable of Dead or Alive Xtreme Beach Volleyball to C with a fork of xboxrecomp and links it with a hand-written runtime that replaces kernel imports, audio and key Direct3D 8 and DirectSound APIs.
Reviewed NoRain211/doaxvb-re@e282a3f
Game · Case study:
Compiles the reconstructed C++ source of the Japanese Touhou 8 1.00d release to WebAssembly with Emscripten, adding WebGL 2 rendering, Web Audio, browser input and IndexedDB saves behind the game’s D3D8-, DirectSound- and DirectInput-shaped interfaces.

Reviewed N0zoM1z0/th08-web@e3485ab
Game · Case study:
Reimplements MicroProse’s UFO: Enemy Unknown (X-COM: UFO Defense) and X-COM: Terror from the Deep as a C++/SDL engine that runs on the user’s original game resources.
Reviewed OpenXcom/OpenXcom@4a4bae5
Game · Case study:
Recompiles the Xbox 360 version of Skate 3 into native Windows, Linux and macOS builds with a Skate-specific fork of the ReXGlue SDK.

Reviewed mchughalex/skate3recomp@f6e0ae8
Game · Case study:
Runs the PS4 Uncharted: The Nathan Drake Collection’s own x86-64 executables natively on Windows: a runtime supplies the PS4 system libraries and a shadPS4-derived Vulkan renderer executes the GPU work.
Reviewed bc160201983/Uncharted-The-Nathan-Drake-Collection-PC-port@dfc9fb6
Game · Case study:
Reconstructs source for the original Japanese Touhou 9.5: Shoot the Bullet 1.02a executable, accepting function exactness only through reproducible byte comparison of pinned Visual C++ .NET 2003 builds against one hash-attested target.
Reviewed N0zoM1z0/th095@6084b36
Game · Case study:
Reimplements the engine of Bullfrog’s 1997 Theme Hospital, with game logic in Lua and C++ for graphics, sound, movies and pathfinding, on top of the original game’s data files.

Reviewed CorsixTH/CorsixTH@e5138ed
Game · Case study:
Reimplements the Rise of Nations: Extended Edition engine as a native macOS app with a Metal renderer, a deterministic simulation, a computer opponent and a compatible BigHugeScript compiler and virtual machine, loading art, maps, rules and scripts from the user’s own Windows installation.
Game · Case study:
Reconstructs source for the Japanese PC-98 Touhou 4: Lotus Land Story and rebuilds all four DOS programs, MAIN.EXE, OP.EXE, MAINE.EXE and ZUN.COM, with a pinned Borland toolchain under Wine.

Reviewed N0zoM1z0/th04@11577b3
Game · Case study:
Runs the PS4 inFAMOUS Second Son’s own x86-64 code natively on Windows and Linux: a runtime reimplements the PS4 system libraries the game uses, and a shadPS4-derived core translates its GPU commands and shaders to Vulkan.

Reviewed HayatoG/iss_pc@d3995fe
Game · Case study:
Reimplements BioWare’s Aurora engine and its later derivatives as a portable C++ engine that runs on the user’s installed game data, targeting nine games from Neverwinter Nights to Dragon Age II.
Reviewed xoreos/xoreos@6774724
Game · Case study:
Re-implements a large part of the RenderWare Graphics middleware API as a portable C++ library that reads and writes its DFF model and TXD texture files for PS2, D3D8, D3D9 and Xbox and is meant to convert them between platforms.
Reviewed aap/librw@18532c2
Game · Case study:
Reconstructs C++ source for Super Mario Odyssey’s Switch 1.0 main executable and checks each function against the original AArch64 machine code with the shared nx-decomp-tools checker.
Reviewed MonsterDruide1/OdysseyDecomp@696db2f
Game · Case study:
Reconstructs C source for the US 1.1 (Rev A) Nintendo 64 release of Star Fox 64 that, compiled with the IDO compiler through a static recompilation, rebuilds a ROM with the published MD5; the README badge counts all 2,951 functions as matching.
Reviewed sonicdcer/sf64@4235c59
Game · Case study:
Reconstructs C++ source for Metroid Prime’s GameCube executable and its NES-emulator module so that CodeWarrior builds match the originals, across the USA, Korean, PAL and Japanese releases, with early configurations for demo discs and three Wii releases.
Reviewed PrimeDecomp/prime@2fd3179
Game · Case study:
C# server emulator for the 2015 Steam client of Batla 3D, covering HTTP account, shop and room services and Lidgren UDP gameplay.
Game · Case study:
Decompiles Retro Engine (RSDK) v4, the engine behind Sonic the Hedgehog and Sonic the Hedgehog 2 (2013), together with the games’ natively coded menus, and builds it for Windows, Linux and Android.

Game · Case study:
Re-implements Rockstar Games’ Grand Theft Auto III (2001) as a cross-platform C++ engine that runs on the data of a legitimate PC copy.
Reviewed rwengine/openrw@5c5f266
Game · Case study:
A Rust/Bevy reconstruction of Call of Duty 4 multiplayer systems, using assets from a local game installation.
Reviewed Nilbong/COD4-Rewrite@bd03eb0
Game · Case study:
Zig libraries reconstructing Diablo II 1.14d seeded maps, item generation, saves, simulation rules and network formats.
Reviewed jaenster/libd2@bc21bb9
Game · Case study:
Pairs reconstructed DOS sources with native ports of Ultima Underworld I and II.

Reviewed abedegno/underworld-exhumed@e5deadd
Game · Case study:
Provides an SDL3 backend for a portable-C reconstruction of the 1994 DOS game.

Game · Case study:
Documents an agent-assisted reconstruction of the USA PlayStation game with a pinned compiler and whole-binary SHA-1 gates.
Reviewed Druthulu/BFM-decomp@b6a28f9
Game · Case study:
A matching decompilation of the original Nintendo 64 Snowboard Kids that rebuilds SHA1-identical North American and Japanese ROMs from a user-supplied ROM.
Reviewed cdlewis/snowboardkids-decomp@0a398d9
Game · Case study:
Macabeus’s dated study describes prompting Claude Sonnet 3.5 and DeepSeek R1 with assembly, similar decompiled functions and structs to write matching C for Marun, one enemy module of the community Sonic Advance 3 GBA decompilation.
Reviewed gambiconf.substack.com/p/development-journey-on-game-decompi…
Firmware · Case study:
Reconstructs as C the firmware of the Pokéwalker, the pedometer accessory for Pokémon HeartGold and SoulSilver, for its Renesas H8/38606 microcontroller.
Reviewed lumirth/pw@6dc7bc0
Game · Case study:
Decompiles sead, the C++ standard library that Nintendo statically links into its first-party games, covering containers, heaps, strings, math, file devices, threads, the game framework and graphics.
Reviewed open-ead/sead@f4178a2
Game · Case study:
Rebuilds the Japanese Nintendo 64 release of Animal Forest (Dōbutsu no Mori) from C code reverse-engineered from the ROM, combined with assets and assembly extracted from a user-supplied ROM.
Reviewed zeldaret/af@4ddba04
Game · Case study:
Recreates C++ source for The Legend of Zelda: Phantom Hourglass by hand-decompiling its European and US Nintendo DS releases, using the dsd toolkit to delink code from a user-supplied ROM and rebuild the ROM.
Reviewed zeldaret/ph@f0799bd
Game · Case study:
Re-implements Mario Kart Wii’s physics engine in C++ as a command-line simulator, continuing stblr/Hanachan’s goal of perfectly accurate time-trial ghost replay.

Reviewed vabold/Kinoko@550c97a
Game · Case study:
A work-in-progress 1:1 decompilation of Mario Kart: Double Dash!!
Reviewed doldecomp/mkdd@1d2918c
Game · Case study:
Decompiles the PlayStation 2 executable of Street Fighter III: 3rd Strike from Street Fighter Anniversary Collection into C that period Metrowerks and EE GCC compilers rebuild, then compares the rebuilt executable word by word with the user’s original.
Reviewed crowded-street/3s-decomp@be9b9bc
Game · Case study:
A research project re-implementing the original Xbox Halo: Combat Evolved in C, one function at a time.
Reviewed halo-re/halo@21bc641
Game · Case study:
A work-in-progress matching decompilation of Paper Mario: The Thousand-Year Door that targets the Japanese Rev 0 GameCube release (G8MJ01), rebuilding MarioSt.dol and 31 REL modules with the original Metrowerks compilers and checking each against a stored SHA-1.
Reviewed doldecomp/ttyd@62131fc
Game · Case study:
Builds Street Fighter III: 3rd Strike as native C for Windows, macOS and Linux, continuing the 3s-decomp PS2 decompilation, with SDL3 for video, input and audio and GekkoNet for rollback netplay.
Reviewed crowded-street/3sx@bdc2cd3
Game · Case study:
Reconstructs C and C++ source for the two-disc Resident Evil 4 GameCube debug prototype (G4BE08) and rebuilds main.dol and all 114 REL overlays with the compilers the README names, checking every output against a SHA-1 list.
Reviewed adonis-singh/re4@9b76ff0
Game · Case study:
A work-in-progress matching decompilation of Super Smash Bros. Brawl that targets the USA Rev 2 Wii release (RSBE01_02), splitting main.dol and 126 REL modules from a user-supplied disc image and checking the rebuilt binaries against stored SHA-1 values.
Reviewed doldecomp/brawl@b96b501
Game · Case study:
Reconstructs C++ source for Plants vs. Zombies on PopCap’s open-source SexyAppFramework, starting from an earlier community decompilation of version 0.9.9 and adding functionality reversed from the Game of the Year edition, with functions annotated by GOTY addresses.
Reviewed Patoke/re-plants-vs-zombies@c469203
Game · Case study:
Reconstructs Sonic Advance and Sonic Advance 2 for the Game Boy Advance as C that rebuilds six hash-listed ROMs with SAT-R’s agbcc fork, and compiles the same code into widescreen SDL ports for Linux, macOS and Windows plus PSP and PS2 builds.
Reviewed SAT-R/sa2@393357f
Game · Case study:
Rewrites code from Bloodborne’s PS4 executable (CUSA03173 with update 1.09) as readable C++, one function at a time, aiming at a native PC source port on a clean-room runtime of its own.
Reviewed Yharnam-Hunters/Paleblood@1d418eb
Game · Case study:
A fan decompilation of Pikmin 2 that rebuilds main.dol for five GameCube releases (USA retail, two USA demos, PAL and Japan) with the original Metrowerks compilers, checking each against a stored SHA-1.
Reviewed projectPiki/pikmin2@ffbd853
Game · Case study:
Decompiles Gran Turismo 4’s PS2 engine executable (CORE.GT4, NTSC-U v1.01) into one C or C++ source per function for Sony’s ee-gcc 2.96, matching public libraries such as newlib and Expat from their own source.
Reviewed gustavocanepa/gt4-decomp@e35ec1d
Game · Case study:
A work-in-progress matching decompilation of Mario Kart Wii that targets the PAL release (RMCP01), rebuilding main.dol and the StaticR.rel module from C and C++ with Metrowerks compilers and checking both against stored SHA-1 values.
Reviewed snailspeed3/mkw@78572c9
Game · Case study:
Builds a native port of the Xbox 360 release of Forza Horizon by translating its PowerPC executable ahead of time into C++ with ShiftGlue, the author’s fork of ReXGlue, and compiling it on the player’s machine from their own disc.

Reviewed arcanite24/pinyon-shift@9331e45
Game · Case study:
Reconstructs C++ source for the Windows executable of Touhou 7: Perfect Cherry Blossom 1.00b and its custom.exe configuration tool, built with the original Visual Studio .NET 2002 and DirectX 8 toolchain and compared function by function with the user’s originals through reccmp.
Reviewed some100/th07@4878bf0
Game · Case study:
Statically recompiles the North American v1.0 SNES release of Donkey Kong Country into native Windows, macOS and iOS applications with a pinned fork of snesrecomp, which translates 65816 code to C and links it against a modelled SNES hardware runtime.
Reviewed elliotttate/DKC1Recomp@3eb9a10
Game · Case study:
Reimplements the Grand Theft Auto: San Andreas engine in Unity (C#), loading the archives, RenderWare models and textures, collision, animations, audio, text and item definitions from the user’s own PC installation.

Reviewed in0finite/SanAndreasUnity@f685c43
Game · Case study:
Decompiles Minecraft: Nintendo Switch Edition v1.0.17, a Legacy Console Edition release, into C++ that is compared function by function with the original executable using a patched Clang 4.0.1 and the open-ead Switch decompilation tools.
Reviewed GRAnimated/MinecraftLCE@959e150
Game · Case study:
Reconstructs C source for the US PlayStation release of Final Fantasy VII, aiming for code that compiles back to the original main executable and its game overlays.
Reviewed Xeeynamo/ff7-decomp@37f35a5
Game · Case study:
Statically translates the 65816 CPU code of the SNES Mega Man X (USA Rev 1) to C with the snesrecomp framework; the PPU, audio, DMA and other hardware run in the framework’s runtime, and a LakeSnes-derived interpreter executes whatever the static pass cannot prove.

Reviewed mstan/MegaManXSNESRecomp@adc1fea
Game · Case study:
Reimplements SimCity 4 as a Godot project in GDScript that reads DBPF archives, region folders and city saves from the user’s own SimCity 4 installation.
Reviewed OpenSC4-org/OpenSC4@fdc90c3
Game · Case study:
Reimplements the engine of Oddworld: Abe’s Oddysee and Abe’s Exoddus as an open-source replacement executable that runs from the user’s own game folder.
Reviewed AliveTeam/alive_reversing@3be8967
Game · Case study:
Re-implements Microsoft’s Age of Empires and its Rise of Rome expansion as a cross-platform C++17 engine on SDL2 and OpenGL that loads the original game’s DRS archives and language.dll resources.
Reviewed FolkertVanVerseveld/aoe@3234eac
Game · Case study:
Statically recompiles the MIPS R5900 code of the NTSC-U PlayStation 2 God of War executable (SCUS-97399) to C++ with PS2Recomp and builds it as a native Windows program.
Reviewed KIexster/god-of-war-recomp@92ece58
Game · Case study:
Recompiles the USA Rev 1 Nintendo 64 release of Wave Race 64 into a native Windows application with N64Recomp and RSPRecomp, on modified copies of the N64ModernRuntime, RecompFrontend and RT64 stacks.
Reviewed DomazinUS/RaceWave46@5c34f37
Game · Case study:
Reimplements Jazz Jackrabbit 2 (1998) as a native C++ game on an extensively modified nCine engine, converting the user’s original game files into its own cache on first start.
Reviewed deathkiller/jazz2-native@c18381c
Game · Case study:
Reimplements the engine of Little Big Adventure 2, and now also Little Big Adventure 1, in TypeScript, Three.js and React so that it runs in a browser on resources imported from the user’s copy of the game.
Reviewed LBALab/lba2remake@db54f5d
Game · Case study:
Reimplements Remedy Entertainment’s Alan Wake engine, later known as Northlight, in C++ and OpenGL, aiming to run Alan Wake and Alan Wake’s American Nightmare portably from the user’s game data, with Quantum Break and possibly Control as later goals.
Reviewed OpenAWE-Project/OpenAWE@cce15d3
Game · Case study:
Translates the 68000 game programs and Z80 sound programs of Capcom arcade boards ahead of time into C++ and runs them on a machine model written for the project, with an interpreter for code that has not been translated.

Reviewed tmcleroy/cps2recomp@74e26fb
Game · Case study:
Reimplements the MAGES. visual-novel engine, used by the Science Adventure and Memories Off series, in C++ with OpenGL, running supported titles from the user’s original data files through per-game Lua profiles in one binary.
Reviewed CommitteeOfZero/impacto@b304938
Game · Case study:
Decompiles the USA Wii U release of The Wind Waker HD function by function into readable C++ in zeldaret/tww’s style, and verifies each function by running it beside the original, statically recompiled from the user’s own copy, comparing return values, memory writes and calls on generated and recorded inputs, with coverage and mutation checks.
Reviewed ZeldaWWHDDecomp/wwhd@b2811a3
Game · Case study:
A C#/.NET 10 engine loads Dungeon Siege's original archives, scripts and models, with published alpha builds and an audit/parity ledger.
Reviewed codingncaffeine/SiegeFX@6a1a4ad
Game · Case study:
A from-scratch Rust port of the North American PlayStation Legend of Legaia includes native/browser play, asset extraction and disc patching.

Game · Case study:
Reconstructs Retro Engine v3, the engine behind the 2011 Sonic CD remaster, as a native C++ source port for Windows, Linux, macOS and Android.

Game · Case study:
Rebuilds the boot ELFs of ICO’s PAL (SCES-50760) and Japanese (SCPS-11003) PlayStation 2 discs from one source tree with the game’s original compiler versions, and checks that every loaded byte and the whole ELF file match the disc’s SHA-1.
Reviewed nathanialf/ico@73f7365
Firmware · Case study:
Custom firmware for the Mario and Zelda Game & Watch consoles that patches new C code into the user's own stock firmware backups, so the original firmware runs alongside the retro-go emulator.
Game · Case study:
Implements a standalone runtime for Call of Duty: Modern Warfare 2 (2009) in Rust on Bevy and wgpu, loading maps, models, textures and weapons from the user’s installed game through native FastFile readers and translating its Direct3D 9 shaders to WGSL.

Reviewed vladtrc/iw4L@acc57a5
Game · Case study:
Reimplements Skate 3’s skating, tricks, grinds and offboard movement in a new Rust and Bevy engine that runs on assets converted from the user’s own Xbox 360 copy, adding difficulty settings and a .skate custom-map format.

Game · Case study:
Reimplements the server side of Minecraft’s Alpha- and Beta-era multiplayer in Python on Twisted; its documentation calls it a reverse-engineered implementation written from scratch, credits network traffic dumps and says general Minecraft data went to a community wiki.
Reviewed bravoserver/bravo@7be5d79
Game · Case study:
Weeping of the Empire builds a native Windows port of The Legend of Zelda: Tears of the Kingdom from the user's Switch game dump.
Game · Case study:
GTA Mode is a native plugin that adds direct control of spawned citizens and cars to SimCity 3000 Unlimited.
Game · Case study:
FH2MP restores Forza Horizon 2 multiplayer with a replacement server based on protocol behavior recovered from the Xbox One game client.

Reviewed Charelene/FH2MP@150a403
Game · Case study:
Cursed Lands reimplements the engine for Evil Islands and Lost in Astral in Godot, reading maps, models, audio, scripts and tables from the player's own game copy.

Reviewed TheWWWorm/CursedLands@24624ce
Game · Case study:
nfs-mw reconstructs Need for Speed: Most Wanted 2005 PC v1.3 in Rust using data read from the user's installation.
Reviewed 47PADO47/nfs-mw@8d0b3c1
Game · Case study:
bf-private-server recreates a self-hosted server for Brave Frontier client version 2.19.6.
Reviewed joppe2001/bf-private-server@f9d0b5a
Game · Case study:
OpenLF2 reimplements Little Fighter 2 v2.0a as a playable C++ and Lua engine.
Reviewed OpenLF2/OpenLF2@6942db7