Game · Case study:
OpenCrown PC: a native Dragon's Crown Pro host for console dumpsC1
OpenCrown PC runs Dragon's Crown Pro from a user-supplied decrypted PS4 or PS5 dump on Windows and Linux.

- Game
Reviewed Nezara/OpenCrown-PC@efbd6df
Game · Case study:
OpenCrown PC runs Dragon's Crown Pro from a user-supplied decrypted PS4 or PS5 dump on Windows and Linux.

Reviewed Nezara/OpenCrown-PC@efbd6df
Game · Case study:
HotaSim reimplements selected Heroes III: Horn of the Abyss battle mechanics in C++ and uses them in a battle simulator.
Reviewed patrulek/hotasim@21f6041
Game · Case study:
4x4e reconstructs source for Terminal Reality's 4x4 Evolution Build 57 from analysis of the original binaries.
Reviewed americusmaximus/4x4e@90c32ed
Game · Case study:
BloodOmen2NX functionally decompiles the Spanish Windows PC release of Blood Omen 2 into C++17 for a planned Nintendo Switch port.
Game · Case study:
ReChan reimplements Jackie Chan Stuntmaster's PlayStation game logic and systems in C++ for x86_64 Windows and Linux.

Reviewed SilverwireGames/ReChan@ecd3993
Game · Case study:
A native Windows port of Link: The Faces of Evil runs C code from the Philips CD-i game decompilation and replaces CD-i video, audio, disc and input services with an SDL3 host.
Game · Case study:
The Zelda: The Wand of Gamelon PC port runs the CD-i game's decompiled C code natively on Windows.
Game · Case study:
Crackdown2-Decomp reconstructs C++ source for the Xbox 360 title-update build of Crackdown 2.
Reviewed matty45/Crackdown2-Decomp@0290d96
Game · Case study:
Forza Horizon 6 format notes and tools document the PC game's asset layout and investigated swatchbin textures, FMOD/FSB5 audio, Bink 2 video, PGZP containers and .str text tables.
Reviewed Adrak2006/fh6-modding-tools@72ab627
Game · Case study:
Tom and Jerry Tales reconstructs C source for the EU Nintendo DS game with Metrowerks mwccarm.
Game · Case study:
Final Fantasy Tactics decompilation reconstructs the North American PlayStation release SCUS-94221 as C and assembly source.
Reviewed LuizORAS/fft-decomp@38a0368
Game · Case study:
The Sonic the Hedgehog 2 Source Reconstruction extends Sonic Retro's disassembly into shared 68000 and Z80 source for retail REV00 and REV01.
Reviewed RetrolariumLab/sonic2_src@83ade88
Game · Case study:
The Dishonored XP stub project replaces two GOG storefront DLLs so the GOG Definitive Edition can run on Windows XP SP3 with local saves.
Reviewed goph-R/dishonored-xp-stub@ad2a1a0
Game · Case study:
DKB Recomp statically translates Donkey Kong Bananza's Switch 2 ARM64 code to C and builds a native Windows x86-64 application.
Reviewed Lucas-blip-png/dkb-pc-recomp@c5d5e7c
Game · Case study:
tmnt-recomp ports the 1989 NES Teenage Mutant Ninja Turtles game to C from analysis of its 6502 code.

Reviewed naparuba-retro/tmnt-recomp@ebe212c
Game · Case study:
TempleRun-RL reconstructs Temple Run's track generation, hazards, and runner physics in a headless training simulator.
Reviewed matthieucs/TempleRun-RL@ca34ece
Game · Case study:
Bumpy's Arcade Fantasy reconstructs the 1992 DOS game's engine as C source guided by Ghidra analysis.
Reviewed GeReV/bumpy-reverse@346d05c
Game · Case study:
Hexwaste reimplements part of the Fallout 2 engine in C# and MonoGame using files from the user's own installation.
Reviewed eko1495/HexWaste@ee52c7f
Game · Case study:
The Last Story research documents the Wii game's LastWorld engine and provides parsers and extractors for archives, text, textures, audio, models and scenes.
Game · Case study:
dark-render-re reconstructs the video texture upload path used by DARK (2013) to restore WMV cutscenes under Proton.
Reviewed Lintech-1/dark-render-re@0674dfc
Game · Case study:
Kid Icarus: Of Myths and Monsters reconstructs the Game Boy game's code and data as a documented RGBDS disassembly.
Game · Case study:
Pac-Man NES Source Reconstruction rebuilds seven official Famicom and NES Pac-Man revisions from shared, annotated 6502 ca65 modules.
Reviewed RetrolariumLab/pacman_src@aa87a07
Game · Case study:
AvalonEmu reconstructs an Albion Online local server for a specific client build in C# and .NET 10.
Reviewed MrGreenCheezz/AvalonEmu@d93eb86
Game · Case study:
Azazel6 researches a native Android ARM64 port of Tekken 6 for PSP by translating selected Allegrex/MIPS code ahead of time to C++ and building a PSP service host.
Reviewed zxyandreay/azazel6@2124b7a
Game · Case study:
Vault Engine reimplements Fallout and Fallout 2 as a Rust engine that reads the user's retail DAT archives.

Reviewed mikyowski-ui/vault-engine@3adeac9
Game · Case study:
A source-only Drakengard project statically recompiles the European PlayStation 2 release toward a native PC port, with a runtime for original hardware and service behavior.
Reviewed k1gs/Drakengard1Recompile@6186ea6
Game · Case study:
Drakengard 3 Recompile translates the PS3 release of Drakengard 3 into native Windows x64 code and replaces platform services in a local runtime.
Reviewed k1gs/Drakengard3Recompile@5e67013
Game · Case study:
Metropolismania PC rebuilds the PS2 game as readable C++ while using PS2Recomp output from the user's disc as a running scaffold.
Reviewed koaque/Metropolismania-PC@e98d14b
Game · Case study:
Sonic Adventure decomp reconstructs the European Dreamcast game's executable from a user-supplied disc, using per-function SH-4 assembly files as a byte-matching build baseline.
Reviewed consolesplayingconsoles/sonic-adventure-decomp@57b416f
Game · Case study:
openmx ports the PlayStation 2 game MX Unleashed's riding simulation to Rust and supplies new desktop and browser presentation.
Reviewed FIZL0/openmx@267aada
Game · Case study:
Saint Seiya: The Hades is ported to Linux by translating the European PS2 executable's MIPS R5900 functions to C and building them with a native runtime.
Reviewed matpdev/SaintSeiyaRecomp@76c11f7
Game · Case study:
Driver 1 decomp reconstructs Driver: You Are the Wheelman for PlayStation in C while retaining original hand-written assembly routines, and compares rebuilt code with the original executable and overlays.
Reviewed olink9/driver1-decomp@e8d3aa9
Game · Case study:
OpenPopTB-MacOS statically recompiles Populous: The Beginning and Undiscovered Worlds from a user's Windows executables into native Apple Silicon applications.

Reviewed iagodemacedo/OpenPopTB-MacOS@1b1c58e
Game · Case study:
reRBR reimplements Richard Burns Rally 1.02 for Linux, macOS and Windows, using the player's game files and NGP 7.4.778 physics.
Reviewed JodusNodus/rerbr@6ddac36
Game · Case study:
CTRNativePorted rehosts Crash Team Racing Nitro-Fueled on Windows by loading the original PS4 x86-64 code from a user-owned dump.
Reviewed guzuold/CTRNativePorted@4222366
Game · Case study:
OpenBattlespire reimplements the engine of An Elder Scrolls Legend: Battlespire in C and reads the user’s original game files at runtime.

Game · Case study:
Champions: Return to Arms research maps the US PS2 game's executable, symbols, level scripts, file formats and online behavior.
Game · Case study:
cyrus rebuilds The Elder Scrolls Adventures: Redguard in Rust and Bevy using files from a local GOG installation.

Reviewed michidk/cyrus@3e58fae
Game · Case study:
FA Remastered reimplements the Supreme Commander: Forged Alliance engine in C++ around the user's game data, Lua scripts and mods.
Reviewed invictus-1/FA-Remaster@535769a
Game · Case study:
MineStrike 1.6 reconstructs interfaces of Counter-Strike 1.6's closed client and engine binaries to add Minecraft-style gameplay inside GoldSrc.

Reviewed zhadyz/minestrike-1.6@3130cec
Game · Case study:
The Infinite Crisis preservation server reconstructs login, menus, Tutorial 1 and versus-AI matches for the 2015 Steam client.
Game · Case study:
AgainROM reimplements the Rage of Mages engine in Go to run the original campaign on Windows, macOS and Linux.
Reviewed againrom/againrom-engine@5d3cdd2
Game · Case study:
NMS Shipwright investigates No Man's Sky ship generation and save structures through the user's installed game.
Reviewed S-T-0-7/NMS-Shipwright@49102ea
Game · Case study:
Tiberian Sun and Firestorm recompiles the games' Win32 Game.exe into native C with pcrecomp and a game-specific host.

Reviewed sp00nznet/tiberiansun-recomp@baa27b7
Game · Case study:
Star Wars: Knights of the Old Republic is statically recompiled from a user-owned Steam swkotor.exe 1.03 into native C using pcrecomp.

Reviewed sp00nznet/kotor-recomp@32b287a
Game · Case study:
openchrome is a C++ runtime and viewer for Dying Light 1 game data, using Vulkan and SDL2 to read resources from the user's installation.
Reviewed fluidmstr/openchrome@9e4c5eb
Game · Case study:
HL2-RS partially reconstructs Half-Life 2 in Rust and Bevy, reading maps, models, textures, animations, and sounds from an installed copy.
Reviewed kvalls/hl2-rs@20825b9
Game · Case study:
pc-thelaststory statically recompiles the European Wii release of The Last Story for a native PC port.
Reviewed vs-sr-dev/pc-thelaststory@a1d4171
Game · Case study:
Civilization III: Conquests statically recompiles the user's Steam Win32 game executable into C with pcrecomp and builds native Windows and Linux hosts.

Reviewed sp00nznet/civ3@672038e
Game · Case study:
pc-monsterhunter3 ports the European Wii release of Monster Hunter Tri to PC by translating its PowerPC executable and 21 RSO modules into C++ with wiikit.
Reviewed vs-sr-dev/pc-monsterhunter3@f4a7c9c
Game · Case study:
Hover! statically recompiles the Windows 95 game Microsoft Hover!

Reviewed sp00nznet/hover@c6db134
Game · Case study:
Bunghole in One statically recompiles the 1998 Windows mini-golf game's EXE and DLL into C with pcrecomp, generating the lifted code from a user's own disc.
Reviewed sp00nznet/bunghole@5c128a8
Game · Case study:
OpenSE4 reimplements the Space Empires IV Deluxe engine in C++23, loading art, sound and data from the player's own installation.

Reviewed lowlevelmetal/OpenSE4@ade8a5d
Game · Case study:
CS:GO Legacy matchmaking research reconstructs a Game Coordinator path for starting and joining matches in the archived game.
App · Case study:
QuestEditorRe rebuilds the original QuestEditor as a standalone Windows application and a Win32 DLL compatible with map editors for Alien Shooter 2 and related games.

Reviewed Feiyang0102sso/alien-shooter-quest-editor-re@403214c
Game · Case study:
midway statically recompiles the PS3 disc release of Midway Arcade Origins for native Windows using ps3recomp and a user-supplied game dump.
Reviewed sp00nznet/midway-ps3@c61d063
Game · Case study:
crazytaxi-ps3 statically recompiles the PS3/PSN release of Crazy Taxi for native Windows using ps3recomp.
Reviewed sp00nznet/crazytaxi-ps3@94c5a3d
Game · Case study:
pc-deepfear investigates the European Sega Saturn release of Deep Fear and statically recompiles its program toward a native PC port using saturnkit.
Reviewed vs-sr-dev/pc-deepfear@c3d3e4a
Game · Case study:
gh3 statically recompiles the PS3 disc release of Guitar Hero III: Legends of Rock with ps3recomp for native Windows execution.
Reviewed sp00nznet/gh3@e7d5d6a
Game · Case study:
pc-arcrisefantasia builds a native PC port of the North American Wii release of Arc Rise Fantasia by translating its PowerPC code to C++ and running it on wiikit's replacement Wii runtime.
Reviewed vs-sr-dev/pc-arcrisefantasia@88fb6ac
Game · Case study:
pc-conduit2 statically recompiles the North American Wii release of Conduit 2 from PowerPC code to C++ for a native PC port.
Reviewed vs-sr-dev/pc-conduit2@2f36d6d
Game · Case study:
EVA-Decomp reconstructs Neon Genesis Evangelion for Nintendo 64 as C and selected original assembly routines.
Reviewed thebardockgames/EVA-Decomp@477ab2e
Game · Case study:
Snowboard Kids Recompiled runs the USA Nintendo 64 game as a native Linux or Windows application using N64Recomp, RT64 and a separate game module.
Game · Case study:
LibreGrimrock reconstructs the engines of Legend of Grimrock and Legend of Grimrock 2 as native 64-bit C++ modules from their original executables.
Game · Case study:
battlepod reconstructs the Virtual World Entertainment BattleTech cockpit as a bring-up harness and playable emulator.
Reviewed sp00nznet/battlepod@8430e9d
Game · Case study:
mcg-recomp statically translates MechCommander Gold's MCX.EXE into C and runs the generated code in a native Windows host.

Reviewed sp00nznet/mcg-recomp@7b22e8e
Game · Case study:
Advanced Daisenryaku PC ports the Sega Mega Drive strategy game to native Windows in C/C++ using statically translated game logic.
Game · Case study:
Toy Story disassembly reconstructs the Mega Drive game's ROM as generated assembly source and compares the rebuilt ROM byte for byte with the user's copy.
Game · Case study:
Dragon Ball Z: L'Appel du Destin disassembly reconstructs the French Mega Drive ROM as generated assembly and compares it byte for byte with a user-provided original.
Game · Case study:
jgalbs cod4 ports the KisakCOD Call of Duty 4 multiplayer client to Apple Silicon macOS.
Reviewed JGalbss/cod4-macos@16f0104
Game · Case study:
TWD · Source Recovery reconstructs selected functions from The Walking Dead: Season One as C++ replacements for an experimental hybrid runtime.
Game · Case study:
ygo3-research reconstructs early Yu-Gi-Oh!

Reviewed iteratequickly/ygo3-research@25afbbb
Game · Case study:
Tiger Woods PGA Tour 2004 - XBE Recomp ports the original Xbox game to Windows by statically recompiling its XBE with Xbox XBE Recomp and building the game code from the user's copy on first launch.

Game · Case study:
Casiolator emulates the Casio PV-1000, PV-2000 and Loopy cartridge consoles using its own Z80, SH-1, video and sound implementations.
Reviewed vs-sr-dev/casiolator@36ea3cb
Game · Case study:
Tales of Eternia is a structural investigation of disc 1 of the Japanese PlayStation release SLPS-03050.
Game · Case study:
FINAL FANTASY V examines the 2015 Windows game's ICP, INP, mtxs and offset-table containers, string tables, assets and executable metadata.
Reviewed vs-sr-dev/pc-ff5-doc@8a2ca77
Game · Case study:
Open SoM Runtime recreates Sword of Moonlight's game runtime in Unity, including content loading, event parsing, menus and explorable maps.
Game · Case study:
REFLEC BEAT plus reconstructs Objective-C and C++ source for version 4.5.8 of the iOS rhythm game.
Reviewed Tatsh/expert-xylophone@3164e1c
Game · Case study:
Irisu ML reconstructs Irisu Syndrome! v2.03 normal mode as a deterministic C++20 simulator, Python learning environment and playable browser client.
Reviewed Gabriel-Kahen/irisu-ml@835f0b4
Game · Case study:
Rondorecomp translates Castlevania: Rondo of Blood’s PC Engine CD HuC6280 code into C at build time and runs it against C models of the console’s CPU, video, CD, input, and System Card services.
Reviewed Thug-Dracula/rondorecomp@f0fee16
Game · Case study:
Splashdown reconstructs C++ source for the NTSC-U PlayStation 2 game and builds a native Linux x86-64 port from it.
Reviewed CoastRedWood/splashdown@ea2a067
Game · Case study:
Dicing Knight. — Native Recompilation translates the WonderSwan Color game’s V30 MZ machine code into C11 ahead of time and compiles it with a recreated hardware layer.
Game · Case study:
TimeSplitters: Future Perfect is being rebuilt as a native PC game using data imported from the user's Xbox copy.

Reviewed NeilSeligmann/timesplitters-future-perfect-ng@f4a29c3
Game · Case study:
tp-vita ports Dusklight's GameCube Twilight Princess code to PS Vita by compiling the game and JSystem sources for ARM.
Reviewed Yannis100/tp-vita@d76ccb0
Game · Case study:
TM2020-Sim extends Gearbox's Trackmania physics and asset loading into a headless simulator with a native C++ and Rust SDK.
Reviewed Speedstu/TM2020-Sim-V1@f48c572
Game · Case study:
physics_RT reconstructs Ballance physics behavior as a Win32 Virtools DLL using IVP numerical kernels.
Reviewed doyaGu/physics_RT@81fe77d
Game · Case study:
Angry Birds PC engine reimplements the game's native engine in C++ from analysis of the 1.6.2 executable.
Game · Case study:
Touhou Reiiden is a C# and .NET 8 port of the 1997 PC-98 game that loads assets from the user's own disk image or game folder.
Game · Case study:
NeoTS2 rebuilds The Sims 2 as a native 64-bit engine that reads the user's installed game files.

Reviewed Asli-s/NeoTS2@9030d5f
Game · Case study:
Galaxian2 reimplements Galaxy on Fire 2 as a Godot engine using content imported from the player's Mac Full HD or Android HD release.

Reviewed TheWWWorm/galaxian2@446738e
Game · Case study:
skynet-godot ports the 1996 XnGine shooters SkyNET and Future Shock to a rewritten Godot 4 engine.

Reviewed nautilusbits/skynet-godot@38dafc1
Game · Case study:
Galaxian reimplements the iPhone edition of Galaxy on Fire 1 as a Godot engine.

Reviewed TheWWWorm/galaxian@6b280bb
Game · Case study:
OpenGromada reconstructs the engine used by Sigma Games titles including AS1/ZS1, Theseus, Crazy Lunch and Locoland/Steamland.
Reviewed siohaza/OpenGromada@9b1e839
Game · Case study:
The R36S port runs the 2012 Android release of Need for Speed: Most Wanted on ArkOS using the owner's game files.
Reviewed Detoy/nfsmw-r36s@5c3c119
Game · Case study:
zkTH06 reconstructs selected Touhou Koumakyou v1.02h gameplay transitions for replay-driven execution in OpenVM.
Reviewed N0zoM1z0/zkTH06@ff9516c
Game · Case study:
9mm Vita ports 9mm HD Android to PS Vita by loading the user's ARMv7 game executable into memory.
Reviewed iwannagooutside/9mm-vita@911ded7
Protocol · Case study:
ngp-link reconstructs the Neo Geo Pocket Color serial link cable and uses the recovered behavior for browser netplay.
Reviewed caioluders/ngp-link@a3a0769
Game · Case study:
dreamREfactory rebuilds CyberFlix's DreamFactory game engine in TypeScript for browser play using the owner's game data.
Reviewed dhobi/dreamrefactory@4909c31
Game · Case study:
GunBound Java Emulator recreates Broker, Game, and Buddy services for the Thor's Hammer versions of GunBound using Java and Netty.
Reviewed kyll3r/GunBound-Java-Server@421930c
Game · Case study:
This investigation maps one Neverness to Everness TCP connection from locally captured PCAPs.