Game · Case study:
Cadence: reimplementing Geometry Dash 2.2091 in RustC1
Cadence reimplements Geometry Dash 2.2091 in Rust for desktop and browser play using the user's game resources.
- Game
Reviewed mark20142026/cadence@2b12dd7
Game · Case study:
Cadence reimplements Geometry Dash 2.2091 in Rust for desktop and browser play using the user's game resources.
Reviewed mark20142026/cadence@2b12dd7
Game · Case study:
OpenSRO ports Silkroad Online v1.150 into a TypeScript and WebGPU browser client with a Go game server.
Reviewed opensro-dev/opensro@dd5b37e
Game · Case study:
RO3Emu reconstructs a server for the Ragnarok Online 3: Genesis game client.

Reviewed aethai/ro3emu-server@4559db1
Game · Case study:
Betrock++ reimplements the Minecraft Beta 1.7.x server in C++, aiming to replace the Java server while prioritizing compatibility.
Game · Case study:
NeMo2 reimplements the Virtools game engine's CK2 and VxMath libraries in C++.
Reviewed doyaGu/NeMo2@c1b94ab
Game · Case study:
OpenDW reverse engineers and ports the original Mac Deepworld client to Windows in C++ with Axmol.

Reviewed kuroppoi/opendw@15bbeb1
Game · Case study:
Mystic Nights Online recreates multiplayer services for the PlayStation 2 game Mystic Nights in a Python server.
Game · Case study:
War Storm reconstructs source for Sudden Strike II 2.2 from the game's original binaries.
Reviewed americusmaximus/WarStorm@77a4200
Game · Case study:
Seedra reimplements Minecraft Legacy Console Edition world generation in a C++ library.
Reviewed UtterEvergreen1/Seedra@3ceeb33
Game · Case study:
AZHS reconstructs Need for Speed: High Stakes 4.50 source from the original game binaries.
Reviewed americusmaximus/AZHS@80ffb7e
Game · Case study:
AZMCO reconstructs parts of Motor City Online, including an offline launcher and DirectX renderer modules.
Reviewed americusmaximus/AZMCO@8ec2a42
Game · Case study:
FragmentServer.NetSlum reimplements the server for .hack//Fragment in C#.
Reviewed PSRewired/FragmentServer@ab16c84
Game · Case study:
Gemnet reconstructs a server for Rumble Fighter/Gem Fighter, with handlers for inventory, avatars, lobby, chat and P2P gameplay.
Reviewed Primitheus/Gemnet@c56f4dc
Game · Case study:
OpenIsolation is an early-stage project to reverse-engineer Alien: Isolation's libraries and game code.
Reviewed OpenIsolation/OpenIsolation@b3e195f
Game · Case study:
GunBound reconstructs GunBound Classic's world and broker servers in Swift, with client code for authentication, channels, rooms and matches.
Reviewed colemancda/GunBound@ef3a3cd
Game · Case study:
Rerun rebuilds the Sonic Runners server in C# and ASP.NET Core using earlier research and the Outrun server as a basis.
Reviewed RunnersRevival/Rerun-server@ed791da
Game · Case study:
sh3-evil-effect recreates the Another World Evil procedural texturing effect from Silent Hill 3.
Reviewed SNMetamorph/sh3-evil-effect@f1105b0
Game · Case study:
ORPHEUS reimplements server behavior for Overwatch 1 retail build 1.74.0.0.104319.
Reviewed leafall903/ORPHEUS@9b9cf8b
Game · Case study:
My Simulation is an experimental reimplementation of The Sims Online as a multiplayer game.
Reviewed simtactics/mysimulation@e9d7d73
Game · Case study:
OpenDW ports Dragon Wars from its 16-bit DOS implementation toward a C game engine for modern environments.

Reviewed devinsmith/opendw@e9765e6
Game · Case study:
Reuromancer ports the MS-DOS game Neuromancer to 64-bit Windows.
Reviewed HenadziMatuts/Reuromancer@8f95b9f
Game · Case study:
mm5sound translates Mega Man 5's 6502 assembly sound driver into C++ while retaining ROM addresses near related code.
Reviewed HertzDevil/mm5sound@7bbc51b
Game · Case study:
hearthstone-deck-format documents the encoded deck strings used by Hearthstone.
Game · Case study:
Flicky reconstructs the Sega Mega Drive game's 68000 code and Z80 sound driver as annotated assembly.
Reviewed RetrolariumLab/flicky_src@dc47be6
Game · Case study:
Conker: Live & Reloaded translates the European original Xbox game's x86 XBE code into C++ for a native Windows x64 build.
Game · Case study:
ReNFS rebuilds the 1996 DOS release of The Need for Speed Special Edition as a native C and SDL2 game for Linux, Windows and macOS.

Reviewed ItsDanik/ReNFS@7159bb9
Game · Case study:
pc-castlevaniajudgment builds a native PC port of the Wii game Castlevania Judgment by translating its PowerPC executable to C++ with wiikit.
Game · Case study:
YW4 Recomp translates the ARM64 code of Yo-kai Watch 4++ update 2.2.0 into a native Windows program.

Reviewed ILFforever/YW4Recomp@ccfeccb
Game · Case study:
mine-a1.1.2_01-rev prepares a user-supplied Minecraft Alpha a1.1.2_01 JAR for study with Windows batch scripts and repository patches.
Reviewed vanflux/mine-a1.1.2_01-rev@b26f642
Game · Case study:
Overwatch highlight reverse engineering maps metadata embedded near the end of the game's MP4 highlight videos.
Reviewed JnCrMx/overwatch-highlights@89f772e
Game · Case study:
pc-demolitionman documents a static-recompilation port of the 3DO game Demolition Man using 3dokit.
Reviewed vs-sr-dev/pc-demolitionman@fe260b0
Game · Case study:
rac3-decomp reconstructs Ratchet & Clank 3 PlayStation 2 core and level programs from C and assembly, checking compiled functions against PAL and NTSC-U retail code.
Reviewed OpenRAC/rac3-decomp@68377e3
Game · Case study:
pc-theneedforspeed documents a native PC run of the 1994 3DO The Need for Speed through 3dokit static recompilation of ARM60 programs.
Reviewed vs-sr-dev/pc-theneedforspeed@06b22d0
Game · Case study:
OpenBoxer reconstructs selected functions of the Windows game Месть боксера.
Reviewed Stizzzly/OpenBoxer@559734b
Game · Case study:
Epic Pinball HD reimplements the DOS Epic Pinball engine as a native macOS app with classic and enhanced modes.
Reviewed tmm22/epic-pinball-hd@6fbb254
Game · Case study:
Ports the decompilation-based Perfect Dark game to Android through a platform layer, on-screen controls and a Gradle build.
Game · Case study:
Statically recompiles God of War: Ascension's PS3 code into a native Windows executable with ps3recomp's PPU and SPU lifters.
Reviewed MaChInEgUn3/God-of-War-Ascension-Recompiled@e87481a
Game · Case study:
tModLoader Mobile investigates selected PC Terraria mod behavior inside Android Terraria through an independently written managed compatibility layer and native bridges.
Reviewed dantefq/tmodloader-mobile@273d5ba
Game · Case study:
Rebuilds the Vietnamese Perfect World client's fashion collection window as a standalone 3D app.
Game · Case study:
OpenCE-macOS ports OpenCE's Halo: Combat Evolved decompilation to Apple silicon Macs.

Reviewed channelramble/OpenCE-macOS@80a4d03
Game · Case study:
Primal Rage RE reconstructs the DOS game's engine in C over a memory layout matching PRAGE.EXE and runs it with SDL3 using the user's game data.

Game · Case study:
Tombi-Decomp reconstructs PlayStation Tombi!
Reviewed afsenovilla/Tombi-Decomp@6518c7f
Game · Case study:
Dig Dug translates routines from the 1982 arcade game's Rev 2 ROMs into Rust and models its three Z80 processors and Namco I/O, video and audio hardware.

Reviewed Suspence00/digdug-decomp@c3282c5
Game · Case study:
Ports Golden Balloon's Diddy Kong Racing source port to an Xbox Series X UWP package.
Reviewed jajdp/dkr-xbox@b80272e
Game · Case study:
BattleTanx: Global Assault reconstructs the US PlayStation game's executable from matching C and readable assembly.
Game · Case study:
mmx6 reconstructs the US v1.1 PlayStation Mega Man X6 boot executable and ROCK_X6.BIN code overlays as C source.
Reviewed anzaldoivan/mmx6@d9f7fdb
Game · Case study:
Castlevania: The Adventure ReBirth is translated from its WiiWare PowerPC executable into C++ for a native PC runtime.
Game · Case study:
FIFA 96 reconstructs the DOS game's real-mode loader, appended protected-mode image behavior and formats including QFS, POG, TGV, VIV and EACS.
Game · Case study:
Reconstructs readable C source for the USA PlayStation 2 release of Chulip and checks functions against the original executable.
Reviewed aaaaaaaaaaway/chulip-decomp@369f938
Game · Case study:
Reconstructs C++ source for the 1998 Rage of Mages / Allods engine and compares compiled functions with a specified ALLODS.EXE build.
Reviewed sushi-shi/rom1-decomp@4460684
Game · Case study:
AGS 2.x Decompilation reconstructs the Adventure Game Studio runtime engine from reverse engineering, prior source and instruction comparisons.
Reviewed adm244/ags2_decomp@86107fb
Game · Case study:
hyperblade-decomp reconstructs the HyperBlade HYPERX.EXE v1.0.0.1 source and scores byte matches per function with reccmp.
Reviewed zach2good/hyperblade-decomp@90c2d44
Game · Case study:
libadlib reconstructs the ADLIB behavior system shipped with HyperBlade, including its language, PBN compiler and host-independent runtime.
Reviewed vomitselfie/libadlib@b1d307d
Game · Case study:
A work-in-progress matching decompilation reconstructs the USA PS2 release of Digimon World 4 as readable C and C++ source.
Reviewed crashbashash/DW4_Decomp@39dcd9f
Game · Case study:
An experimental Android ARM64 port adapts the existing static recompilation of the Xbox 360 game Naruto: The Broken Bond, compiling translated PowerPC code with ReXGlue and bringing its runtime, Vulkan renderer and touch input to Android.
Reviewed elliethethirdwilliamsJr/Naruto-The-Broken-Bond---Android-port@6a4f0fa
Game · Case study:
A source reconstruction fork rebuilds three regional Sonic the Hedgehog 3 ROMs, Sonic & Knuckles and the Sonic 3 & Knuckles lock-on composition byte for byte from user-provided images.
Reviewed RetrolariumLab/sonic3k_src@c5bd309
Game · Case study:
siglus_rs reimplements the UK2, AVG32, RealLive and SiglusEngine game engines in Rust, with its main focus on SiglusEngine.

Reviewed xmoezzz/siglus_rs@7555aaa
Game · Case study:
rlapi reconstructs Rocket League’s internal HTTP and WebSocket APIs and supplies a Go SDK for them.
Reviewed dank/rlapi@6a742b5
Game · Case study:
War Action reconstructs Sudden Strike Gold 1.2.1 from its original binaries as separate launcher, renderer, menu and game modules.
Reviewed americusmaximus/WarAction@71ff22f
Game · Case study:
Waygate reconstructs an Elden Ring matchmaking server around the game's multiplayer protocol.
Reviewed vswarte/waygate-server@197ef60
Game · Case study:
Summit rebuilds a World of Warcraft 3.3.5a server in Go, with authentication, world-server and packet-handling components.
Reviewed paalgyula/summit@0a3f2b6
Game · Case study:
Flipper Zero Lego Dimensions ToyPad Emulator reproduces the game accessory’s USB behavior on a Flipper Zero.

Game · Case study:
tpp-server-emulator rebuilds the backend used by Metal Gear Solid V: The Phantom Pain.
Game · Case study:
SMB Vanilla reconstructs the gameplay of Super Mario Bros. and Super Mario Bros. 2 Japan in C.

Reviewed nukep/SMB-Vanilla@20f4e02
Game · Case study:
OpenCloud is a C++ reimplementation effort for Dark Cloud 2.
Reviewed Gundorada-Workshop/OpenCloud@17bb7ab
Game · Case study:
msattack is a Go reimplementation effort for the Metal Slug Attack backend.
Reviewed jamestiotio/msattack@0b2e687
Game · Case study:
shin reimplements a game engine used by Entergram visual games, initially targeting the Switch release of Umineko no Naku Koro ni Saku.

Reviewed DCNick3/shin@2405086
Game · Case study:
Another Life reconstructs parts of The Witcher 3 Remastered save format and quest state to generate new saves from a player's story choices.

Reviewed awarebayes/another-life-w3@5b18670
Game · Case study:
Open Van Buren reconstructs the Fallout 3 Van Buren tech demo as a native C++17 Linux engine using the user's own game data.

Reviewed sulkytroll/open-vanburen@c92fb95
Game · Case study:
dream-server reconstructs server behavior for Pokémon Dream World, including Game Sync save uploads and downloads.
Reviewed NDSLink/dream-server@081d77a
Game · Case study:
TOD Tools reconstructs Total Overdose game and Kapow Engine code in C++.
Reviewed Michael0ne/TOD_tools@47d5832
Game · Case study:
vakfu reconstructs Wakfu's isometric map rendering in a Rust application that loads assets from the user's game copy.

Reviewed jac3km4/vakfu@ba94c8c
Game · Case study:
Novluno investigates Redmoon Online data files and builds a Rust client that reads the original files.
Reviewed cjschneider2/novluno@3fca484
Game · Case study:
Mario vs. Donkey Kong is disassembled into ARM assembly and C sources that build a Game Boy Advance ROM with a specified MD5 hash.
Reviewed camthesaxman/mariovsdk@ee1720b
Game · Case study:
MDK in C# and SDL3 ports the 1997 game using reconstructed data formats and behavior from MDKD3D.EXE.

Reviewed nautilusbits/mdk-sdl@1094e27
Game · Case study:
Alien Soldier source reconstruction rebuilds the Japanese and European Mega Drive cartridges from shared 68000 assembly and a separate Z80 sound-program source.
Game · Case study:
PES6 decompilation reconstructs C source for the PlayStation 2 PAL release of Pro Evolution Soccer 6, covering its resident executable, 26 executable overlays and an auxiliary ELF.
Reviewed Subarasheese/pes6decomp@e546e4c
Game · Case study:
Rogue Squadron 3D recompiles the Steam PC release of Star Wars: Rogue Squadron 3D from x86 machine code to C with pcrecomp and runs the result in a 32-bit Windows host.

Game · Case study:
ircrecomp statically translates International Rally Championship's RAL.EXE x86 functions into C and compiles a native 64-bit Windows game from the user's CD image.
Reviewed ericodeoliveira/international-rally-championship-recomp@d09e1fe
Game · Case study:
MVP Baseball 2005 reconstructs C++ source for the USA GameCube release and compares built functions with the retail main.dol.
Reviewed mitsevox/mvp2005@82824a8
Game · Case study:
SmashUpDerby reconstructs the Smash Up Derby player in C++.
Reviewed doyaGu/SmashUpDerby@d869e1d
Game · Case study:
CTR Reload Edition extends the ctr-native Crash Team Racing port into a Windows edition with a Vulkan renderer and tools for custom tracks and characters.
Reviewed LinksTech/CTR-Reload-Edition@3242326
Game · Case study:
Legaia2-Decomp reconstructs the PAL PlayStation 2 release of Legaia 2: Duel Saga as readable C with a byte-for-byte executable match as its goal.
Game · Case study:
Grand Prix 4 Decompilation reconstructs GP4.exe functions as C++ and compares each candidate with the original under generated emulator inputs.
Game · Case study:
Twilight Princess VR ports The Legend of Zelda: Twilight Princess to Apple Vision Pro using Dusklight's decompilation-based PC version and the TPVR mod.
Reviewed edgytoast/tpvr-visionos@d26c64a
Game · Case study:
sead reconstructs Nintendo EAD engine and library code found in New Super Mario Bros. U and other games.
Reviewed nsmbu/sead@9d69563
Game · Case study:
Tourist Trophy decompilation reconstructs functions from the PS2 game's CORE.TT executable as C and C++ compiled with Sony ee-gcc 2.96.
Reviewed gustavocanepa/tt-decomp@e4947f8
Game · Case study:
backtonature-decompiled reconstructs the US PlayStation release of Harvest Moon: Back to Nature as C that compiles to a byte-identical SLUS_011.15 executable.
Game · Case study:
Virtua Cop statically recompiles the Sega Model 2 arcade game's i960 program ROM into C for a native Windows build.
Reviewed sp00nznet/virtuacop@9532c1a
Game · Case study:
Digimon World 2003 is ported from decompiled C code for the European PlayStation release into a native Windows program.
Reviewed Feerdus95/dw3-native-port@656fba7
Game · Case study:
ct-recomp statically translates Chrono Trigger US 1.0's 65816 routines into C and runs them with a C runtime, interpreter fallback and SDL2 front end.
Reviewed ThisIsAkill/ct-recomp@a6b4925
Game · Case study:
Sightline ports the GoldenEye 007 Nintendo 64 decompilation to a native Windows executable with a platform layer and OpenGL renderer.

Reviewed mscrnt/Sightline@d11d271
Game · Case study:
Crazy Taxi decomp reconstructs the European Dreamcast game's executable with recovered C and per-function SH-4 assembly generated from the user's disc.
Game · Case study:
mh3u-port statically recompiles the USA v32 Wii U release of MH3U for Windows and Linux.
Reviewed glinesbdev/mh3u-port@9a76565
Game · Case study:
DoConfig-Decompilation reconstructs the options program for Cave Story as recompilable C++ source.
Game · Case study:
ChronoRET reconstructs the US SNES release of Chrono Trigger as labelled 65816 assembly.
Reviewed ThisIsAkill/ChronoRET@1ac6f90
Game · Case study:
Disruptor Recompiled translates the USA PlayStation release of Disruptor into C with PSXRecomp and builds a native Windows executable from the player's disc image.

Reviewed Phroster/DisruptorRecomp@408f214
Game · Case study:
Wizardry 8 decompilation reconstructs the Windows game's executable and supporting libraries as C and C++ and compares rebuilt functions with retail code.
Reviewed agluszak/wizardry-8-decomp@075cbd0
Game · Case study:
WinTex reimplements a Windows-native engine for Under a Killing Moon using files from the original game.
Reviewed ElakaSnarne/WinTex@474f9c3
Game · Case study:
Road Rash 64 Recompiled builds a PC version of the N64 game from the user's USA v1.0 ROM.