N64Recomp
N64Recomp/N64Recomp
Static recompiler from N64 binaries (MIPS) to native C code. The engine behind the entire wave of N64 recomps.
The Legend of Zelda: Majora's Mask
Zelda64Recomp/Zelda64Recomp
The recomp that put the scene on the map (May 2024). Widescreen, high frame rate, mods, and a built-in launcher, on the RT64 renderer.
You needA Majora's Mask ROM (N64, US version, .z64).
XenonRecomp
hedge-dev/XenonRecomp
Recompiles Xbox 360 executables (PowerPC) to C++. Built for Sonic Unleashed, it’s the basis of the Xbox 360–era ports.
Ship of Harkinian
HarbourMasters/Shipwright
Native port of Ocarina of Time based on the OoT decompilation and libultraship. Cross-platform (Windows, macOS, Linux, Switch, and Wii U). You supply your own ROM.
You needA legal Ocarina of Time ROM (N64).
Sonic Unleashed
hedge-dev/UnleashedRecomp
The first Xbox 360 recomp, playable from start to finish on Windows and Linux. It proved the whole Xbox 360 generation could be ported and gave rise to XenonRecomp.
You needYour own copy of Sonic Unleashed (Xbox 360, US or European version; the Japanese version isn’t supported) plus the Title Update. DLC is optional but recommended.
OpenGOAL (Jak & Daxter)
open-goal/jak-project
It decompiles the GOAL code of the PS2 Jak & Daxter games and recompiles it to native x86-64. Jak 1 is polished, Jak 2 is in beta, and Jak 3 is a work in progress (v0.3.3). You supply your own PS2 copy.
You needYour own PS2 copy of the Jak trilogy (PAL, NTSC, or NTSC-J).
Banjo-Kazooie
BanjoRecomp/BanjoRecomp
Native port of the Rare classic (v1.0.0, January 2026). Its polished launcher, which lets you pick your ROM and checks its hash, together with Thunderstore mod support, is what many people remember as “the Banjo launcher.”
You needA Banjo-Kazooie ROM (N64, US version 1.0, .z64).
⑂ Fork of n64decomp/sm64
Super Mario 64 (sm64-port)
sm64-port/sm64-port
The foundational PC port, built from the Super Mario 64 decompilation. Not a recomp: it’s the base that sm64ex, Render96, and others grew from. You supply your own ROM.
You needA Super Mario 64 ROM (N64, US, Japanese, or European version) to extract the assets from.
ReXGlue
rexglue/rexglue-sdk
Xbox 360 recompilation SDK released in February 2026: the CPU is 100% statically recompiled to C++ with Clang, but it’s hybrid, borrowing the Xenos GPU and the kernel from Xenia. It’s behind Skate 3, GoldenEye, Blue Dragon, and more.
The Legend of Zelda: The Wind Waker
sp00nznet/ww
Recompilation of the GameCube Wind Waker: it translates the DOL to native C with a runtime that maps GX to Direct3D 11. It renders real geometry at 60 fps, but is still stuck on the title screen (JKRArchive mounting).
You needYour own copy of The Wind Waker (GameCube, US version GZLE01).
Project '06 (Sonic P-06)
From-scratch Unity remake of Sonic the Hedgehog (2006): it fixes the original’s bugs, restores cut content, and adds features, in episodic builds. A fan remake, not a recomp or a decomp, and ChaosX’s solo project, separate from the canceled Gistix/Mefiresu port.
You needNothing: it’s a complete Unity remake. Just download it and play.
AnyPS5
boykopovar/AnyPS5
Automatically converts PS5 executables to the native format of Linux and Windows, and supplies implementations of the system libraries to link against dynamically. No emulation and no separate runtime process. Its technique differs from the rest of the tools here: the PS5 is x86-64 just like the PC, so it doesn’t translate instructions across architectures; it translates the executable format and the system calls, closer to Wine’s model than to N64Recomp’s. System library coverage is partial and grows as more functions are declared; unsupported states abort the process instead of carrying on blindly.
Twilight Princess (Dusklight)
TwilitRealm/dusklight
Native port of Twilight Princess from the zeldaret/tp decompilation: HD, high frame rate, and texture packs (v1.0.1; formerly “Dusk”). You supply your own GameCube copy.
You needYour own copy of Twilight Princess (GameCube, US or European version).
Gen1Recomp
bryanthaboi/gen1recomp
A native Lua/LÖVE recreation of the first three generations of Pokémon: Red, Blue, Yellow, Gold, Silver, Crystal, FireRed, LeafGreen, Ruby, Sapphire, and Emerald. Despite the name, it no longer stops at the first generation. The engine and map behavior are hand-written; the game data and graphics are decoded from a ROM the player supplies. It’s a recreation, not a static recompilation. There are Windows, macOS, Linux, Android, and iOS builds, among others. Beware: the gen1recomp.com website isn’t the project’s, and its author asks people not to download anything from it.
PS2Recomp
ran-j/PS2Recomp
Static recompiler and runtime that turns PS2 R5900 MIPS ELFs into C++. The CPU works, but the Graphics Synthesizer, VU1 microcode, and DMA are still stubbed out; no playable game yet.
Super Mario Bros. Remastered
JHDev2006/Super-Mario-Bros.-Remastered-Public
A remake of and tribute to the original Super Mario Bros. games, with new levels, custom modes, extra characters, and a full level editor.
Bloodborne
deadinside28/bloodborne_pc
bbport: the PS4 game running natively on x86-64 Linux, and the first entry of its kind in this catalog. It’s neither a recomp nor a decomp, and its author puts it best: it’s the counterpart of Wine + DXVK for a single game. As in Wine, the original x86-64 code runs directly on the CPU, and a runtime written for this one game replaces the PS4 system libraries; as in DXVK, the graphics are translated to Vulkan, by a renderer derived from shadPS4 and heavily extended, including temporal upscaling with FSR 3.1, 4, and 4.1.1. The Supermedo fork brings all this to Windows with a launcher in 13 languages, DLSS, and beta online play.
You needYour own decrypted Bloodborne dump (CUSA03173). Version 1.09 is the one the community patches support (60/90 fps or unlocked, resolution, effects); other versions run at 30 fps. No game files are included.
⑂ Fork of Supermedo/bloodborne_pc
God of War III Remastered
FelipePrado0/gow3_pc
Windows port of God of War III Remastered for PS4, from the same family as the Bloodborne one: it’s a fork of Supermedo’s Windows version. The game’s original x86-64 code runs directly on the CPU, with a runtime written for this game replacing the PS4 system libraries, and the graphics go to Vulkan through shadPS4’s video core with cuesta4’s fixes for this game. The author calls it playable from start to finish at native 1080p, with patches that run the engine at 120 or 240 fps, its own launcher, an in-game menu with cheats, and a shader cache that loads in the background. At other resolutions some textures look broken, and the Linux build (AppImage) is experimental.
You needYour own PS4 dump of the game (the folder with eboot.bin, sce_module, and sce_sys), tested with CUSA01623 (US) and CUSA01715 (EU), versions 01.00 and 01.02. Plus 64-bit Windows 10 or 11, a CPU with AVX, and a Vulkan 1.3 graphics card. No game files are included.
SpaghettiKart
HarbourMasters/SpaghettiKart
Native port of Mario Kart 64 from the decompilation, with a built-in track editor. The decomp route to bringing Mario Kart 64 to PC.
You needA Mario Kart 64 ROM (N64, US version, .z64).
Super Smash Bros. Melee
doldecomp/melee
Matching decompilation of the US version: the C they write compiles to a binary identical to the original. Its most useful milestone is that the DOL it produces is shiftable, so code can now be added and removed for modding or research instead of only reproducing the game as it was. It’s the base of the melee-pc port, also in this catalog. The repository ships no assets: you need your own copy.
2 Ship 2 Harkinian
HarbourMasters/2ship2harkinian
Native port of Majora's Mask on libultraship, the same engine as Ship of Harkinian. You supply your own ROM.
You needA supported Majora's Mask ROM dump (N64); you can check yours at 2ship.equipment.
⑂ Fork of SirDiabo/GithubLauncher
Quiver Launcher
tgeorgiadis/quiver-launcher
Generic launcher for downloading, installing, and running anything published as a GitHub or GitLab release: not recomp-specific, but the scene uses it for exactly that. It has a personal library, community catalog subscriptions, tag filters, and mod management. A fork of GithubLauncher, renamed to avoid using the GitHub trademark.
Starship
HarbourMasters/Starship
Native port of Star Fox 64 on libultraship. You supply a US 1.0 or 1.1 ROM. It’s the decomp-based sibling of the original recomp, which is now gone.
You needA Star Fox 64 ROM (N64, US version 1.0 or 1.1 Rev A).
The Legend of Zelda: Twilight Princess
zeldaret/tp
Decompilation of the GameCube version by the zeldaret team, tracking four builds separately: the US GZ2E01, the European GZ2P01, the Japanese GZ2J01, and ShieldD. Twilight Princess PC ports such as Dusklight, also in the catalog, are built from it. The repository ships no assets or assembly.
⑂ Fork of n64decomp/perfect_dark
Perfect Dark
perfect-dark-pc-port/perfect_dark
Cross-platform native port of Perfect Dark from the decompilation: mouselook, widescreen, and high frame rate. You supply your own ROM.
You needA Perfect Dark ROM (N64; US version 1.1, “ntsc-final,” recommended).
P.T.
LoreanXavier/pt-pc
Native port of the 2014 teaser, and an unusual case for this catalog: it’s neither a recomp nor a decomp. The game logic was rewritten in C++ from the original’s behavior, with its own Vulkan renderer; everything else (levels, models, textures, sounds, scripts, and cutscenes) is read at run time from your own PS4 copy. It plays the whole teaser, from the first wake-up to the street, voice section included. Its author built it alone so that P.T. would keep existing somewhere other than the consoles that still have it installed.
You needYour own copy of P.T., as a folder dumped from your console or a PKG made from that dump. Tested with the US release CUSA01127. A store PKG won’t work: it’s encrypted for the console that bought it. Windows 10/11 x64 or Linux x86-64.
GithubLauncher (N64RecompLauncher)
SirDiabo/GithubLauncher
The first standalone universal launcher (August 2025): it tracks, downloads, and organizes recomp ports Steam-style, with auto-update. It has since been renamed and turned into a generic launcher for GitHub releases (SirDiabo/GithubLauncher).
Skate 3
mchughalex/skate3recomp
Playable native port of Skate 3 for Windows, Linux, and macOS (v1.0.4): about 165 fps at 4K on an RTX 4090. It supersedes portingpete’s earlier attempt.
You needYour own Skate 3 ISO (Xbox 360). DLC is optional and comes from your own copy.
RT64
rt64/rt64
The graphics renderer behind the N64 recomps (Majora's Mask, Banjo-Kazooie…): widescreen, high frame rate, and optional ray tracing.
⑂ Fork of punpckhdq/halo
Halo: Combat Evolved (Universal)
cybersecurity/halo-ce-universal
Windows, Linux, and Android port of the Halo: Combat Evolved decompilation, starting from build 2342 of the original Xbox release. It isn’t a recomp: it builds on the code reconstructed by punpckhdq/halo, which has its own decompilation entry in the catalog, with its progress updated daily. GitHub Actions builds the game on every commit, and there are two binaries: the release one to play, and a debug one that stops at the first failed assertion and writes it to the log.
You needYour own copy of Halo: Combat Evolved for the original Xbox (build 2342).
Animal Crossing
flyngmt/ACGC-PC-Port
Unofficial native PC port of Animal Crossing (GameCube) from the ac-decomp decompilation: 4K, high frame rate (60 to 960 fps), Dolphin texture packs, and GCI saves. US version only.
You needYour own copy of Animal Crossing (GameCube, US version).
Super Mario 64 (sm64coopdx)
coop-deluxe/sm64coopdx
Online play for the Super Mario 64 PC port: it syncs every enemy and every level for up to 16 players, who share the same world at the same time. It’s the official continuation of djoslin0’s sm64ex-coop, maintained by the Coop Deluxe Team, with a Lua modding API behind community mods such as Day Night Cycle DX. There are Windows, macOS, Linux, and SteamOS builds, with an automatic updater.
You needYour own Super Mario 64 .z64 ROM: drag it onto the game window the first time.
Animal Crossing
ACreTeam/ac-decomp
Decompilation of the GameCube version, against US revision 0 (GAFE01_00). It tracks progress on the DOL and the REL modules separately, because the game keeps a good part of its code in loadable overlays rather than in the main executable. It ships neither assets nor assembly: a copy of the game is required.
Super Mario Galaxy
SMGCommunity/Petari
Petari, the Super Mario Galaxy decompilation, tracking code and data progress separately. Its README is explicit about something often confused: the project isn’t an attempt at a PC port. The team’s port is a separate project called AstroCore. It ships no assets or assembly.
Mario Kart Wii
patchzyy/Wiicompiled
Native port of Mario Kart Wii via static recompilation: no emulator, no interpreter or JIT, and no PowerPC code at run time. In beta.
You needYour own legally dumped copy of the PAL version.
Castlevania: Symphony of the Night
Xeeynamo/sotn-decomp
Matching decompilation covering three platforms at once (PlayStation, PSP, and Saturn): it reconstructs the source code from the binaries through static and dynamic analysis, down to byte-for-byte builds. It supports four versions: the reference US SLUS-00067, the European PSP build, the Saturn port made by an outside team, and an unreleased Japanese PS1 build found inside the Dracula X Chronicles game data. It ships no assets: they must be extracted from your copy.
The Legend of Zelda: Link's Awakening
peiikai/LASRecomp
LAS Recomp: a static recompilation of the Switch version of Link’s Awakening for Windows, Linux, and Apple Silicon macOS (Vulkan on Windows and Linux, Metal and MetalFX on Mac). The recompilation runs on your PC on first launch, from your own game files. It has an unlocked aspect ratio (21:9, for example), keyboard and controller with everything remappable, an in-game menu, and randomizer seeds you can switch without restarting. It’s in beta. Its author notes that nearly all of the code, tooling, and documentation was written by an AI (Claude, through Claude Code).
You needYour own extracted game files of Link’s Awakening, version 1.0.0. The project doesn’t explain how to obtain them.
The Legend of Zelda: The Wind Waker
zeldaret/tww
Work-in-progress decompilation of the GameCube version by the zeldaret team, with DOL and REL module progress measured separately. It’s the base of the Wind Waker recomp in this catalog, and shouldn’t be confused with the Wii U HD version, which has its own separate project.
Uncharted: The Nathan Drake Collection
Supermedo/uncharted_pc
Uncharted 1, 2, and 3 from the PS4 collection running natively on Windows 10 and 11. It’s the same idea as the author’s Bloodborne port: the original game code runs directly on the PC and the graphics are translated to Vulkan. All three games launch from one launcher, at 60 fps like on PS4 or at 120 (higher is experimental), with TAA, FSR 3.1, FSR 4, or DLSS anti-aliasing, frame generation, and keyboard, mouse, and controller together, all remappable. Known problems remain, mostly in Uncharted 3.
You needYour own decrypted dump of the collection (CUSA02343, CUSA02320…: the folder with eboot.bin and the data for all three games). Plus 64-bit Windows 10 (1903 or later) or 11 and a Vulkan 1.3 graphics card with at least 6 GB of video memory.
Shadow of the Colossus
AjncSystem/ShadowOfTheColossus-PC
Native Windows port of Shadow of the Colossus for PS4, Bluepoint’s 2018 remake: the game’s own x86-64 code runs directly on the PC’s CPU, and the PS4 GPU is translated to Vulkan. It isn’t a full emulator but a loader with the system functions the game needs, in the style of the Bloodborne Windows port. It comes with a launcher with a game library and display and control options; keyboard and controller at the same time, with mouse camera; a 60 fps mode, 16x anisotropic filtering, a PS4 Pro mode, and output up to 4K. Its author ships fixes almost daily, and there are still known issues, for example on AMD graphics cards.
You needYour own dump of the PS4 version (CUSA08809; ideally the European 1.01, the only one where the 60 fps and 16x filtering patches work) and, for sound, two system modules from your own console (libSceNgs2.sprx and libSceUlt.sprx). Plus 64-bit Windows 10 or 11 and a Vulkan 1.3 graphics card.
Castlevania: Symphony of the Night
BlackLabelHQ/SymphonyRecomp
Recompilation of Castlevania: Symphony of the Night (PS1), under active development (version 0.5).
You needA Symphony of the Night disc image (PS1).
Silent Hill
shdecompilations/silent-hill-decomp
Work-in-progress decompilation of the US 1.1 PS1 release, compiling to a binary identical to the original. Its README puts two things in writing that belong here. First: this project won’t produce a port, to PC or anything else, and the codebase isn’t ready for one because of incomplete documentation and constant reorganization. Second: the decompilation is human-driven, with no AI-generated code, reversed by hand by several contributors over years; forks may use AI to port it, but this project doesn’t.
GoldenEye 007 (XBLA Remaster)
SunJaycy/GoldenEye-Recomp
Native port of the canceled XBLA GoldenEye remaster (v1.0, June 2026): controller support, online multiplayer, post-processing, and 60 fps.
You needYour own GoldenEye 007 XBLA game files (Xbox 360).
CannonBall
djyt/cannonball
OutRun engine rewritten from scratch by Chris White: not a recomp or a decomp, but a reimplementation of the 1986 arcade game that reads the data from the original ROM. It’s the root of a family of forks: CannonBall-SE (J1mbo) adds CRT shaders and Raspberry Pi support, and CannonBall DX (Endprodukt) focuses on racing wheels, force feedback, and 21:9 cabinets.
You needYour own OutRun arcade ROM.
Mario Party 4
mariopartyrd/marioparty4
Work-in-progress decompilation in which both US versions already build fully identical to the original, though almost everything outside the game engine remains undocumented. The European and Japanese versions are deliberately on hold: they involve a lot of repetitive work that will be far easier once there is tooling to carry splits and symbols between versions.
WheelWizard
TeamWheelWizard/WheelWizard
A Mario Kart Wii mod manager and automatic updater for Retro Rewind, a community track mod. Its authors are upfront about it: everything can be done without it, and the app exists so it only takes a few clicks. Retro Rewind runs in Dolphin with any region of the game, and also with Wiicompiled, the Mario Kart Wii recompilation by one of its authors that’s in the catalog, though that one only supports the PAL version. It’s free and open source (GPL-3.0). Its README warns that some antivirus programs flag it by mistake and explains how to check it.
You needYour own Mario Kart Wii backup, dumped by you (.iso, .gcm, .gcz, .ciso, .wbfs, .wia, or .rvz). To use it with Wiicompiled, the PAL version.
Super Mario 64 (Ghostship)
HarbourMasters/Ghostship
Ghostship: Harbour Masters’ port of Super Mario 64. It includes no copyrighted assets; you supply your own ROM.
Sonic Mania (decompilation)
RSDKModding/Sonic-Mania-Decompilation
Complete C decompilation of Sonic Mania, along with the RSDKv5/v5U engine and a mod loader (v1.1.1). Cross-platform; you supply your own game assets.
You needThe assets from an official Sonic Mania copy (the Netflix version isn’t supported).
Blue Dragon
zolaware/reblue
“re:Blue,” a recompilation of Mistwalker’s JRPG: it boots and the title screen works (v0.1.0). In its author’s words, it’s “playable to poke at, not to play through.”
You needYour own copy of Blue Dragon (Xbox 360).
⑂ Fork of 999sian/tmc (Project Picori)
The Legend of Zelda: The Minish Cap (3DS)
EstebanPdN/zelda-tmc-3ds
Native Nintendo 3DS port of The Minish Cap with true dual-screen support, based on Project Picori and samyost1’s dual-screen Android base, both of which come from the zeldaret/tmc decompilation. Not a PC port: it runs on the 3DS itself as homebrew.
You needYour own legal Minish Cap ROM (GBA) and a 3DS running homebrew.
The Legend of Zelda: The Wind Waker HD
ZeldaWWHDRecomp/ZeldaWWHDRecomp
Static recompilation of the Wii U version, separate from the GameCube Wind Waker recomp already in the catalog. It runs natively on Apple Silicon macOS, Linux, Windows, and ARM64 Android: the PowerPC code is translated to C ahead of time, the Cafe OS libraries the game uses are reimplemented natively, and GX2 graphics go straight to Metal on macOS or Vulkan elsewhere. No Cemu runtime and no GPU command emulation.
You needYour own copy of The Wind Waker HD (Wii U, US edition).
Sonic CD (2011, decompilation)
RSDKModding/RSDKv3-Decompilation
Complete decompilation of Sonic CD (2011) along with Retro Engine v3 (v1.3.3). Cross-platform; you supply your own game assets.
You needThe assets from an official Sonic CD copy (the FMVs only come from the Steam release).
Forza Horizon
arcanite24/pinyon-shift
Playable native preview of the first Forza Horizon, built with a customized ReXGlue: the Xbox 360’s PowerPC code is statically recompiled rather than emulated.
You needYour own Forza Horizon ISO (Xbox 360, US retail edition MS-2505).
Silent Hill
SlickAmogus/silent-hill-decomp
Feature-rich PC port based on the PlayStation decompilation of Silent Hill 1. In beta and under active development. A separate project from the Vatuu decompilation.
Sonic the Hedgehog (2006)
sonicnext-dev/MarathonRecomp
“Marathon Recompiled”: a static recompilation of Sonic ’06 (Xbox 360 version) for PC, targeting Windows, Linux, and macOS. Actively developed, with no public release yet. It’s the actual Sonic ’06 recomp, and it complements P-06, which is a remake.
You needYour own copy of Sonic ’06 (Xbox 360): the disc plus the Title Update for the same region. The PS3 version won’t work.
Lost Odyssey (freefrank)
freefrank/LostOdysseyRecomp
Native PC port of Mistwalker’s RPG by PowerPC static recompilation, with Direct3D 12 and Vulkan renderers, optional frame generation (DLSS/FSR), and a Linux AppImage. A separate project from the other Lost Odyssey recomp already in the catalog, which uses XenonRecomp. Its author warns it’s still in early testing: some areas and scenes have been tested, but not a full playthrough.
You needYour own Lost Odyssey game files (Xbox 360). The importer accepts an extracted folder, default.xex, an XDVDFS ISO, or a GOD container.
Minecraft: Nintendo Switch Edition
GRAnimated/MinecraftLCE
Decompilation of Minecraft: Legacy Console Edition, approached through the Nintendo Switch Edition v1.0.17 because it’s the most recent of the family: LCE also shipped on Xbox 360, PS3, PS Vita, Wii U, Xbox One, and PS4. For porting symbols, they recommend leaning on the Wii U edition’s executable. The repository ships no assets and can’t be used to play. The project insists on being strictly clean-room: Microsoft hasn’t acted against the dumps in circulation, but it has taken down projects that weren’t.
OutRun2006Tweaks
emoose/OutRun2006Tweaks
A wrapper DLL that adds fixes and tweaks to the PC version of OutRun 2006: Coast 2 Coast and points it to new multiplayer servers. It locks the game logic to 60 Hz and interpolates at higher frame rates instead of speeding the game up, brings back effects from the console and arcade versions such as bloom and the car base shadow, scales the UI to any aspect ratio without stretching, lets you replace textures with higher-resolution ones, and fixes crashes and save corruption. Note that the published releases are old; up-to-date builds come from GitHub Actions.
You needYour own copy of OutRun 2006: Coast 2 Coast for PC.
RecompOne
BlackLabelHQ/RecompOne
Static recompiler that lifts PS1 MIPS executables to C#, with a PC runtime layer. Early: in its author’s words, “not ready to make actual recomps yet, but it can boot games.”
Aurora
encounter/aurora
A source-level GameCube and Wii compatibility layer. It makes it easier for decomp ports of those consoles to reach PC.
Dante's Inferno
florinp93/hells-gate-recomp
Native PC port of Dante's Inferno (Xbox 360) by static recompilation with the ReXGlue SDK: the PowerPC XEX executable is translated to portable C++ and runs on D3D12 on Windows or Vulkan on Linux, with no emulation and no JIT at run time.
You needYour own copy of Dante's Inferno for Xbox 360.
Ace Combat 6: Fires of Liberation
sal063/AC6_recomp
Native port of the Xbox 360 exclusive: it boots and reaches gameplay, with a D3D12 or Vulkan renderer. Expect bugs, crashes, and missing features.
You needThe default.xex file and the game data extracted from your Ace Combat 6 ISO (Xbox 360).
Banjo-Kazooie (Lighthouse)
HarbourMasters/Lighthouse
Harbour Masters’ port of Banjo-Kazooie, from the Ship of Harkinian team. It ships no copyrighted assets.
XenosRecomp
hedge-dev/XenosRecomp
Converts Xbox 360 Xenos GPU shaders to HLSL. A companion to XenonRecomp.
The Legend of Zelda: Ocarina of Time 3D
coccofresco/TriAevum
TriAevum: an ahead-of-time static recompilation of the 3DS remake, with its own NRI/Vulkan renderer, a single-screen interface, and graphics options. It doesn’t recompile the N64 original but Grezzo’s version. It leans on code from mature projects (Azahar, Ship of Harkinian, NRI), and its author states that the TriAevum-specific work is entirely AI-assisted, under human direction. In alpha.
You needYour own Ocarina of Time 3D ROM (European or US version), decrypted and in .3ds or .cci format. Windows x64 and a Vulkan-capable GPU.
Super Smash Bros. (BattleShip)
JRickey/BattleShip
Port of the N64 Super Smash Bros. to PC, Mac, and Linux, with full modding support.
⑂ Fork of pmret/papermario (Paper Mario DX)
Paper Mario (PaperBoat)
HarbourMasters/PaperBoat
Paper Mario 64 port by Harbour Masters, the Ship of Harkinian team, built on the Paper Mario DX decompilation. It’s a decomp port, not a static recompilation, unlike the other Paper Mario project in the catalog, which does recompile the binary. A compatibility checker lets you verify your dump is supported before you start.
You needYour own copy of Paper Mario (N64, US version; SHA-1 3837f44cda784b466c9a2d99df70d77c322b97a0).
⑂ Fork of doldecomp/melee
Super Smash Bros. Melee (melee-pc)
999sian/melee-pc
Native Melee port (NTSC-U 1.02) built from the doldecomp/melee decompilation on aurora (a GX compatibility layer with a WebGPU backend) and SDL3. By the same author as Project Picori. It’s in declared beta: it ships LAN play, internet friend codes, and best-of-three matchmaking, with rollback netcode still in development. The decompiled game code isn’t licensed; only the port code is (GPL-3).
You needYour own Super Smash Bros. Melee disc image (NTSC-U 1.02). No game data is distributed.
ps3recomp
sp00nznet/ps3recomp
Toolchain for the static recompilation of PlayStation 3 games: it translates the game’s PowerPC binaries to C and provides a clean-room high-level (HLE) runtime that replaces the system libraries, with Direct3D 12 for graphics. There are already playable games built with it in this catalog, such as Drakengard 3 and The Simpsons Arcade Game, and others that only boot for now, such as Gran Turismo 5 Prologue.
⑂ Fork of MatheoVignaud/tmc
The Legend of Zelda: The Minish Cap
999sian/tmc
Project Picori: a native PC port (Linux, Windows, and macOS) of The Minish Cap, built on the zeldaret/tmc decompilation.
Super Mario Odyssey
MonsterDruide1/OdysseyDecomp
Work-in-progress decompilation of Super Mario Odyssey 1.0.0, aiming to recreate a source code base from scratch. It doesn’t produce a playable game: you still need the original on a Switch.
Monster Hunter Portable 3rd HD
TeamGDB/Yakumo
Yakumo: a native port by static recompilation, with Vulkan and SDL3. The game’s PSP code is translated ahead of time into C++, compiled for your machine, and run on a reimplementation of the PSP system software. Its README is emphatic in both directions: it isn’t an emulator, since there’s no interpreter or JIT at its core, and it isn’t a decompilation either. On YouTube, Video Game Esoterica covered it as the first 100% complete PSP recomp.
You needThe files from your own copy of Monster Hunter Portable 3rd HD Ver. (NPJB-40001). The installer checks your copy and accepts only the original release.
Fable II (himdo)
himdo/Fable-2-Recomp
Recompilation of Fable II on the ReXGlue SDK: the PowerPC code is translated to C++ at build time. A separate project from the other Fable II recomp already in the catalog, which uses XenonRecomp. Its author says they started it to gauge what a local, open-source AI (Qwen3) could do, that it got the game booting within an hour, and that the rest was human trial and error until it could be completed. It adds an uncapped frame rate, keyboard and mouse support, and Lua scripting.
You needYour own copy of Fable II for Xbox 360 (US or European GOTY edition, title 4D5307F1).
Crash Team Racing
CTR-tools/CTR-ModSDK
CTR-ModSDK: the toolkit for writing Crash Team Racing mods in C for the PS1 game, which also houses the effort to decompile the whole game and rebuild its source code. ctr-native, the same team’s native port, was built on that decompilation, and High Octane and Turbocharged, also in this catalog, come from it. The toolkit’s mods are built with psx-modding-toolchain and run on the original PS1 game; several of them, such as playable Nitrous Oxide, were later folded into those PC ports.
⑂ Fork of PrimeDecomp/prime
Metroid Prime
Odrannnn/MetroidPrimePort
Native Linux, Windows, and Android port compiled straight from the source decompiled by PrimeDecomp, which has its own catalog entry, and rendered through Aurora on SDL3 and WebGPU. No emulator involved. It adds 4:3, 16:9, or window-following widescreen, with the HUD spread to the edges and the menus, pause, and map screens aspect-corrected.
You needYour own Metroid Prime disc image (GameCube, GM8E01_00, US version 1.00).
Dragon Ball Z: Budokai Tenkaichi 3
z3xox/Tenkaichi3Decomp
Native PC port built on BT3-Decompiled, the matching decompilation of the US release (SLUS-21678): it’s the game’s own code compiled for PC, with a new renderer, sound, and input layer underneath, not an emulator. The whole loop works (boot, opening movie, menus, saving, fights, and split screen), with a Vulkan renderer that keeps the PS2’s effects (outline, glow, depth tint, and distance blur), each one toggleable, plus an OpenGL 3.3 fallback. Internal resolution from 1x to 8x, and widescreen up to 21:9 and beyond without stretching the fights.
You needYour own disc image of the US release (SLUS-21678). The repository holds no game data: setup reads it from your disc and it stays on your machine.
Diddy Kong Racing
DavidSM64/Diddy-Kong-Racing
Decompilation of Diddy Kong Racing for the N64. All versions are supported, with US 1.0 as the default. You need an original ROM to extract the assets.
Crash Team Racing (ctr-native)
CTR-tools/ctr-native
Native port that came out of the Crash Team Racing decompilation project, by the CTR-tools team.
Pikmin 2
projectPiki/pikmin2
Work-in-progress decompilation of Pikmin 2 for GameCube. It covers the US, PAL, and Japanese retail releases plus two US demo builds (Demo 17 and Demo 18), and has a section on modding.
Fable II
Fable2Recomp/Fable2Recomp
Recompilation of Fable II (Xbox 360) with XenonRecomp. A popular project, still in development and not yet playable.
You needYour own copy of Fable II (Xbox 360).
⑂ Fork of sm64pc/sm64ex
Render96ex
Render96/Render96ex
Fork of sm64ex with HD models and textures for Super Mario 64. Lineage: sm64-port → sm64ex → Render96ex.
You needA Super Mario 64 ROM (N64) to extract the assets from.
Metroid Prime
PrimeDecomp/prime
Work-in-progress decompilation of Metroid Prime for GameCube. Code and data progress are tracked separately across six builds: US 1.088, 1.093, and 1.111, Korean 1.097, PAL 1.110, and Japanese 1.111.
Castlevania: Symphony of the Night (XBLA)
birabittoh/NocturneRecomp
Static recompilation of the XBLA release of Symphony of the Night for Windows and Linux, built on the ReXGlue SDK. A separate project from the PS1 recomp.
You needYour own copy of Symphony of the Night (XBLA, Xbox 360).
The Simpsons Game
YesterMester/TheSimpsonsGameRecomp
Recompilation of The Simpsons Game (2007, Xbox 360) with ReXGlue. Work in progress: the current goal is getting the game running.
You needYour own copy of The Simpsons Game (Xbox 360).
Spider-Man: Edge of Time
goliathret/EdgeOfTimeRecomp
Unofficial port of the Xbox 360 version by static recompilation, with Windows, macOS, and Linux support. It uses the ReXGlue SDK to turn PowerPC assembly into static C++, plus its own XenosRecomp fork to translate the Xbox 360 shaders from their compiled container into static HLSL. Its stated goals include high resolutions, ultrawide, high frame rates, and modding.
You needThe files from your own legally acquired copy of Spider-Man: Edge of Time (Xbox 360). The repository ships no game assets.
Super Mario Sunshine
doldecomp/sms
Work-in-progress decompilation of Super Mario Sunshine for GameCube, targeting Rev 0 of both the Japanese (GMSJ01) and PAL (GMSP01) releases. The repository ships no game assets or assembly.
Resident Evil 4
adonis-singh/re4
Complete, byte-identical decompilation of the GameCube debug build: G4BE08, the two-disc November 25, 2004 prototype. What made it possible is that this build shipped with Bio4.sym symbol files naming every function. Building the repository reproduces the exact original files (main.dol and its 114 REL overlays), checked against their SHA-1 hashes on every build. About 570,000 lines of C and C++, with not a single assembly file, built with the original compilers.
⑂ Fork of nathanialf/ico
ICO
nathanialf/ico-pc
Native port of the PS2 ICO to Windows, Linux, the Steam Deck, 64-bit ARM handhelds, and Android, built on the same author’s decompilation, which is also in the catalog. It runs the game’s own code, so it plays and sounds like the PAL original. The extras (sharper picture, widescreen, smoother motion) stay off until you turn them on, and the frame rate is only locked to the PS2’s if you pick Original.
You needYour own copy of the PAL ICO disc. The game isn’t included in the repository or in the downloads.
Super Mario Strikers
new-coke/strikers
Native port to Windows, macOS, Linux, and Nintendo Switch built on the community decompilation. Its own repository is explicit: it’s ported from decompiled code, not a recompilation. It adds a high frame rate with configurable limits and VSync, widescreen and ultrawide with an expanded view of the pitch and corrected aspect ratios, and configurable controls, with attention to performance on both powerful and low-power hardware.
You needThe game data from your own copy of Super Mario Strikers (GameCube). No assets are included.
psxrecomp
mstan/psxrecomp
PS1 recompiler that lifts R3000A MIPS to native C and recompiles the SCPH1001 BIOS itself as the kernel. It’s the base of many PS1 recomps in the catalog, such as Crash Bandicoot 2, Ridge Racer Revolution, Valkyrie Profile, and the Mega Man X series.
Dinosaur Planet
DinosaurPlanetRecomp/dino-recomp
Recompiled port of Rare’s canceled prototype (December 2000), the precursor to Star Fox Adventures. Very active (v0.3.0).
You needThe December 2000 Dinosaur Planet prototype ROM (N64, unpatched).
Pikmin
projectPiki/pikmin
Complete matching decompilation of Pikmin (GameCube, 2001). Five versions fully match: US Rev 0 and Rev 1, Japanese Rev 1 and Rev 2, and European Rev 0. Three demo discs are still being worked on.
Mystical Ninja Starring Goemon
klorfmorf/Goemon64Recomp
“Goemon 64: Recompiled Plus,” a native port of Konami’s action-adventure classic (v0.2.0-dev).
You needA Mystical Ninja Starring Goemon ROM (N64, US version).
Paper Mario
SMCGames/Paper-Mario-ReCut
“ReCut”: a recompiled port of the papercraft RPG. It boots and supports live texture replacement; it’s AI-assisted, and widescreen is currently broken.
You needYour own Paper Mario ROM (N64, US version), validated by hash.
Silent Hill: Downpour
LittleBitUA/DownpourRecomp
Native Windows port via static recompilation of the Xbox 360 binary. The stable v1.0 unlocks 60 fps and adds a pre-warmed ROV cache and a standalone executable.
You needYour own copy of Silent Hill: Downpour (Xbox 360).
Bomberman 64
RevoSucks/BM64Recomp
Native recompilation of the 3D Bomberman for N64, with mod support (v1.0.0).
You needA Bomberman 64 ROM (N64, US version 1.0, .z64).
Project Reignition (Secret Rings)
kumapauz/project-reignition
From-scratch Godot remake of Sonic and the Secret Rings (Wii). Not a recomp or a decomp: for now, it’s the only way to play that Wii game on PC.
You needNothing: it’s a complete Godot remake (freeware).
xrevive
Teraflopping/xrevive
Desktop launcher for original Xbox games recompiled with Xrecomp, with online services through xb.live, a project that brings back Xbox Live: you sign in once and see friends, lobbies, community events, and leaderboards. You add your own ISO or game folder, and the launcher downloads the matching recompiled executable; it includes no games. The first game with online play is Midnight Club 3: DUB Edition, since version 0.1.5 (October 13); 0.1.6 added a save editor for it and conversion of saves from the PS2 version. The game executables are 64-bit Windows only; the launcher also has macOS and Linux builds.
The Darkness
portingpete/The-Darkness-Recomp
Native Windows x64 port: the Xbox 360 executable is translated to C++ ahead of time and built into DarkRecomp.exe, with its own D3D11 renderer and no emulation at run time. Playable today from start to finish, with mouse look, controller support, video settings (resolution, FOV, gamma, bloom, frame cap, and VSync), XMA audio, and saves.
You needYour own The Darkness dump (Xbox 360): the original default.xex plus the Content and System folders. The repository ships no game code, assets, or binaries.
F-Zero X
Zorkats/G-Diffuser
G-Diffuser: a native F-Zero X port with no emulator in the loop. It’s a full source port on top of the inspectredc/fzerox matching decompilation and the libultraship runtime (the same engine behind Ship of Harkinian and Starship). On top of the original game, it adds true widescreen, an in-game enhancements menu, quality-of-life features, texture-pack modding, and full 64DD Expansion Kit support, including Course Edit and the DD cups.
You needYour own F-Zero X ROM (N64) and, for the 64DD content, your own Expansion Kit dump as well. The repository ships no ROM, disk, IPL, or extracted assets.
Resident Evil - Code: Veronica X
AshfordFamily/recvx-decomp
Decompiles the Code: Veronica X PS2 ELF (MIPS back to C), US release only (SLUS-20184). The engine, gameplay, graphics code, and the CRI ADXT library are decompiled, and the README says the game is now fully decompiled. Contributors must disclose any AI-generated submissions.
Quest 64
Rainchus/Quest64-Recomp
Native recompilation of the N64 RPG (Holy Magic Century in Europe), playable from start to finish (v0.1).
You needA Quest 64 ROM (N64, US version 1.0).
Conker's Bad Fur Day
sciaschi/CBFD-Recompiled
Native port of the US version, statically recompiled with N64Recomp starting from the game’s decompilation. Ready-to-play builds are available for Windows, Linux, and Apple Silicon macOS: unpack it, run it, and pick your ROM in the launcher the first time. The package contains nothing from the game; everything is extracted from your ROM, on your machine, during the build.
You needYour own Conker's Bad Fur Day ROM (N64, US version).
Crash Bandicoot Launcher
Matteo842/CrashBandicoot-Launcher
Unofficial launcher that recompiles Crash Bandicoot (SCUS-94900) on your own PC from your disc: you supply the .cue/.bin, it prepares the game folder and launches it. It doesn’t distribute the game.
Sly Cooper and the Thievius Raccoonus
TheOnlyZac/sly1
Work-in-progress decompilation of Sly Cooper and the Thievius Raccoonus for PS2. It builds the NTSC-U executable (SCUS_971.98), aims to turn the whole engine into matching source, and hosts online documentation of the code.
Mega Man 64
MegaMan64Recomp/MegaMan64Recompiled
Native port of the N64 version of Mega Man Legends, with modern rendering and quality-of-life tweaks (v0.9.1).
You needA Mega Man 64 ROM (N64).
Super Smash Bros.
VetriTheRetri/ssb-decomp-re
Decompilation of Super Smash Bros. 64 that rebuilds the US ROM (the Japanese version is supported too) from your own dump. It publishes a web list of the functions still left to decompile.
Sly Cooper and the Thievius Raccoonus (ProjectCane)
theclub654/ProjectCane
Playable port of the NTSC release, rebuilt through reverse engineering. It started as a map viewer and grew into a complete port, the opposite route to the other Sly Cooper project in the catalog, which recompiles the PS2 binary and is still stuck before graphics. Windows only for now, with Linux planned. You build it in Visual Studio 2022, and it ships a file extractor you drag your own ISO onto.
You needYour own NTSC ISO of Sly Cooper and the Thievius Raccoonus (PS2) and Visual Studio 2022 with the Desktop C++ workload.
Metroid Prime Hunters
mstan/MetroidPrimeHuntersRecomp
Public alpha of the Metroid Prime Hunters recompilation built on ndsrecomp. Not a finished port: expect crashes and rendering and audio issues, and the multiplayer is in early access.
You needYour own Metroid Prime Hunters ROM (Nintendo DS).
Donkey Kong Country
elliotttate/DKC1Recomp
Static recompilation of the original Donkey Kong Country (US version 1.0) on a snesrecomp fork, following the DKC2Recomp template. Unlike most recomps, it didn’t have to discover the code blind: it starts from Yoshifanatic1’s disassembly, which rebuilds the ROM byte for byte, and derives every instruction and jump table from it. It generates 100% of the game’s code, with native Windows and macOS hosts, continuous audio, and an optional 342×224 widescreen mode.
You needYour own Donkey Kong Country ROM (SNES, US version 1.0).
Conker's Bad Fur Day
mkst/conker
Decompilation of the US version, and the base that the Conker recomp, also in the catalog, is built on. It builds in Docker with your own ROM placed at the repository root. The repository has been archived on GitHub since May 2026: the progress is preserved and still usable, but it’s no longer moving.
⑂ Fork of projectPiki/pikmin
Pikmin
SSunnKing/Open-Nectar---Pikmin-Native-PC-Port
Open Nectar: a native, open-source (CC0) port of Pikmin for Linux and Windows, built on the projectPiki decompilation. It runs the game code directly on the host and translates GameCube GX. Most of the game is playable from start to finish, at 30, 60, or 120 fps, with the original JAudio engine on a software DSP, true widescreen (HUD and culling at 16:9, not stretched), both retail discs (US Rev 1 and the European release in five languages), and optional post-processing.
You needYour own Pikmin disc (GameCube): US Rev 1 or European.
PSPRecomp
jessicanataliagta/PSPRecomp
A static recompilation framework for PSP software, opening up the PlayStation Portable as a recomp platform.
Grand Theft Auto: Liberty City Stories
elmasas/lcs-recomp
PC port of the PSP version, with a Vulkan renderer for the GE and SDL2 for the window and audio in the native build. It requires the US v1.05 release (ULUS-10041): you add the decrypted EBOOT.ELF and the disc’s PSP_GAME folder, and the project does the rest. There are Windows and Linux builds.
You needYour own copy of GTA: Liberty City Stories for PSP, US v1.05 edition (ULUS-10041), with a decrypted EBOOT.ELF.
Need for Speed: Most Wanted
dbalatoni13/nfsmw
Work-in-progress decompilation of Need for Speed: Most Wanted that covers several platforms at once: the US GameCube release, an Xbox 360 PAL prototype, a PS2 PAL alpha prototype, the US PS2 Black Edition, and PC version 1.3. It states that LLMs are only used for rough first passes, with manual review before anything is merged.
Condemned 2: Bloodshot
psxrestore/Condemned2Recomp
Static recompilation of Condemned 2: Bloodshot, made with ReXGlue.
You needYour own copy of Condemned 2: Bloodshot (Xbox 360).
Diddy Kong Racing (DKR-R)
ThatGuyMcd/DKR-R
Diddy Kong Racing recompilation by ThatGuyMcd. A separate project from the sp00nznet recomp and the Golden Balloon ports.
You needA Diddy Kong Racing ROM (N64).
Wii Menu
koopthekoopa/wii-ipl
Work-in-progress decompilation of the Wii Menu, version 4.3, in all four regions: US, Europe, Japan, and Korea. You need your own Wii Menu WAD; the repository contains nothing from the executable.
GoldenEye 007
kholdfuzion/GoldenRecomp
Recompilation of Rare’s shooter: stable with working sound, but the multiplayer UI is incomplete and there’s no release yet. It needs a decompressed “TLBFREE” ROM.
You needA “TLBFREE” GoldenEye 007 ROM (N64, US version) built from the decompilation.
Namco System 21 / 22 / 23
spacestate1/namco22-decompile
Namco 2x Systems: 1990s Namco arcade games from the System 21, 22, and 23 boards, rebuilt to run on an ordinary PC, on Linux or Windows. It covers ten games from 1993 to 1997: Prop Cycle, Rave Racer, Tokyo Wars, Dirt Dash, Armadillo Racing, Time Crisis, Ace Driver, and Cyber Commando on System 22; Cyber Sled on System 21; and Time Crisis II on System 23. All of them are playable (Prop Cycle from start to finish), the Time Crisis games support a mouse or a light gun, and Rave Racer and Cyber Sled have online play. Prop Cycle was hand-decompiled from Ghidra’s output; the others are translated to C by the project’s own tool and checked against MAME. You supply each game’s files yourself, from a MAME 0.271 or later ROM set.
Viva Piñata: Trouble in Paradise
SolarCookies/TiP-Recomp
Recompilation of the 2008 sequel on ReXGlue. “Very early,” Windows-only for now (Linux is planned), with a strict no-AI policy.
You needA Viva Piñata: Trouble in Paradise ISO (Xbox 360, World edition).
Daytona USA
Subarasheese/daytona-xbla-recomp
Recompilation of the 2011 XBLA re-release of the arcade racing classic. It builds and runs on Windows and Linux, but system calls and rendering are unfinished, and you have to build it yourself.
You needYour own Daytona USA XBLA package (Xbox 360).
LEGO Dimensions
NeverCookFirst/DimensionsRecomp
Static recompilation of the Xbox 360 release and, as far as we know, the first recomp of a toys-to-life game. It boots, plays, saves, loads DLC, and talks to a Toy Pad (real or emulated) like any ordinary Windows program, with an unlocked frame rate, mods, and multilingual support. Its author is explicit about why: they wanted to find out whether a figures game could be recompiled, and they say emulation remains a perfectly valid option for anyone it works better for.
You needYour own copy of LEGO Dimensions for Xbox 360. This is a public demo build.
Daytona USA (recreativa)
alphanu1/daytona-arcade-recomp
Static recompilation of the original arcade Daytona USA (Sega Model 2 board). It’s separate from the other recomp in the catalog, which targets the 2011 XBLA re-release. It recompiles both the i960 program and the TGP program it uploads into portable C++, and rewrites the fixed-function hardware (geometrizer, rasterizer, and tilemaps) in native C++. No interpreter and no emulation core: MAME is only used as a reference to check the results.
You needYour own MAME-format ROM set (.zip or .7z): daytona93 (Deluxe ’93), daytona (Revision A, 1994), or both. The repository ships no game data.
PaRappa the Rapper 2
parappadev/parappa2
Work-in-progress decompilation of PaRappa the Rapper 2 for PS2. It currently targets the July 12 NTSC-J prototype; the final NTSC-J, NTSC, and PAL builds are a future goal. Progress is tracked per area, split between the EE core (debug, OS, gameplay, menus, engine) and the IOP modules.
Super Mario 64 DS
tangosdev/sm64ds-decomp
From-scratch, byte-matching decompilation of Super Mario 64 DS into C, with a live progress atlas and matching tools.
Super Mario Galaxy
keepvaibin/nebula
Nebula: a static recompilation of Super Mario Galaxy for Windows, with macOS and Android planned. The installer translates the game’s PowerPC code to C++ and compiles it on your PC from your own copy, so the download contains nothing from Nintendo; the runtime renders with Direct3D 12. It supports 4:3 to 32:9, internal resolution up to 16x, keyboard and mouse, Xbox controllers, and the Switch and Switch 2 Pro Controllers, which aim with the gyro. It’s playable from the start, but the author still calls it a work in progress: some areas drop below 60 fps on weaker hardware, and bugs remain.
You needYour own copy of the US version (RMGE01, revision 0) as an ISO, RVZ, or extracted folder, plus 64-bit Windows 10 or 11, a Direct3D 12 graphics card, and an internet connection for the first install.
Mario Kart: Double Dash!!
doldecomp/mkdd
Work-in-progress 1:1 decompilation of Mario Kart: Double Dash!! for GameCube. For now only the debug build of the game is supported.
DolRecomp
ExpansionPak/DolRecomp
Static recompiler for GameCube and Wii (with experimental Wii U support) that lifts PowerPC executables to C. CPU-only for now: no bundled runtime or renderer. Successor to GCRecompiler.
⑂ Fork of CTR-tools/ctr-native
Crash Team Racing: High Octane
Rinnegatamante/Crash-Team-Racing-High-Octane
High Octane: an advanced Crash Team Racing port for Windows, PS Vita, and the web browser, built on ctr-native, the port of the game’s decompilation. It adds options of its own: mirror mode, reverse tracks in Time Trial and Relic Race, boss fights on any track, Super and Ultra Hard difficulties in Arcade mode, split screen for up to four players, and community mods such as playable Nitrous Oxide. On PS Vita it supports ad hoc local play between two consoles. Turbocharged, also in this catalog, is its PC-focused fork.
You needYour own copy of the US PS1 release, dumped as a .bin file (ctr-u.bin); the browser version asks for it when you start. You can also extract the European voices from a PAL copy.
Snowboard Kids 2
cdlewis/snowboardkids2-decomp
Matching decompilation of Snowboard Kids 2 for N64: it extracts assets from your ROM and combines them with the reconstructed C to produce an identical ROM. The project states it isn’t a port to PC or any other platform, and must not be used commercially. It links the author’s write-ups on LLM-assisted decompilation.
The Legend of Zelda: Skyward Sword
zeldaret/ss
Work-in-progress decompilation of Skyward Sword for Wii. The only supported version so far is SOUE01, the NTSC-U 1.0 release. You need your own copy of the game to contribute.
Mega Man X
mstan/MegaManXSNESRecomp
Mega Man X recompiled with snesrecomp. This is the original Super Nintendo Mega Man X, separate from the PlayStation X4, X5, and X6 recomps.
You needYour own Mega Man X ROM (SNES).
SpongeBob SquarePants: Battle for Bikini Bottom
bfbbdecomp/bfbb
Work-in-progress decompilation of SpongeBob SquarePants: Battle for Bikini Bottom for GameCube. It rebuilds the main.dol of the NTSC-U release (GQPE78) and ships no game assets or assembly.
Halo: Combat Evolved
punpckhdq/halo
Work-in-progress decompilation of build 2342 of Halo: Combat Evolved for Xbox, a beta executable (cachebeta.exe) rather than the retail release. The README pins the target binary by its SHA-256 hash.
Project Gotham Racing 4
beatrixzy/PGR4-Recomp
Recompilation of Project Gotham Racing 4. Early alpha, but it already boots and runs races.
You needYour own copy of Project Gotham Racing 4 (Xbox 360).
N64ModernRuntime
N64Recomp/N64ModernRuntime
Shared runtime and library layer that backs N64Recomp ports (input, audio, plugins). Core infrastructure.
Dab's Mod (Perfect Dark)
DabDavis/perfect-dark-dabs-mod
A fork of the Perfect Dark PC port that adds movement the N64 game never had: jumping, a combat roll, melee combos, and a third-person camera. It raises the Combat Simulator’s simulant cap from 8 to 80, keeps bodies where they fall, and adds a free-flying spectator camera, a screenshot key, and a video recorder. Everything lives in the executable: no levels or assets are bundled, and other mods drop in. For Windows, Linux, and macOS.
You needYour own Perfect Dark ROM, US Rev 1 (“ntsc-final,” US V1.1), named pd.ntsc-final.z64. PAL and Japanese ROMs don’t work with this fork.
MediEvil
BlackLabelHQ/MediEvilRecomp
MediEvilRecomp: a static recompilation of the US PS1 release of MediEvil, made with RecompOne by BlackLabelHQ, the same team behind the Symphony of the Night recomp. It also drew on the game’s decompilation to name functions and write patches. There are Windows, macOS, and Linux builds, which need the .NET 10 runtime. It’s an open beta, and its authors warn of possible game-breaking bugs, so save often.
You needYour own copy of the North American PS1 release, as bin/cue or CHD.
Diddy Kong Racing (Golden Balloon)
akratch/goldenballoon
Golden Balloon: a native and browser port of the 1997 Nintendo 64 kart racer, built from the decompilation. Bring your own ROM.
Vagrant Story
ser-pounce/rood-reverse
Rood Reverse, the Vagrant Story (PS1) decompilation, aiming at interoperability with modern hardware and at fixing the original game’s bugs. The menu code and data are fully decompiled and the menu executables are relocatable, so that code can be rewritten and links from other modules are re-resolved.
Wii Sports
doldecomp/ogws
Work-in-progress decompilation of Wii Sports. Only the US Revision 1 build (dated July 5, 2007) is supported. Contributors are asked not to use leaked material, so the repository stays as clean-room as possible and freely reusable by other projects. It bans LLM-written SDK code and allows LLMs only for game code, with restrictions.
Dead or Alive Xtreme Beach Volleyball
NoRain211/doaxvb-re
Native Windows, macOS, and Linux port by static recompilation: the original Xbox executable is lifted to C and linked against a hand-written runtime that replaces the Xbox kernel imports, the audio output, and the main Direct3D 8 and DirectSound APIs with native equivalents. The rest of the game, including its statically linked libraries, still runs as generated code. The stated goal goes beyond the port: to replace the game logic with readable, hand-written source code, one cluster of data structures at a time, while the game keeps running.
You needYour own legally obtained copy of the US Xbox release. The project ships no game files.
Final Fantasy VII
Xeeynamo/ff7-decomp
Decompilation project for the PS1 version of Final Fantasy VII, open to contributors. The README only covers repository setup (with submodules) and how to contribute; it states no target version or status.
ModernGekko
ExpansionPak/ModernGekko
Runtime for recompilations of GameCube games.
Deadly Premonition
LittleBitUA/DPRecomp
Native PC port via static recompilation of the Xbox 360 binary. The v0.1.1 preview is out; v1.0, with major performance and stability fixes, is on the way.
You needYour own copy of Deadly Premonition (Xbox 360).
Harvest Moon 64
HarvestMoon64Recomp/HarvestMoon64Recomp
PC port of Harvest Moon 64 built with N64Recomp, for Windows, Linux, and Mac, with widescreen and mod support.
You needA Harvest Moon 64 ROM (N64, .z64).
SoulCalibur II
jackpoison-prog/RingOut
Native port of SoulCalibur II (GameCube) via static recompilation: the disc’s PowerPC executable is translated to C, compiled for x86-64, and run on a Dolphin-derived runtime.
You needYour own copy of SoulCalibur II (GameCube, discs GRSEAF/GRSJAF/GRSPAF).
Banjo-Kazooie: Nuts & Bolts
masterspike52/reNut
Recompilation of the Xbox 360 Banjo (“reNut”). It ships a launcher for people who don’t want to build it themselves, though the animations are still glitchy: it isn’t a finished port.
You needThe default.xex file and the ISO of Banjo-Kazooie: Nuts & Bolts (Xbox 360, US version).
DoDonPachi SaiDaiOuJou
eandis/SDOJ-Recomp
Recompilation of DoDonPachi SaiDaiOuJou using ReXGlue. It supports both the disc release and the Games on Demand release.
You needYour own DoDonPachi SaiDaiOuJou dump (Xbox 360) plus Title Update 1.01.
⑂ Fork of AngheloAlf/drmario64_recomp
Dr. Mario 64
theboy181/drmario64_recomp_plus
“Plus” build of Nintendo’s puzzle game: 60 fps, four players, and a CRT filter, built on AngheloAlf’s recomp base (v1.0.0).
You needA clean Dr. Mario 64 ROM (N64, US version).
Ninja Gaiden II
TheSaltTrader/Ninja-s-Dawn---A-Ninja-Gaiden-2-Recompilation-Project
Ninja's Dawn: a static recompilation of Ninja Gaiden II (title 544307D5) into a native Windows executable, on the ReXGlue SDK. It isn’t an emulator: the PowerPC code is translated ahead of time to x86-64, so there’s no interpreter and no JIT warm-up. The game runs like any Windows program, at 60 fps, with PC-style settings.
You needYour own copy of Ninja Gaiden II for Xbox 360, as an .iso image or an already extracted folder with its default.xex. The project ships no game data of any kind.
Initial D Arcade Stage Ver. 3
distilledorion-sketch/Initial-D-Arcade-Stage-3-Native-SH-4-Recompilation-WIP-
Ahead-of-time static recompilation of the original SH-4 program of Initial D Arcade Stage 3 (GDS-0033) for Windows, with a Vulkan renderer and no BIOS needed. The game runs on the NAOMI 2 board, the Dreamcast’s arcade sibling: same SH-4, same family. An early public demo, unfinished.
You needYour own legally obtained game files (GDS-0033). The public download ships no game data, BIOS, or extracted assets.
N64 Emulator for GameCube
zeldaret/oot-gc
Work-in-progress decompilation of the N64 emulator used in the GameCube releases of Ocarina of Time (Master Quest and Collector's Edition) and Majora's Mask. It covers nine Japanese, US, and European versions, mainly targeting ce-j because that disc ships an ELF with unstripped symbols.
Silent Hill 3
dreamingmoths/memory-of-alessa
Matching decompilation of Silent Hill 3 for PS2 (v1.02 NTSC-U, SLUS_206.22), in the Memory of Alessa repository. It aims for 100% byte-matching of both Silent Hill 3 and the Silent Hill 2 engine it builds on, and for documenting the technical history of Team Silent’s engine. The README warns it’s at an early stage.
Paper Mario: The Thousand-Year Door
doldecomp/ttyd
Work-in-progress decompilation of Paper Mario: The Thousand-Year Door for GameCube. Only the Japanese Rev 0 (G8MJ01) is supported. Progress is measured separately for the DOL and the REL modules.
Xenoblade Chronicles
xbret/xenoblade
Work-in-progress decompilation of Xenoblade Chronicles for Wii. It rebuilds the executables for all three regions (Japan, Europe, and US), each identified by its SHA-1 hash. No LLM-assisted contributions are accepted.
Super Mario Sunshine
chasem-dev/sms-pc-port
Native port built from the Super Mario Sunshine decompilation, which has its own catalog entry. You build it from source, and it reads models, textures, levels, music, and movies from your own disc image at run time. There are 32- and 64-bit Linux builds, macOS (Intel, or Apple Silicon under Rosetta 2), and Windows via MSYS2, plus a dedicated launcher with a Play button for anyone who’d rather not compile.
You needYour own Super Mario Sunshine disc image (GameCube, US version GMSE01).
New Super Mario Bros. Wii
NSMBW-Community/NSMBW-Decomp
Decompilation of New Super Mario Bros. Wii based on the PAL v1 binaries, relinking the .dol and .rel files byte for byte. It states it isn’t an effort to create a PC port. AI is allowed for cleanup, formatting, documentation, and naming, but AI-generated decompilation is rejected.
ScarletNX
scarletnx/ScarletNX
Static ARM64-to-x86 recompiler with a Nintendo Switch translation layer, for Linux, Windows, and FreeBSD. You give it your own dump (XCI or NSP; encrypted ones with your console’s keys) and it extracts the game, recompiles its code, and runs it, with its own menu for picking games. The recompiler also works as a standalone library, and there’s an experimental mode for 3DS games. It’s a fork of MZLab’s SwitchRecomp and publishes nightly builds.
Tekken 3
fabioap-cpu/Tekken3Recomp
Tekken 3 (US version) recompiled with psxrecomp.
You needA Tekken 3 disc image (PS1) and the SCPH1001.BIN BIOS.
Resident Evil (PC, 1997)
ecruells/resident-evil-pc-decomp
Decompilation of the 1997 PC Resident Evil, reverse-engineered from a Ghidra decompilation of the original executable and rebuilt on a modern rendering layer, for Windows with Direct3D 11 and Linux with SDL2 and OpenGL. Both builds share every line of game logic; only the platform layer and the rendering backend differ. The port is functionally complete: the whole game is playable, with every room, enemy, cutscene, FMV, menu, and ending.
snesrecomp
mstan/snesrecomp
Static recompilation ecosystem for Super Nintendo games. Part of the R.A.I.D. community.
Castlevania: Legacy of Darkness
fliperama86/cvlod_recomp
Recompilation of the N64 Castlevania: Legacy of Darkness, currently focused on stabilizing gameplay (v0.2.x).
You needAn unmodified Castlevania: Legacy of Darkness ROM (N64).
⑂ Fork of Rinnegatamante/Crash-Team-Racing-High-Octane
Crash Team Racing: Turbocharged
CameronRedmore/Crash-Team-Racing-Turbocharged
PC port of Crash Team Racing built on the community decompilation: it’s a fork of Rinnegatamante’s High Octane, which in turn comes from ctr-native. It focuses on Windows and Linux, with a native 3D renderer with sub-pixel precision (no more wobbling polygons), up to 240 fps, any aspect ratio from 4:3 to 32:9 with an adapted HUD, anti-aliasing, and maximum detail on every track. It keeps the original logic, tracks, and handling, and can switch back to the PS1 look. Downloads are on its website.
You needYour own copy of the US (NTSC-U) release, dumped as a raw BIN image (MODE2/2352): a 2048-byte .iso won’t work. The PC builds are 32-bit and need an OpenGL 3.3 graphics card.
Dragon Ball Z: Budokai HD Collection
WistfulHopes/DBZ1
Early recompilation of the Budokai HD Collection (v0.0.2).
You needYour own copy of Dragon Ball Z: Budokai HD Collection (Xbox 360).
Fatal Frame
Mikompilation/Himuro
Himuro, a matching decompilation of Fatal Frame (Project Zero) for PS2, with the stated intent of porting the game to modern hardware once it fully matches. It covers three regions: US (SLUS_203.88), Europe (SLES_508.21), and Japan (SLPS_250.74).
Bomberman Hero
RevoSucks/BMHeroRecomp
A sibling project to BM64Recomp by the same author, with mod support (v0.7.x).
You needA Bomberman Hero ROM (N64, US version 1.0, .z64).
Donkey Kong Country 3: Dixie Kong's Double Trouble!
elliotttate/DKC3Recomp
Recompilation of DKC3, built the same way as DKC2Recomp: snesrecomp statically recompiles the code to C from a bank configuration derived from a public disassembly, the shared runtime interprets whatever the analysis can’t prove, and the project’s own host apps run the game on macOS and Windows. Still in bring-up: its author doesn’t yet claim it can be completed.
You needYour own Donkey Kong Country 3 ROM (SNES, North American English/French version, headerless, 4 MiB).
Mercenaries: Playground of Destruction
KraftMacAndChee/Mercenaries-Recompiled
Mercenaries Recompiled: a native Windows port built with xboxrecomp, which translates the original Xbox executable to C and adds compatibility layers for graphics, audio, input, memory, and system services. It supports keyboard and mouse or a controller with configurable controls, resolution and aspect-ratio options, a frame cap from 30 to 120 fps or uncapped, and a choice of whether to keep the original game’s bugs. The launcher extracts and verifies your ISO on first launch. There’s only a 64-bit Windows build.
You needYour own ISO of the US Xbox retail release. The PS2 disc won’t work.
Rage Racer
khasinski/rage-racer-pc
Native PC port of Rage Racer.
Syphon Filter
Madxbio97/SF-pc-port
Unofficial Windows runtime for the NTSC-U 1.1 release of Syphon Filter (SCUS-94240): it combines the original PlayStation gameplay code with a native host for rendering, input, menus, audio, and FMV.
Rock Band 3
DarkRTA/rb3
Decompilation of Rock Band 3 for Wii, targeting build 100901_A. It ships no game assets or assembly.
Pokémon Stadium
mstan/PokemonStadiumRecomp
Recompilation of Pokémon Stadium (US version 1.0) with N64Recomp, with Transfer Pak and GB Tower support. Part of the R.A.I.D. ecosystem.
You needA Pokémon Stadium ROM (N64, US version 1.0, .z64).
Xenogears
ladysilverberg/xenogears-decomp
In-progress matching decompilation of Xenogears for PS1. It targets the US release (SLUS 006.64), with other releases planned later. Its project structure is adapted from the Silent Hill decompilation.
Tekken 6
Ekspym/Tekken6-native-online
Tekken 6 Native Online: Tekken 6 for Xbox 360 recompiled for Windows, with no emulator, rollback netcode (on the GGPO principle), and an online lobby in the launcher. The launcher checks your disc image, copies the game data, translates the game’s code from your copy, and compiles it on your PC in a few minutes. It’s built for online matches: the game starts straight into the fight, and the first player to win three rounds takes the match. Its author calls it a test release. The source code isn’t published: the repository only holds the README and the downloads.
You needYour own Tekken 6 Xbox 360 disc image, the USA and Europe release, revision 1 (.iso or the extracted disc folder). Plus 64-bit Windows 10 or 11, a DirectX 12 graphics card, and about 10 GB of free space. Both players must use the same version.
Wave Race 64 (RaceWave46)
DomazinUS/RaceWave46
The third independent Wave Race 64 project in the catalog, unrelated to the other two. It brings the US Rev 1 version to PC with higher resolutions, interpolated presentation, widescreen, new graphics options, and expanded local multiplayer, while keeping the original’s modes and progression: championship, time trials, stunt mode, two-player, and Dolphin Park. Its author states it’s AI-assisted.
You needYour own Wave Race 64 ROM (N64), US Rev 1 version.
⑂ Fork of Herringway/ebsrc
EarthBound / Mother 2
TheRunaway5/Phase-Distorter
Phase Distorter: a native Linux and Windows port of EarthBound (US) and Mother 2 (Japanese), written in C++20. The 65816 program is translated to C++ from the ebsrc disassembly, keeping the original’s file names and line numbers so every part can be traced back; the game’s assets are imported from your own ROM. It ships 16:9, 21:9, and 32:9 widescreen with expanded scenery, an optional CRT filter, controller support, persistent saves, and a settings window.
You needYour own EarthBound (US, English) or Mother 2 (Japanese) ROM. Neither ROMs nor extracted asset packs are included.
Pokémon Snap
ethteck/pokemonsnap
Work-in-progress decompilation of Pokémon Snap for N64. You need your own ROM of the game to use the repository.
The Legend of Zelda: Phantom Hourglass
zeldaret/ph
Hand-written decompilation of Phantom Hourglass for Nintendo DS. It targets the European and US versions, with others possibly added later. The repository also holds documentation about the game.
Pokémon Snap
JackandBeans/Snap64Recomp
Snap64 Recomp: a native Windows port of Pokémon Snap (US release). N64Recomp translates the MIPS code to C, N64ModernRuntime stands in for the console’s operating system, RT64 handles rendering, and SDL2 provides the window, input, and audio. The port’s rule: the game’s own code runs, and every change to how it looks is off until you turn it on.
You needYour own Pokémon Snap cartridge dump (N64, US version).
Valkyrie Profile
Ed1z19/ValkyrieRecomp
Static recompilation of tri-Ace’s RPG, built on psxrecomp and recomp-ui. It supports both discs (SLUS-01156 and SLUS-01179), selected from the launcher, optional 16:9 widescreen over the original 4:3, OpenGL or software rendering, and controller and memory card support. Its author calls it a work in progress, in compatibility testing.
You needYour own disc images for both Valkyrie Profile discs (US NTSC-U edition). It uses OpenBIOS through psxrecomp, so you don’t need a console BIOS.
Wave Race 64
LLONSIT/Wave-Race-64
Early decompilation of Wave Race 64 for N64. It works only on the US ROM and has no plans yet for the European or Japanese versions. The README warns that it’s too early to make modifications with it.
Snowboard Kids 2
cdlewis/snowboardkids2-recomp
Native recompilation of Snowboard Kids 2 for PC (Windows, Linux, and Mac), with a launcher and mods.
You needA Snowboard Kids 2 ROM (N64, .z64).
F-Zero X
inspectredc/fzerox
Work-in-progress matching decompilation of F-Zero X for N64. It builds two ROMs: US rev 0 and JP rev 0. You need your own copy of the game to extract the assets.
Super Mario Strikers
yannicksuter/smstrikers-decomp
Decompilation of Super Mario Strikers for GameCube that aims for source code which compiles to an executable byte-for-byte identical to the original. It states plainly that it isn’t a recompilation or a port, which are out of scope, and spells out the legal and licensing status of each part of the repository.
Space Station Silicon Valley
Cellenseres/SSSV_Recomp
Native port of the quirky game by DMA Design, the studio that later became Rockstar North: high frame rate, instant loading, Steam Deck support, and mods (v0.2.0).
You needA Space Station Silicon Valley ROM (N64, US version 1.0).
Super Smash Bros. Brawl
doldecomp/brawl
Work-in-progress decompilation of Super Smash Bros. Brawl for Wii, with seven supported builds: Japanese Rev 0 and 1, US Rev 1 and 2, PAL Rev 0 and 1, and Korean Rev 0. The repository ships no game assets or assembly.
Super Paper Mario
SeekyCt/spm-decomp
Decompilation of Super Paper Mario for Wii focused on the two PAL versions, which share symbol and split addresses. NTSC-U revision 0 is supported with fewer addresses ported. It says it’ll never cover the whole game, only the useful or interesting parts, and won’t lead to a port.
Black & White
openblack/bw1-decomp
Work-in-progress decompilation of Black & White (Lionhead Studios, 2001) for PC, built on the dtk template adapted for Windows PE/COFF and Classic Mac OS PEF. It supports Windows versions 1.00, 1.10, and 1.20 (MSVC 6.0); version 1.30, Creature Isle, and four Classic Mac OS PowerPC builds are still in progress.
Mega Man X4
mstan/MegaManX4Recomp
Native recompilation of Mega Man X4 (US version, SLUS-00561) with psxrecomp. A preview: it boots, shows the intro and menus, and lets you start playing.
You needA disc image of Mega Man X4 (PS1, US version).
N64 Emulator for Wii
zeldaret/oot-vc
Work-in-progress decompilation of the N64 emulator used by Wii Virtual Console releases. It covers nine Japanese, US, and European builds of Super Mario 64, Mario Kart 64, and Ocarina of Time, mainly targeting oot-j.
Ridge Racer 6
Sirhalo23/RidgeRacer6-Recompilation
Fan-made native Windows version: the Xbox 360’s PowerPC program is translated to C++ and compiled into a Windows executable. Its author calls it an early test. It’s the third Ridge Racer in the catalog, and all three are different games: the PS1 original, Revolution, and this one.
You needYour own copy of Ridge Racer 6 for Xbox 360 (US disc, title ID 4E4D07D3). The repository holds no game code or data: tracks, cars, sound, and video all come from your own disc image.
Mischief Makers
ThiagoLira/trouble-makers-pc-recomp
Native recompilation of Mischief Makers (Yuke Yuke!! Trouble Makers in Japan) for PC, with 60 fps, high resolution, and optional widescreen.
You needA Mischief Makers ROM (N64, .z64).
Einhander
strider973/Einhander-Recompiled
Recompilation of Einhander, Square’s shoot ’em up for PlayStation.
You needAn Einhander disc image (PS1) and the SCPH1001.BIN BIOS.
Ape Escape
mstan/ApeEscapeRecomp
Native recompilation of Ape Escape (US version) for PC, made with psxrecomp and shipped with its own launcher. Part of the R.A.I.D. ecosystem.
You needA disc image of Ape Escape (PS1, US version).
PotatoVoxel
Nexhas28/potato_voxel
A Gen1Recomp mod that turns the first-generation Pokémon overworld into a 3D voxel diorama, with terrain depth, billboard characters, and shadows, while staying playable on handhelds, phones, and lower-powered computers. It has quality presets from HIGH to POTATO and a persistent terrain cache, so maps don’t have to be rebuilt on every visit. You install it from Gen1Recomp’s mod menu by importing the .zip for your version.
You needGen1Recomp, with your own game ROM.
Sonic Adventure
sonicfreak1337/SARecomp
Unofficial native port of the Dreamcast version, on KatanaRecomp, for Windows, Linux, and Steam Deck. It preserves the original adventure and adds widescreen, modern camera controls, and native presentation. Its author states that AI tools were used as coding assistants and for documentation, and notes in the README that development has been on hold since late September 2026 for personal reasons.
You needYour own copy of Sonic Adventure (Dreamcast).
Star Fox Enhanced
kandowontu2/starfox-enhanced
Native Windows port of the SNES Star Fox, built on the open-source UltraStarFox codebase. It lets you pick anything from 20 to 480 fps while keeping the game’s intended NTSC speed; the default is 60. An early but playable fidelity pass.
You needYour own Star Fox / Starwing ROM (SNES).
⑂ Fork of zeldaret/oot
The Legend of Zelda: Ocarina of Time (PSP)
z2442/oot-PSP
Port of the Ocarina of Time decompilation to the PlayStation Portable: the code reconstructed by zeldaret is built for the PSP and runs natively on the handheld, with no N64 emulator in between.
You needYour own Ocarina of Time ROM and a PSP running homebrew.
Wave Race 64 (gomesvieira)
danielgomesvieira2000/wave-race-64-recomp
Native port by static recompilation with N64Recomp, running on N64ModernRuntime, with RT64 for rendering and RecompFrontend for menus and controller support. It’s independent of the other two Wave Race 64 recomps in the catalog: unlike the one listed simply as “Wave Race 64,” which stalled at booting to noise, this one has playable beta builds. The elliotttate fork adds an Apple Silicon macOS build, HD textures, and a replacement soundtrack. Both repositories state that the port is AI-coded.
You needYour own Wave Race 64 ROM, which must be the US Rev A (v1.1, 8 MiB .z64). The US v1.0, Japanese, European, and Shindou versions won’t work: their code is laid out differently, and every address in the project is tied to Rev A.
Banjo-Tooie
some-scurvy-dog/banjo-tooie-scurvy-dog-port
Scurvy Dog Port: an independent static recompilation of Banjo-Tooie for Windows, built with N64Recomp and N64ModernRuntime and rendered with RT64. It isn’t affiliated with the Banjo: Recompiled team. It’s in alpha: a launcher validates your ROM, but a full playthrough hasn’t been verified yet, and visual glitches and scene-transition pauses remain. There are no Linux or macOS builds yet.
You needYour own US 1.0 ROM in .z64 (big-endian) format, identified by its SHA-256. Other regions and modified ROMs aren’t supported.
Crash Bandicoot 2: Cortex Strikes Back
Zumbo06/Crash2Recomp
The game, translated to native code and run directly on psxrecomp, with no emulation. A launcher takes your disc image, verifies and hashes it, translates the game to C, and compiles it on your own machine (five to twenty minutes the first time). It can be completed from start to finish, with minor sound and graphics issues; its author treats it as a preview.
You needYour own Crash Bandicoot 2 disc image (North American edition, SCUS-94154), as .cue/.bin or .chd. 64-bit Windows 10 or later and about 3 GB of free space during the build. No BIOS needed: OpenBIOS is included.
Legacy of Kain: Soul Reaver
fmil95/soul-re
Soul Reaverse reconstructs the source code of Soul Reaver for PS1 from a prototype executable built two weeks before the final release, which retains a full set of debugging symbols. The project suggests using the result to port the game, improve its performance, and build tools such as a level editor.
Dead Rising 2: Case West
wivi514/Dead_Rising_2_Case_West_Xenon_Recomp
Native port of the Xbox 360 (XBLA) exclusive epilogue to Dead Rising 2 for Windows, Linux, Steam Deck, and Apple Silicon Macs. The game’s code was translated ahead of time with XenonRecomp and XenosRecomp, and runs on a purpose-built engine with a Vulkan renderer, real XMA audio, and native keyboard and mouse support. Its author calls it finished with version 1.1.2: the campaign is playable from start to finish, and two-player online co-op works through the XenonLive launcher. Active development has stopped, but the author invites others to carry it on with forks and pull requests.
You needYour own copy of Dead Rising 2: Case West (the Xbox 360 game package). Neither the repository nor the downloads include any game data.
Digimon World
jype0/dw_decomp
Work-in-progress decompilation of Digimon World for PS1. The README gives no further detail on target version or status.
Dr. Mario 64
AngheloAlf/drmario64
Matching decompilation of Dr. Mario 64 for N64. The README is minimal and only links to the progress history on decomp.dev.
Pilotwings 64
gcsmith/Pilotwings64Decomp
Work-in-progress matching decompilation of Pilotwings 64 for N64. Only the North American (U) release is supported for now. The aim is to reconstruct the high-level source through reverse engineering.
Sonic Free Riders
YuutaTsubasa/Free-Riders-Recompiled
Static recompilation of the Xbox 360 version for Windows, Linux, and Android: the PowerPC code is translated to C++ and runs on a native runtime that stands in for the console’s kernel, graphics, and audio. The original game was Kinect-only; this version adds controller support and, on Windows, webcam motion controls too. Work in progress: it boots, the menus work, and races can be played, but much of it is untested.
You needYour own copy of Sonic Free Riders (US or European Xbox 360 disc). The launcher installs the data from your disc image.
Metroid Prime 2: Echoes
PrimeDecomp/echoes
Decompilation of Metroid Prime 2: Echoes covering six builds: the US, Japanese, and PAL GameCube releases, plus the Wii New Play Control! (Japan) and Metroid Prime Trilogy (US and PAL) releases. REL modules are only built for G2ME01 (US GameCube).
Star Fox Adventures
zcanann/SFA-Decomp
Decompilation of Star Fox Adventures for GameCube. The game has three versions: JP, EN (an initial v1.00 and a patched v1.01), and PAL. Splits and symbols are still largely incomplete, so contributing is hard except for improving sections that already partly match.
Street Fighter Alpha 3
TechnicallyComputers/Street-Fighter-Alpha-3-Recomp
Street Fighter Alpha 3 recompiled with psxrecomp. Part of the R.A.I.D. community.
You needA Street Fighter Alpha 3 disc image (PS1) and the SCPH1001.BIN BIOS.
F-Zero
mstan/FZeroSNESRecomp
Native build of the SNES F-Zero. 16:9, 21:9, and 32:9 widescreen, plus a Fit mode; output at 60, 90, 120, 144, 165, 240, or 360 fps; 2x to 10x track rendering, independent of both; display shaders (CRT Soft, LCD Grid, Sharp, Warm Composite, or your own GLSL); save states with thumbnails, rewind, and SDL gamepad support. It optionally takes BS F-Zero Deluxe content and MSU-1 music packs.
You needYour own F-Zero ROM (SNES, US edition). BS F-Zero content and MSU-1 music are optional, and you supply them yourself.
Pilotwings 64 (gomesvieira)
danielgomesvieira2000/pilotwings-64-recomp
Native Windows and Linux port by static recompilation with N64Recomp. A separate project from the other Pilotwings 64 recomp already in the catalog. It adds widescreen at your display’s aspect ratio with the HUD at the edges, a high frame rate through matrix interpolation, no black overscan border, and instant screen transitions where the original stalled for up to six seconds. Its author states it’s AI-coded.
You needYour own Pilotwings 64 dump (N64, US version).
Super Mario Galaxy 2
SMGCommunity/Garigari
Work-in-progress decompilation of Super Mario Galaxy 2 (project Garigari). Only the US Rev 0 (SB4E01) is supported. It states it isn’t an effort to create a PC port. AI is allowed for cleanup, formatting, documentation, and naming, but AI-generated decompilation is rejected.
Chrono Cross
jdperos/chrono-cross-decomp
In-progress matching decompilation of Chrono Cross for PS1. It targets the Japanese release (SLPS 023.64), extracted from the Radical Dreamers Edition remaster, whose cdrom.dat holds the unmodified original and avoids the original disc’s awkward custom sectoring.
Mega Man X6
mstan/MegaManX6Recomp
Native recompilation of Mega Man X6 (US version) for PC with psxrecomp. It boots from the BIOS and reaches the stages. Part of the R.A.I.D. ecosystem.
You needA disc image of Mega Man X6 (PS1, US version).
Mischief Makers
Drahsid/mischief-makers
In-progress decompilation of Mischief Makers (Yuke Yuke!! Trouble Makers in Japan) for N64. It supports the US 1.1 release, with only very limited support for the other versions.
Halo Reach
ChimpsAtSea/Reach
Work-in-progress decompilation of Halo Reach for Xbox 360, based on a “tag debug” build dated July 11, 2011, rather than the retail release.
Star Fox Adventures
JackPriceBurns/foxhollow
Foxhollow: a native port of Star Fox Adventures built on its decompilation and the Aurora library. It tries to stay true to the original, bugs included. Its author calls it fully playable on Windows, macOS, and Linux; there are no plans to release it for iOS or Android. You play it through an official launcher that keeps it up to date, manages your saves, and offers a mod library.
You needYour own legal copy of Star Fox Adventures; according to the author, any version works. No game assets are included.
Mario Kart: Super Circuit
mstan/MarioKartSuperCircuitRecomp
Static recompilation of Mario Kart: Super Circuit for Windows, with optional 60 fps and adaptive widescreen mods. A byproduct of building gbarecomp: the game is the proving ground, and the reusable framework is the real goal.
You needYour own Mario Kart: Super Circuit ROM and the GBA BIOS.
Road Rash 64
linkssy2/RoadRash64Recompiled
Windows port, with experimental native Linux support, built with N64Recomp, N64ModernRuntime, RT64, and RecompFrontend. 60 fps output, maximum level of detail, widescreen, custom music, and still-experimental online multiplayer. Its author devotes a README section to stating that AI was used extensively (code, debugging, documentation, and part of the launcher artwork), and to saying they’d rather admit it than imply the work was entirely hand-written.
You needYour own Road Rash 64 ROM (N64, US version 1.0). Neither the ROM nor the soundtrack is distributed.
Tomba!
mstan/TombaRecomp
Tomba! driven end to end through psxrecomp. It reaches real gameplay (jumping, grabbing, quests), but with audio timing glitches and softlocks.
You needA Tomba! disc image (PS1) and the SCPH1001.BIN BIOS.
Star Fox (UltraStarFox)
Sunlitspace542/ultrastarfox
Reconstructed source code of Star Fox / Starwing (SNES), reorganized to make romhacking easier. It’s the base that the Star Fox Enhanced PC port builds on.
⑂ Fork of Zelda64Recomp/Zelda64Recomp
Super Smash Bros. (64)
zestydevy/smash64r
Recompilation of the original Super Smash Bros., in active development on the dev branch. No release yet.
You needA Super Smash Bros. ROM (N64, US version).
The Legend of Zelda: Spirit Tracks
zeldaret/st
Hand-written decompilation of Spirit Tracks for Nintendo DS. It builds four versions: Japanese Rev 0, European Rev 0 (the default), European Rev 1, and US Rev 0. The repository contains no assets or assembly.
Beetle Adventure Racing (gomesvieira)
danielgomesvieira2000/beetle-adventure-racing-recomp
Native port by static recompilation with N64Recomp, separate from the other Beetle Adventure Racing recomp already in the catalog. It boots through to races at 60 fps with keyboard, gamepad, and audio, and ships a launcher with settings and remapping, widescreen with a HUD that adapts to the aspect ratio, 1x/2x/4x draw distance, internal resolution scaling, MSAA with a seam filter, and high-frame-rate interpolation.
You needYour own Beetle Adventure Racing ROM (N64, US version).
Bloody Roar II
novapowers0/BloodyRoar2Recomp
Native Windows and Linux port of Bloody Roar II: the original MIPS code is statically recompiled to C and built into a standalone executable, with no emulator involved. It builds both regional versions (European SLES-01722 and US SCUS-94424) and adds widescreen made from scratch.
You needYour own Bloody Roar II disc (PS1), European or US edition.
New Super Mario Bros.
NSMB-Decomp/nsmb
Decompilation of New Super Mario Bros. for Nintendo DS, at an early stage: it can’t yet build a complete ROM. It lists several releases by product code (A2DE, A2DJ, and kiosk demos) with progress for each.
Resident Evil 3: Nemesis
BrazilianHobbyist/Project-RE-Visited-RE3
Project RE-Visited: a static recompilation of Resident Evil 3: Nemesis for Windows. The original executable’s MIPS instructions are translated to C and run as native code, with a setup wizard that extracts that executable from your own disc on first run. It adds analog controls with auto-run, interpolation up to 240 fps, stretched 16:9 or original 4:3 display, geometry and texture correction (PGXP), internal resolution up to 4K, and anti-aliasing. It bundles OpenBIOS, so no PlayStation BIOS is needed.
You needYour own image of the US disc (SLUS-00923), as .bin, .cue, or .iso.
Parasite Eve II
GabeRealB/parasite-eve-2-decomp
In-progress matching decompilation of Parasite Eve II for PS1, targeting the US executable SLUS_010.42 (discs SLUS-01042 and SLUS-01055). It uses GCC 2.8.1 with maspsx and Psy-Q 4.5 objects, and tracks the main executable and the gameplay and title overlays separately. The project code is CC0. The repository includes tooling for AI-assisted matching.
3sxw
guimaraf/3sxw
Hard fork of 3sx, the PC port of Street Fighter III: 3rd Strike.
⑂ Fork of sp00nznet/burnout3
Burnout 3: Takedown
xenophobentx/takedawn
Takedawn: native Mac, Windows, Linux, and Steam Deck port by static recompilation. The original Xbox x86 executable is translated to C and compiled for x86-64 and arm64, and a runtime draws the NV2A graphics commands with Metal or Vulkan. Adds render scale up to 4x, a widescreen HUD fix, ultrawide, your own music, and 5.1 surround.
You needYour own copy of the North American (NTSC-U) Xbox disc. The project ships no game files.
Chameleon Twist
Rainchus/ChameleonTwist1-JP-Recomp
Recompilation of the quirky tongue-grappling platformer, based on the Japanese ROM. It has a sibling project for Chameleon Twist 2.
You needA Chameleon Twist ROM (N64, Japanese version, .z64).
Skate 2
Skate-2-Team/sk82-recomp
Recompilation of Skate 2 aimed at a PC port, at an early stage and with no release. Unlike the Skate 3 one, it uses XenonRecomp.
You needYour own copy of Skate 2 (Xbox 360).
ndsrecomp
mstan/ndsrecomp
Very early pre-alpha Nintendo DS static recompiler research. The toolchain behind the Metroid Prime Hunters recomp.
God Hand
LucasPicoli/god-hand-decomp
Matching decompilation of God Hand (PS2, Clover Studio / Capcom) targeting the NTSC-U release (SLUS-21503). It uses the original toolchain (ee-gcc 2.96, the SN linker, and dvp-as) to reproduce the SLUS_215.03 boot ELF and the .rel overlays byte for byte. Its stated aim is only to decompile the game; there will be no port.
Super Mario 3D World + Bowser's Fury
3DWCommunity/3dcomp
Decompilation project for Super Mario 3D World + Bowser's Fury on Switch.
Final Fantasy VIII
roengstrom/ff8-decomp
Work-in-progress decompilation of Final Fantasy VIII for PS1, US version (SLUS_008.92). Progress is tracked separately for the main executable and for each overlay (menus, field, intro, Triple Triad, battle, and world map).
Naughty Bear
MaxDeadBear/NaughtyBear_ReStuff
Native PC recompilation of Naughty Bear (Xbox 360). It runs and is playable; the launcher is still incomplete.
You needYour own copy of Naughty Bear (Xbox 360).
Mario Kart Wii
doldecomp/mkw
Work-in-progress decompilation of Mario Kart Wii. For now only the PAL version (RMCP01) is supported.
gbarecomp
mstan/gbarecomp
Static recompilation ecosystem for Game Boy Advance games, from the same author as psxrecomp. The games that come out of it, such as Mario Kart: Super Circuit, are the proving ground; the reusable framework is the stated goal.
Golden Balloon (WebGPU)
akratch/golden-balloon
The browser branch of Golden Balloon: the same N64 kart racer compiled for WebGPU and playable in your browser. Bring your own ROM.
Snowboard Kids
cdlewis/snowboardkids-decomp
Matching decompilation of Snowboard Kids for N64: it extracts assets from your ROM and combines them with the reconstructed C to produce an identical ROM. The project states it isn’t a port to PC or any other platform, and must not be used commercially.
GCRecomp
KaiserGranatapfel/GameCubeRecompiled
Experimental recompiler that turns GameCube DOL binaries into Rust, producing native executables. No ported game yet; graphics and audio are in progress.
Kirby's Epic Yarn
Swiftshine/key
Work-in-progress decompilation of Kirby's Epic Yarn for Wii. Only the US Rev 0 (RK5E01) is supported.
Mega Man X5
mstan/MegaManX5Recomp
Native recompilation of Mega Man X5 (US version, SLUS-01334) with psxrecomp, at an early stage.
You needA disc image of Mega Man X5 (PS1, US version).
Need for Speed High Stakes
Caesar0007/NFSHS-PSX-decomp
Matching decompilation of the PlayStation version of Need for Speed: High Stakes (EA, 1999), modeled on the Silent Hill decomp project’s layout. The repository carries no open license (all rights reserved), and the only port it recognizes as authorized is XProger’s.
Animal Crossing e+ (どうぶつの森 e+)
ACreTeam/afe-decomp
Work-in-progress decompilation of Animal Crossing e+ (Dōbutsu no Mori e+) for GameCube. It supports Rev 0 and Rev 1 of the Japanese release (GAEJ01_00 and GAEJ01_01).
Ratchet & Clank
re-rac/rerac
ReRAC: a rewrite of Ratchet & Clank (2002) as a native PC game, in Rust on the Bevy engine. The game’s systems are ported and run natively, with no emulator in between, aiming to look, sound, and play like the original. It’s at an early stage: every level loads and renders, but it isn’t playable from start to finish yet. There are alpha builds for Windows, Linux, and macOS, and a separate launcher that sets the game up from your disc.
You needYour own copy of the US PS2 disc (SCUS-97199, version 1.00). No game files are included.
Rhythm Heaven
patataofcourse/rhgold
Work-in-progress decompilation of Rhythm Heaven (the Nintendo DS game). Only the US Rev 0 (YLZE01) is supported. The repository has no assets or assembly; you need your own copy of the game to build the ROM.
Rush 2: Extreme Racing USA
bryantmh/rush2recompiled
Recompilation of the 1998 racer with widescreen and ultrawide; high frame rates interpolated over the original 30 fps, including a variable refresh mode that follows your display; a HUD you can keep at 4:3 or push to the edges; a level of detail you can switch off so nothing pops in; redrawn fonts that stay sharp; and optional HQ2x/HQ4x texture upscaling that leaves the menus and HUD alone.
You needYour own copy of Rush 2: Extreme Racing USA (N64). Nothing from the original cartridge is included.
⑂ Fork of Zelda64Recomp/Zelda64Recomp
Kirby 64: The Crystal Shards
Kirby64Ret/Kirby64Recomp
“Under construction” recompilation of the N64 Kirby, forked from Zelda64Recomp. You have to build it from source; there are no downloads yet.
You needYour own copy of Kirby 64 (N64), as an NK4E.z64 file.
Pilotwings 64
gcsmith/Pilotwings64Recomp
Recompilation of the N64 launch-title flight sim: playable but unpolished (no widescreen yet).
You needA Pilotwings 64 ROM (N64).
King's Field
Voicedrew11/verdite2
Verdite2: a PC port of King's Field (US edition SLUS-00158) built on RecompOne. It adds 16:9, 16:10, and 21:9 widescreen with adjusted culling, perspective-correct textures, a fix for vertex wobble, modern twin-stick controls, keyboard and mouse, and an automatic save reload on death. Its author describes it as an AI-driven attempt and calls it playable from start to finish, with occasional issues.
You needYour own King's Field dump (PS1, North American edition SLUS-00158), as .cue/.bin or .chd.
Lollipop Chainsaw
MaxDeadBear/Re-Cherry
Native PC recompilation of Lollipop Chainsaw (Xbox 360). Playable but still in development, with some screen tearing left to fix.
You needYour own copy of Lollipop Chainsaw (Xbox 360).
segagenesisrecomp
mstan/segagenesisrecomp
Static recompiler for the Mega Drive: it translates the ROM’s 68000 code to native C and runs it on a console runtime written from scratch, with its own video processor, the YM2612 and SN76489 sound chips, and the Z80. Each game lives in its own repository, which provides the configuration and the launcher; the Sonic 1, Sonic 2, and Sonic 3 & Knuckles recomps in this catalog come from it. It runs on Windows, macOS, and Linux.
Automobili Lamborghini
alondero/automobililamborghini-recomp
Static recompilation of Automobili Lamborghini for N64, still in development: it boots, shows the menus, and gets into a race.
You needAn Automobili Lamborghini ROM (N64, .z64).
Dragon Ball: Raging Blast 2
WistfulHopes/RB2
Early recompilation of the Dragon Ball fighting game.
You needYour own copy of Dragon Ball: Raging Blast 2 (Xbox 360).
Dance Central 3
rjkiv/dc3-decomp
Decompilation of Dance Central 3 (build of September 16, 2012) for Xbox 360. It ships no game assets or assembly. Its contributing guide has a dedicated section on the use of AI.
Final Fantasy Crystal Chronicles
zcanann/FFCC-Decomp
Decompilation of Final Fantasy Crystal Chronicles for GameCube, with three versions (JP, EN, and PAL). The EN build ships a debug symbol file and the PAL build a release one, from a different build, which made it possible to recover exact function and class names, parameters, and class hierarchies. Progress is tracked as code match, data match, and linkage.
Legend of Mana
celophi/lom-decomp
Completed matching decompilation of Legend of Mana (PS1): both the North American (SLUS_010.13) and Japanese (SLPS_021.70) releases are 100% matched, with all 18 binaries linked and the Japanese build made from the same C sources. It states it isn’t a PC port, and that its motivation is preserving the game’s logic and enabling modding.
Mega Man X2
mstan/MegaManX2Recomp
Static recompilation of the US edition on snesrecomp, with a pre-boot launcher. Its stated status is honest and narrow: it reaches the intro cutscenes, verified with screenshots through the debug interface (correct background layers, sprites, palettes, and text, and progress between scenes). Broad gameplay coverage and audio verification are still pending.
You needYour own Mega Man X2 ROM (SNES, US version). Dumps with a 512-byte copier header are fine: it’s stripped automatically.
Pokémon Puzzle League
AngheloAlf/puzzleleague64
Matching decompilation of Pokémon Puzzle League for N64. The README is minimal and only links to the progress history on decomp.dev.
WCW vs. nWo World Tour
jessetbh/WCWvsNWOWorldTourRecomp
Native PC port of WCW vs. nWo World Tour via static recompilation: full matches, local multiplayer, saves, and rumble.
You needA WCW vs. nWo World Tour ROM (N64, .z64).
Halo 3 (beta cache)
twist84/halo3_cache_release_recomp
Recompilation of the Halo 3 beta cache (2007): partial, not the full game. A more up-to-date “debug” variant exists.
You needThe halo3_cache_release.xex file from the Halo 3 beta build (March 2007).
AeroGauge
alondero/aerogauge-recomp
Static recompilation of the N64 anti-gravity racer: it runs your own copy in a native window, with an in-game settings screen. There are builds for Windows 10 or later with Direct3D 12, Linux with Vulkan, and Android 9 or later on ARM64 with touch controls. macOS isn’t a supported target on this branch, and its author warns that building it on another system doesn’t prove the game works there.
You needYour own copy of AeroGauge (N64).
Hyrule Warriors: Definitive Edition
sonsegajp/HWDER
HWDER: a static recompilation of Hyrule Warriors: Definitive Edition for Switch into a native Windows executable. The game’s ARM64 code is translated to C ahead of time and compiled; the runtime reads the code and assets straight out of your own dump at startup, without extracting anything to disk. For now it ships test builds, such as 0.1.2, which smooths out 60 fps and fixes issues on AMD graphics cards.
You needYour own dump of the base game (.nsp, title 0100AE00096EA000) and your console’s prod.keys. Plus 64-bit Windows 10 or 11, a Vulkan 1.2 graphics card, and a CPU with AVX2.
ICO
nathanialf/ico
Matching decompilation of the PAL disc (SCES-50760) that rebuilds the boot ELF with the toolchain the game was built with. The match is byte-for-byte at both levels: the SHA-1 of the image the console loads and that of the ELF itself both match the disc’s. It’s the base of the PC and Android port, also in this catalog.
Mortal Kombat vs. DC Universe
KawaiiBunga/MKVDCU-Recomp
Unofficial PC port of the Xbox 360 version, made by static recompilation with ReXGlue. The launcher asks for your game folder, downloads the build tools once, and generates the executable on your PC. Tested on a single machine: it boots, plays full Arcade matches with controller and sound, and holds 60 fps on a GTX 1650 SUPER; the other modes still need testing. It comes with a settings menu, a performance overlay, and a mod loader.
You needYour own copy of the Xbox 360 retail release, with its default.xex (identified by its SHA-256). For now there’s only a Windows build.
Mario Party 5
mariopartyrd/marioparty5
Work-in-progress decompilation of Mario Party 5 for GameCube. For now only the US Rev 0 (GP5E01_00) is supported.
Klonoa: Door to Phantomile
TechnicallyComputers/Klonoa-Door-to-Phantomile
Static recompilation of Namco’s 2.5D platformer, built on psxrecomp and recomp-ui. It runs standalone from the release zip, or it can be managed with RetComM Launcher, by the same author, which automates updates, builds, and the ROM and BIOS setup.
You needYour own Klonoa: Door to Phantomile disc image (US edition). It uses OpenBIOS unless you supply your own SCPH BIOS.
Luigi's Mansion
ThePlayerRolo/lm-decomp
Work-in-progress decompilation of Luigi's Mansion for GameCube, with four versions: US Rev 0, Japanese Rev 0, and PAL Rev 0 and Rev 1. The README warns that this repository is outdated and points to SomeJakeGuy/lm-decomp. AI-assisted contributions are strictly prohibited.
Pokémon XD: Gale of Darkness
TeamOrre/xd-decomp
Work-in-progress decompilation of Pokémon XD: Gale of Darkness for GameCube under TeamOrre. It supports the US Rev 0 (GXXE01) and a Japanese demo disc (NXXJ01), aiming for a matching retail binary.
Rocket: Robot on Wheels
ThatGuyMcd/Rocket-R
Rocket-R: a static recompilation of Sucker Punch’s first game, on N64Recomp with N64ModernRuntime and RT64. It runs on Windows, Linux, Android, and Steam Deck, with higher resolutions, smoother frame rates, and configurable controls. By the same author as DKR-R, the Diddy Kong Racing recomp also in the catalog. The Linux ARM64 build still needs gameplay testing.
You needYour own unmodified US Rocket: Robot on Wheels ROM.
Street Fighter EX Plus Alpha
guimaraf/plusalpha-recomp
Static/hybrid port of Street Fighter EX Plus Alpha, dedicated exclusively to the North American SLUS-00548 edition. The repository holds only source code and configuration; psxrecomp is included as a pinned submodule to keep the build reproducible.
You needYour own Street Fighter EX Plus Alpha disc image (SLUS-00548) and the SCPH-1001 BIOS.
Strider 2
strider973/STRIDER-2-Recompiled
Static recompilation of Strider 2 (SLUS-01163) built on psxrecomp and recomp-ui.
You needA Strider 2 disc image (PS1, SLUS-01163) and the SCPH1001.BIN BIOS.
Fire Emblem: The Blazing Blade
MokhaLeee/FireEmblem7J
Decompilation of Fire Emblem: Rekka no Ken (the Japanese release, FE7J) for GBA. It builds FireEmblem7J.gba, verified by SHA-1, and still needs the original ROM for every build. It is part of the Fire Emblem GBA decomp portal.
Ratatouille
ZounaModding/RatDecomp
Work-in-progress decompilation of Ratatouille for GameCube. Only the US Rev 0 (GLLE78) is supported.
TY the Tasmanian Tiger
1superchip/ty-decomp
Work-in-progress decompilation of TY the Tasmanian Tiger for GameCube. Only the US version (GTYE69) is supported.
Buck Bumble
riseio/project-bumble
Native PC and Steam Deck port with widescreen, modern graphics, a range of quality-of-life features, and keyboard, mouse, and controller support. On first launch it offers to generate enhanced textures (about 120 MB), and lets you skip that step or remember your choice. Its author started it for their own playthrough and shared it afterward.
You needYour own Buck Bumble ROM (N64, US edition, revision 0). The .z64, .n64, and .v64 byte orders are accepted.
Tokyo Bus Guide
lhsazevedo/tbg-decomp
The first public decompilation of a Dreamcast game, of the Japanese classic 東京バス案内. It aims for functional equivalence rather than byte-level matching, and is framed as a collective effort to push the console’s reverse engineering forward. Its README flags something worth repeating: this decompilation can’t produce a playable ROM without a legitimate copy of the original game.
Fallout: New Vegas
ieee802dot11ac/fnv
Work-in-progress decompilation of Fallout: New Vegas for Xbox 360, based on the Fallout_Release_MemDebug.xex build dated November 10, 2010. It forbids using AI to decompile game code and describes itself as a project written only by real people.
Castlevania: Order of Ecclesia
LagoLunatic/ooe
Work-in-progress decompilation of Castlevania: Order of Ecclesia for Nintendo DS. It supports the original DS releases from the US, Japan, Korea, and Europe (all Rev 0), but not the Castlevania Dominus Collection versions.
Monster Hunter Portable 2nd G
tclamb/mhp2g-decomp
Byte-matching decompilation of Monster Hunter Portable 2nd G for PSP.
The World Ends With You
Yotona/twewy
Reverse-engineered codebase of The World Ends With You for Nintendo DS, made to study and understand the game’s code and mechanics, with code written by individual contributors. It covers the North American release (NTR-AWLE-USA) and the Japanese one, Subarashiki Kono Sekai (NTR-AWLJ-JPN), and includes no assets.
Crackdown
SkiddyToast/Crackdown
Recompilation of the original Crackdown (2007, no title updates: TU0). Unfinished: its author warns you should expect issues.
You needYour own copy of Crackdown (Xbox 360, 2007).
Crackdown 2
matty45/Crackdown2-Recomp
Static recompilation of Crackdown 2 (Xbox 360) at an early stage: it gets in-game, but isn’t playable yet.
You needYour own copy of Crackdown 2 (Xbox 360).
F-Zero X (Expansion Kit)
inspectredc/fzerox-expansion-kit
Work-in-progress matching decompilation of the F-Zero X Expansion Kit (the 64DD add-on) for N64. You need a copy of the game to extract the assets the build requires.
LEGO City Undercover
Nintendocustom/Lego-City-Undercover-Decompilation
Decompilation of LEGO City Undercover for Switch that starts from the main executable of the latest European update, v1.0.3 (US 1.0.2 likely works too, but it’s untested). The Japanese version isn’t supported because it was built with a different compiler version. It can’t be used to play the game.
Pokémon Colosseum
dougchansan/pkmn-colosseum
Matching decompilation of Pokémon Colosseum for GameCube, NTSC-U version (GC6E01), reset onto the standard dtk template workflow. Its README publishes a progress chart built from real objdiff measurements.
RecompFrontend
N64Recomp/RecompFrontend
Built-in UI and launcher library (RmlUi menus and SDL2 input) used by Banjo-Kazooie and other N64Recomp ports. It’s the basis of the in-game launcher, not a standalone app.
Tomba!
hansbonini/psx_tomba
Decompilation of Tomba! for PS1 that aims to rebuild the C source into a byte-identical executable. Only the NTSC-U version (SCUS_942.36) is wired into the build; the PAL and NTSC-J versions serve as reference only.
Gex: Enter the Gecko
MatBourgon/Gex64Decomp
Work-in-progress decompilation of Gex 64: Enter the Gecko for N64. The README gives no further detail on version or status.
Rhythm Heaven Fever
conhlee/rhf
Work-in-progress decompilation of Rhythm Heaven Fever for Wii. Only the US version (SOME01) is supported.
Goopie Launcher
birabittoh/GoopieLauncher
Library-style launcher for Xbox 360 recompilations built with ReXGlue: it downloads the executables and keeps them updated, with integrity checks. A Rust/Tauri rewrite of the original launcher.
WCW/nWo Revenge
jessetbh/WCWnWoRevengeRecomp
Native PC port of WCW/nWo Revenge via static recompilation. A sibling of the World Tour port, in active development.
You needA WCW/nWo Revenge ROM (N64, .z64).
Pokémon Battle Revolution
bgsamm/pbr-dtk
Work-in-progress decompilation of Pokémon Battle Revolution for Wii. For now only the PAL Rev 0 (RPBP01) is supported.
Street Fighter EX2 Plus
strider973/Street-Fighter-EX2-Plus-Recompiled
Static recompilation of Street Fighter EX2 Plus (SLUS-01105), Arika’s 3D fighter, built on psxrecomp and the recomp-ui front end.
You needYour own Street Fighter EX2 Plus disc image (SLUS-01105, US edition).
Fire Emblem: Seima no Kouseki
laqieer/fireemblem8j
Decompilation of the Japanese version of Fire Emblem: The Sacred Stones (Seima no Kouseki, BE8J) for GBA. It’s the counterpart of the nearly complete US decomp: both ROMs come from the same source, so the work is re-linking the US C code against the Japanese data layout and decompiling the region-specific code (text, fonts, menus, and save versioning). Its README documents using Claude Code with IDA and Ghidra over MCP for the remaining functions.
The SpongeBob SquarePants Movie
bfbbdecomp/tssm
Work-in-progress decompilation of the SpongeBob SquarePants Movie game (TSSM) for GameCube. Only the NTSC version (GGVE78) is supported.
Superman 64
gcsmith/Superman64Recomp
Recompilation of the infamous N64 Superman: playable but unpolished, with a locked frame rate. One of the earliest community demos.
You needA Superman 64 ROM (N64).
New Play Control! Pikmin 2
projectPiki/pik2wii
Work-in-progress decompilation of New Play Control! Pikmin 2 for Wii. Only the US retail version (R92E01) is supported. The README says project setup is still in progress.
RecompCore
aharonahdoot/RecompCore
A static-recompilation CPU core for Dolphin: it runs GameCube games as native code, with transparent interpreter fallback.
The Sims 2
natebag/Sims2DECOMP
Early-stage matching decompilation of The Sims 2 for GameCube (G4ZE69, build F.09.12.0 from September 12, 2005). The DOL links byte-identical to the retail disc, but mostly through byte injection from the original binary during the build: only a fraction of functions are hand-decompiled to real C++. Its headline metric is clean code that matches byte for byte.
⑂ Fork of FireEmblemUniverse/fireemblem8u
Fire Emblem: The Sacred Stones
laqieer/fireemblem8u
Disassembly and decompilation of Fire Emblem: The Sacred Stones (US version) for GBA, building a byte-identical ROM. The README reports nearly all code decompiled, all data extracted, and all symbols documented. Other community projects, such as data maps and function documentation, build on its ELF.
Gran Turismo 2
GTTeancum/OpenGTPS1
OpenGTPS1: an experimental Windows x64 port that statically recompiles both US discs: the Simulation disc (SCUS-94488, revision 2) and the Arcade disc (SCUS-94455). It boots through the original game flow, renders menus and videos, supports controllers and memory cards, and can take a purchased and upgraded car through full races, championships, and replays. Its native race renderer is designed so it can be ported to the original Xbox in the future.
You needYour own US Gran Turismo 2 disc images (Simulation, Arcade, or both).
recomp-ui
mstan/recomp-ui
Shared launcher and in-game UI for static recompilation projects. Part of the R.A.I.D. community.
Lego Star Wars III: The Clone Wars
ThePlayerRolo/LegoCloneWarsWii
Work-in-progress decompilation of LEGO Star Wars III: The Clone Wars for Wii. It targets the Rev 0 debug builds of the US (SC4E64) and European (SC4P64) releases, which are functionally identical.
SaturnRecomp
sonsegajp/SaturnRecomp
Clean-room Sega Saturn runtime and static-recompilation research toolkit. Worth being clear about its state: today its playable path runs SH-2 code through an interpreter, and the ahead-of-time recompilation side is still research, not a port. It ships a native Windows launcher.
The Sims 2: Castaway
HaydnTrigg/Castaway
Work-in-progress decompilation of The Sims 2: Castaway for Wii. Only the PAL Rev 1 (R42P69) is supported.
1080° Snowboarding
bigyoshi51/1080-decomp
Decompilation of 1080° Snowboarding for N64, largely driven by Claude, which the project states openly. The build already produces a ROM identical to the original, and a verification step fails on any regression. It decompiles twenty segments, including USO overlays in a custom relocatable format (some Yay0-compressed).
BmEditor
etkramer/BmEditor
UnrealEd for Arkham City: the UDK editor, modified to work with the game’s own levels and packages. It supports custom levels, materials, meshes, animations, and UnrealScript scripts out of the box. An installer detects Steam and Epic installs of the game. Since it’s largely the stock UE3 editor, its author points to existing UDK guides and tutorials instead of maintaining separate docs, and warns that bugs and crashes are to be expected.
You needYour own copy of Batman: Arkham City for PC (Steam or Epic).
Dead or Alive
3dge7161/Jiggle-or-Physics
Jiggle or Physics: a static recompilation for Windows of the US PS1 release of Dead or Alive. The game’s MIPS executable is translated to C and compiled against the PSXRecomp runtime, which handles graphics, sound, disc access, and controllers. It adds 16:9 presentation, configurable controls, portable memory-card saves, and optional PS1 runtime enhancements. It bundles OpenBIOS, a free BIOS, but the game data comes from your own disc. It’s experimental.
You needYour own disc image of the US release (SLUS-00606). Other regions and revisions haven’t been tested.
Disney's Piglet's Big Game
tgsm/pbg
Work-in-progress decompilation of Piglet's Big Game for GameCube, with two versions: US (GPLE9G) and English PAL (GPLP9G).
Fire Emblem: Shadow Dragon
Eebit/fe11-us
Decompilation of Fire Emblem: Shadow Dragon for Nintendo DS, built with ds-decomp. It builds the ROM fe11_YFEE01.nds, verified by SHA-1.
Hagi GameCube and Wii Emulator
GRAnimated/Hagi
Decompiles Hagi, the GameCube and Wii emulator Nintendo used in Super Mario 3D All-Stars, from the executable of its Super Mario Sunshine (SM3DAS v1.0.0). That game was chosen because its executable is Hagi alone, while the Wii games contain natively recompiled code that inflates the executable.
PokéPark Wii: Pikachu's Adventure
SephDB/pokepark-wii-decomp
Work-in-progress decompilation of PokéPark Wii: Pikachu's Adventure. Only the US Rev 0 (R8AE01) is supported.
Silent Hill 2
dreamingmoths/mirror-of-alessa
Mirror of the Silent Hill 2 report from the memory-of-alessa monorepo, re-uploaded separately because decomp.dev expects one game per repository. If a standalone Silent Hill 2 decompilation is created, this repository will be deleted.
Klonoa: Empire of Dreams
Dream-Atelier/kl-eod-decomp
In-progress matching decompilation of Klonoa: Empire of Dreams (GBA, 2001), aiming for C code that compiles to byte-for-byte identical machine code. The README explains what matching decompilation is and links to the author’s talk on it.
Mario Superstar Baseball
roeming/mssb-dtk
Work-in-progress decompilation of Mario Superstar Baseball for GameCube. Only the US Rev 0 (GYQE01) is supported.
Sonic the Hedgehog 2
mstan/SonicTheHedgehog2Recomp
Static recompilation of Sonic the Hedgehog 2 for the Mega Drive with segagenesisrecomp, its author’s own recompiler. It goes well beyond the original: rollback online play for up to four players plus spectators, local party play, Super forms for every character, and adaptive widescreen. Amy and Knuckles are playable if you also supply the ROMs they come from. There’s only a Windows build.
You needYour own Sonic the Hedgehog 2 ROM (World version, Rev A or REV01). For online play, everyone needs the same recomp version.
Tomba! 2: The Evil Swine Return
mstan/Tomba2Recomp
Native recompilation of Tomba! 2 (US version) with psxrecomp, with 21:9 support and full-frame-rate OpenGL. Part of the R.A.I.D. ecosystem.
You needA disc image of Tomba! 2 (PS1, US version).
Wii Play
akiramusic000/Rhae
Work-in-progress decompilation of Wii Play. Only the US Rev 1 (RHAE01_01) is supported.
Drakengard 3
soyjxck/dod3-recomp
Drakengard 3 Recompiled: a static recompilation of the US PS3 release for Windows and macOS, using ps3recomp. It’s playable on Windows with Direct3D 12 (60 fps at 4K on a high-end machine, 120 at lower resolutions) and on Apple Silicon Macs with Metal; the Windows Vulkan mode is experimental. It adds any internal resolution, including supersampling, windowed or full-screen display, and a frame cap of your choice. All 20 DLC packs are supported, including the Japanese voice pack. It’s in alpha and has been tested on few machines.
You needYour own US disc (BLUS31197), dumped to a folder or as a decrypted ISO, with the 1.01 update (required) and any DLC you own. Plus 64-bit Windows 10 or 11 with Direct3D 12, or macOS 13 or later on an Apple Silicon Mac, and about 16 GB of free space.
Sonic the Hedgehog
mstan/SonicTheHedgehogRecomp
Static recompilation of Sonic the Hedgehog for the Mega Drive with segagenesisrecomp: the ROM’s 68000 code is translated to C and runs on a console runtime written from scratch. Green Hill Zone can be completed in full, all three acts and the boss; later zones only partly work. It has a launcher that verifies your ROM, rebindable two-player controls, and an experimental widescreen mode. There’s a Windows build, plus experimental Linux and macOS ones.
You needYour own Sonic the Hedgehog ROM (World version).
Castlevania (N64)
RevoSucks/CV64Recomp
Early work-in-progress recompilation of Castlevania (N64); it doesn’t build yet. A separate project from Legacy of Darkness.
You needA Castlevania ROM (N64, .z64).
Crash Bandicoot: The Wrath of Cortex
denzi-gh/crashwoc-decomp
Work-in-progress decompilation of Crash Bandicoot: The Wrath of Cortex for GameCube, for the US Rev 0 (GCBE7D) only. Unlike many projects, it documents an AI-agent-assisted workflow, with self-contained task packs that any agent can run.
Dog's Life
IWILLCRAFT-M0d/dogcomp
Dogcomp, a decompilation of Dog's Life (2003) for PS2. It is currently working on the PAL release, SCES_512.48.
Kirby's Dream Collection Special Edition
Swiftshine/kdc
Work-in-progress decompilation of Kirby's Dream Collection: Special Edition for Wii. Only the US Rev 0 (S72E01) is supported, specifically its main.dol.
mist
kotcrab/mist
Toolkit for the PSP’s Allegrex MIPS: a disassembler, symbolic execution, and a decompiler, with an in-development MIPS-to-C++ recompiler. It doesn’t produce PC ports yet.
New Play Control! Pikmin
projectPiki/pik1wii
Work-in-progress decompilation of New Play Control! Pikmin (Wii, 2009). The US version (R9IE01) is the active one; the Japanese, Korean, and PAL versions are left for later.
WarioWare, Inc.: Mega Microgames!
ShaffySwitcher/wariowareinc
Decompilation of WarioWare, Inc.: Mega Microgames! for GBA.
Alice in Wonderland (2010)
Alice-2010/Decomp
Work-in-progress decompilation of the 2010 Alice in Wonderland game for Wii. It supports the US NTSC (SALE4Q) and European PAL (SALP4Q) versions.
Sonic 3 & Knuckles
mstan/Sonic3AndKnucklesRecomp
Static recompilation of Sonic 3, Sonic & Knuckles, and the two cartridges combined, using segagenesisrecomp. Each one ships as a separate executable for Windows and Linux. It’s at an early stage: in Sonic 3, the first zone (Angel Island) is already playable and saves work. Widescreen and Knuckles are opt-in options.
You needYour own ROM of each game you want to play: Sonic 3, Sonic & Knuckles, or both for the combined version.
TimeSplitters 2
phobos665/split2-recomp
split2-recomp: a static recompilation of the Xbox version of TimeSplitters 2 for Windows, using xboxrecomp. There are no prebuilt executables: the game’s code is translated to C on your own PC from your copy, then compiled. The front end and a story mode level have been played, at 60 fps, with higher internal resolution, a frame counter, and rebindable controls; the other modes haven’t been tested yet.
You needYour own copy of TimeSplitters 2 for Xbox, PAL or US release, extracted from the disc. Building it requires Windows 10 or 11, Visual Studio, CMake, Python, and Git.
Crash Tag Team Racing
bluisblu/cttr
Work-in-progress decompilation of Crash Tag Team Racing for GameCube, with the US version (G9RE7D) and the Japanese Crash Bandicoot: Gatchanko World (G9RJ7D), the latter not yet split into units. Contributors may not use or reference source leaks from other Radical Entertainment games, which also rules out AI and LLMs.
⑂ Fork of Sean13128/disgaea-d2-recomp
Disgaea D2: A Brighter Darkness
LUUKASR1/disgaea-d2-recomp-windows
Windows adaptation of the Disgaea D2 static recompilation made with ps3recomp, with Direct3D 12 and a launcher that prepares the game from your copy. It has internal and output resolution options, windowed or borderless full-screen display, VSync, and FSR 1 upscaling; importing PS3 saves is experimental. It builds on Sean13128’s original Apple Silicon macOS project, which its author no longer maintains and says was built almost entirely by AI coding agents (Claude and Codex).
You needYour own ISO of the US release (BLUS31313) updated to 1.40. Neither the project nor the downloads include game data, updates, firmware, or keys.
⑂ Fork of N64Recomp/N64Recomp
PS1Recomp
nihirunoherr/PS1Recomp
A direct adaptation of N64Recomp to the PS1’s MIPS. A proof of concept, according to its author; no working games.
RebrewU
ApfelTeeSaft/RebrewU
Static recompiler for Wii U (RPX to C++), from the same PowerPC family. Very early stage.
The Simpsons Arcade Game
sp00nznet/simpsonsarcade-ps3
Static recompilation of the PS3 (PSN) version of The Simpsons Arcade Game into a native PC executable with ps3recomp, with no emulator. It’s playable: the intro, menus, saves, and the game itself, with keyboard or controller, and also online through psnr, the same author’s stand-in for PSN matchmaking. It runs at 60 fps in menus and 35 to 57 during gameplay. There are no prebuilt executables: you build it from source. It has a sibling project for the Xbox 360 version.
You needYour own copy of the PS3 version: you need to decrypt your EBOOT.BIN and lay out the game data.
BattleTanx: Global Assault
TheGh0stShip/BattleTanx-Global-Assault-PC-Port
Native Windows and Linux port by recompilation with N64Recomp, built on its matching decompilation and using N64ModernRuntime, RT64, and SDL2. The original menus and the campaign are playable, with graphics, sound, keyboard, and controller support, in any aspect ratio from 4:3 to 32:9; multiplayer and broader validation are still in development.
You needYour own legally obtained USA revision 0 (NBQE) BattleTanx: Global Assault ROM.
The Simpsons Arcade Game
sp00nznet/simpsonsarcade
Static recompilation of the Xbox 360 (XBLA) version of The Simpsons Arcade Game into a native PC executable, using XenonRecomp and the ReXGlue SDK. It plays at full speed: menus, graphics (Xenos to Direct3D 12 or Vulkan), XMA2 audio, and keyboard and controller input. There are no prebuilt executables: the game code is generated on your PC from your copy and then compiled. It has a sibling project for the PS3 version.
You needYour own copy of the Xbox 360 version, with its default.xex extracted.
Donkey Kong Country 2: Diddy's Kong Quest
mstan/DKC2Recomp
The original DKC2 recomp, a byproduct of developing snesrecomp: the 65816 program is translated to C wherever the analysis can prove an exact entry state (3,475 ahead-of-time variants), and a shared 65816 interpreter covers the rest. Its author calls it an unfinished pre-release. Today the elliotttate fork is the actively developed and more widely used one: it adds a native Apple Silicon macOS build and the option to play as Donkey or Kiddy Kong.
You needYour own Donkey Kong Country 2 ROM (SNES, US version 1.0).
Prince of Persia: The Sands of Time
FulGerNet/rePOP
reSOT: a static recompilation of the original Xbox builds of The Sands of Time for Windows, using a patched copy of xboxrecomp that lifts all of default.xbe to C; the NV2A graphics commands are drawn with Direct3D 11. A person has played the E3 2003 demo up to the third level, and the NTSC retail version reaches its first playable level. Both are still being tested: there are crashes and visual glitches, the sound is pitched too high, in-level frame rates stay below 60 fps, and saving still fails in the retail version. It has 16:9 widescreen and its own graphics and controls options menu; the demo plays with keyboard (in the PC version’s layout), mouse, or gamepad, and has a Load Map menu the author recovered from the game files. The goal is both versions fully playable from your own discs.
You needFiles from your own Xbox discs: the E3 2003 demo or the NTSC retail version, identified by the SHA-256 of their default.xbe. There are no releases: you build it on Windows with MSVC and CMake.
Diddy Kong Racing
sp00nznet/diddykongracing
Early recompilation of Rare’s kart and adventure game: it boots to the hub world but then crashes. It uses its own high-level emulation (HLE) of the microcode, and audio is disabled.
You needA Diddy Kong Racing ROM (N64, US version 1.1).
Sonic Riders: Zero Gravity (PS2 Prototype)
KidWizardOfTheWeb/SR2
Work-in-progress decompilation of a prototype of Sonic Riders: Zero Gravity for PS2 (SLUS_216.42, US, September 1, 2007), not the retail release.
Summoner: A Goddess Reborn
Charlese2/sgr
Work-in-progress decompilation of Summoner: A Goddess Reborn for GameCube. Only the US Rev 0 (GS2E78) is supported.
Test Drive Unlimited
testdriveupgrade/TDURecomp
Recompilation of Test Drive Unlimited (Xbox 360) with XenonRecomp, at a very early stage of development.
You needYour own copy of Test Drive Unlimited (Xbox 360).
Wave Race 64
chronic8000/WaveRace64Recompiled
Native Wave Race 64 port via static recompilation. Very early, and not playable yet.
You needA Wave Race 64 ROM (N64, .z64).
Wonder Project J2: Josette of the Corlo Forest
LLONSIT-glitch/wonder
Work-in-progress decompilation of Wonder Project J2 for N64. It builds the Japanese ROM wonderprojectj2.jp.z64, identified by its MD5 hash. You need a copy of the game to extract the assets.
Beetle Adventure Racing
bryankruman/BeetleRecomp
Beetle Adventure Racing: Recompiled, with enhanced graphics and quality-of-life features. Still a work in progress, but mostly playable at this point.
You needA Beetle Adventure Racing ROM (N64, US version, .z64).
Homeworld 2
HaydnTrigg/Homeworld2Classic
Work-in-progress decompilation of Homeworld 2 (Homeworld 2 Classic) for PC. The README only lists the build targets (DevRelease and HW2C_Exe) and gives no detail on version or status.
Tsumu Light
mstan/TsumuLightRecomp
Native recompilation of Tsumu Light (Japanese version) with psxrecomp, with an English translation patch. An obscure Japanese title.
You needA disc image of Tsumu Light (PS1, Japanese version).
Devil May Cry
Gui-Tora/dmc-recomp
Experimental static recompilation of the R5900 and the IOP to native PC code, with PS2Recomp. It already reaches a real interactive boot: you can navigate the menus with a gamepad, it gets to the title screen, and it shows recognizable frames from the PSS movies. Its author frames it as a reverse-engineering and bring-up project rather than a playable port: rendering is still incomplete, and the game itself (gameplay and missions) doesn’t work yet.
You needYour own legal copy of Devil May Cry for PlayStation 2, European PAL edition SLES_503.58, version 1.02. The repository doesn’t include the original executable, a disc image, a BIOS, or any game assets.
⑂ Fork of hedge-dev/XenonRecomp
Lost Odyssey
lawlietl4/LostOdysseyRecomp
Recompilation of Lost Odyssey (Xbox 360) with XenonRecomp, at an early stage.
You needYour own copy of Lost Odyssey (Xbox 360).
Nintendo Puzzle Collection: Dr. Mario 64
NewGBAXL/drmario64-gc
Work-in-progress decompilation of the GameCube port of Dr. Mario 64, bundled in Nintendo Puzzle Collection with a Panel de Pon 64 port and Yoshi's Cookie. Only the Japanese Rev 0 (GPZJ01) is supported.
BattleTanx
TheGh0stShip/BattleTanx
Complete matching decompilation of BattleTanx for Nintendo 64, USA revision 0 (NBXE): all 1,738 functions, the code, and the data match the retail ROM byte for byte, and the whole asset region is accounted for. It includes neither the ROM nor any extracted game assets. The repository is archived because the work is done.
BattleTanx: Global Assault
TheGh0stShip/BattleTanx-Global-Assault
Complete matching decompilation of BattleTanx: Global Assault for Nintendo 64, USA revision 0 (NBQE): all 1,879 functions match the retail ROM byte for byte. It’s the base of the PC port, also in this catalog, and of VitaTanxGA, a PS Vita port. It includes neither the ROM nor any extracted game assets. The repository is archived: work on the ports continues in their own repositories.
Komputerowa Gratka 3D - Magiczna Kula Papatki
regratka/mkp
Decompilation of Magiczna Kula Papatki (Komputerowa Gratka 3D), a Polish PC game by IRMA, together with its Magnum Engine v2.0. Work currently focuses on reconstructing the engine code. It tracks gratka3d.exe and ME2.dll separately, and recognizes MSVC 6, DirectX 8.1, and DirectShow.
⑂ Fork of Zelda64Recomp/Zelda64Recomp
Mario Kart 64
SilverCard/MarioKart64Recomp
Recompiled port of the classic kart racer. The original repository (sonicdcer account) was deleted; this is one of the surviving mirrors.
You needA Mario Kart 64 ROM (N64, US version).
Mortal Kombat Trilogy
alexbeavs-ps1-ports/mortal-kombat-trilogy-recomp
Static recompilation of the US PS1 release with psxrecomp and the shared recomp-ui launcher, published as a release candidate for Windows, Linux, and macOS. The setup wizard takes your disc and BIOS, generates the code, and builds the game on your PC; on Windows it can download the build tools. Its README doesn’t say how far the game can be played.
You needYour own US disc (SLUS-00330, as a CUE with its files) and a European PS1 BIOS (SCPH-5502 or 5552), identified by its SHA-256. On Linux and macOS you need CMake, Ninja, Python 3, and a C/C++ compiler.
Rampage World Tour
sp00nznet/Rampage
Recompilation of the monster-rampage classic, playable at 60 fps. Audio isn’t implemented yet.
You needA Rampage World Tour ROM (N64, US version).
Sly Cooper and the Thievius Raccoonus
chrisking1981/sly1-recomp
A very early attempt at a native port of the first Sly Cooper via PS2 recompilation. It runs over 100 functions (memory and I/O) before hitting unimplemented GS and DMA hardware; no graphics yet.
You needThe “SCUS_971.98” ELF from your Sly Cooper and the Thievius Raccoonus disc (PS2).
Xrecomp
Teraflopping/Xrecomp
Recompiler for original Xbox games into native code, with the stated goal of covering the usual platforms. It’s the toolchain behind xrevive, the launcher by the same author, also in this catalog.
Mortal Kombat 4
alexbeavs-ps1-ports/mortal-kombat-4-recomp
Static recompilation of the US PS1 release with psxrecomp and the recomp-ui launcher, with packages for Windows, Linux, and macOS. The launcher handles the disc image, the BIOS, saves, and building the game on your PC. Its README doesn’t say how far the game can be played.
You needYour own disc of the US release and an SCPH-1001 BIOS dumped from your console: OpenBIOS doesn’t work with this game.
Pocket Monsters Stadium (JP)
mstan/PocketMonstersStadiumRecomp
Recompilation of the first Japanese Pocket Monsters Stadium (with 42 Pokémon), made with N64Recomp. Different from the Western Pokémon Stadium. No release yet.
You needA Pocket Monsters Stadium ROM (N64, Japanese version, .z64).
Sonic Generations (decompilation)
Luigi587/GenerationsDecomp
Experimental decompilation of the PC (2011) version of Sonic Generations. Still nascent, with no release yet.
You needA legal copy of Sonic Generations (PC).
WLauncher
Spicywonda/WLauncher
Launcher and updater for recompilations and PC ports, with user-configurable modular repositories.
Glover
bigyoshi51/glover-decomp
In-progress decompilation of Glover for N64, mostly driven by Claude, which the README states openly. It uses the bigyoshi51/decomp repository for common N64 tooling and Claude skills.
PS2 OSDSYS
JeanxPereira/CrystalOSD
Clean-room reconstruction of the PS2 OSDSYS, the system menu with the crystal towers and the memory card browser, made by analyzing the binary in Ghidra and cross-checking it against PS2SDK and PCSX2. The primary goal is a byte-identical ELF rebuilt from C; a desktop reimplementation is only a long-term goal.
ReComp Launcher
ZakyPew/ReCompLauncher
Modern launcher for Nintendo recompilations and decomp ports: box art, auto-detection, one-click GitHub downloads, and playtime tracking.
⑂ Fork of worleydl/Starfox64Recomp-uwp
Star Fox 64
YTReviveMe/Starfox64Recomp-uwp
Recompilation of the on-rails shooter. The original repository (sonicdcer account) was deleted; only a UWP fork survives.
You needA Star Fox 64 ROM (N64, US version 1.1, Rev A).
Chameleon Twist 2
Rainchus/ChameleonTwist2-JP-Recomp
Recompilation of Chameleon Twist 2, the sequel to the tongue-grappling platformer, based on the Japanese ROM.
You needA Chameleon Twist 2 ROM (N64, Japanese version, .z64).
Ridge Racer Revolution
RobGreenUK/Ridge-Racer-Revolution-PS1-Recomp
Recompilation of Ridge Racer Revolution (US edition SLUS-00214) with an enhanced renderer, for now Apple Silicon Macs only and at the preview stage. psxrecomp translates the original boot and racing executables into native code; the original game still drives physics, timing, race logic, audio, and replays. The optional renderer adds higher resolutions, a selectable rendering frame rate, 4:3 and 16:9 output, perspective-correct textures, interpolated camera and model poses, more visible scenery and opponents, and a rear-view mirror. Raising the rendering frame rate doesn’t change the physics tick rate. Its author states they developed it with OpenAI Codex, directing the work and playtesting it themselves.
You needYour own copy of Ridge Racer Revolution (PS1, SLUS-00214) and an Apple Silicon Mac. It has to be built locally: no binaries are published.
Shinobi III: Return of the Ninja Master
krazyjakee/ninja-master
Ninja Master: a native reimplementation in Rust and SDL2 for Windows, Linux, and macOS that loads the graphics, music, and stages from your own cartridge at startup. It’s not a recomp or a decomp, and the author presents it as a work-in-progress port: all seven rounds are reachable, but movement, enemies, and sound can differ from the original, and a full playthrough isn’t guaranteed. It adds true widescreen, rebindable controls, eight save slots, and optional CRT effects.
You needYour own dump of the 1993 US cartridge (MPR-15674-F): a plain 1 MiB .bin with CRC32 5381506f. The European and Japanese (The Super Shinobi II) versions, and modified or interleaved images, aren’t accepted.
Extreme-G 2
Darkluiside305/Extreme-G-2-Recompilation-
Static recompilation of Extreme-G 2 (XG2) for PC. It runs races at 30 fps with the original physics; audio and the camera are still incomplete.
You needAn Extreme-G 2 ROM (N64, .z64).
Goemon's Great Adventure
dantheman11294/GGA-Recomp
Early recompilation of the Goemon sequel: it starts executing code but stalls at the asset loader (about 44% of the code lives in overlays).
You needA Goemon's Great Adventure ROM (N64, US version).
Hamster Monogatari 64
SrBananaMan/Hamster64Recomp
PC port of Hamster Monogatari 64 built with N64Recomp, at a very early stage of development.
You needA Hamster Monogatari 64 ROM (N64, Japanese version, .z64).
Ridge Racer
RobGreenUK/Ridge-Racer-PS1-Recomp
Recompilation of Ridge Racer (US edition SCUS-94300) with its own renderer for Apple Silicon Macs and Windows 11 x64: higher resolutions, 4:3 and 16:9 output, perspective-correct textures, more visible scenery, and interpolated rendering at a frame rate you pick. The original game still drives physics, simulation timing, audio, and replays: raising the render frame rate doesn’t speed up the physics. There are no releases: you build it on your own machine. Its author states they developed it with OpenAI Codex, directing the work and playtesting it themselves.
You needYour own copy of Ridge Racer (PS1, SCUS-94300). It has to be built locally: no binaries are published.
Crackdown (Unowa001)
Unowa001/crackdown-recomp
Crackdown Recomp: an unofficial native Windows port of Crackdown for Xbox 360, by static recompilation with the ReXGlue SDK. It runs at 60 fps by default and comes with a launcher that installs the game from your own disc dump, checks your files, and updates itself. Two-player co-op over System Link and an Archipelago randomizer are available as experimental features. It’s in beta.
You needYour own dump of the Crackdown Xbox 360 disc: the recompiled code is generated on your PC from your default.xex. Neither the repository nor the downloads include any game data.
Duke Nukem: Zero Hour
repo TBD
Recompilation of the N64 shooter (gyro aiming, 60 fps). The repository (sonicdcer account) was deleted and no mirror has been found; its current location is unknown.
You needA Duke Nukem: Zero Hour ROM (N64).
Evil Zone
SrIgorM/Evil_Zone_ps1_PC-
A static recompilation of the PS1’s Evil Zone (Eretzvaju in Japan), Yuke’s fighting game, for Windows x64, built with psxrecomp. Download the release’s “Sem Disco” (no disc) build: it’s the only one that doesn’t include the game, and it asks for your own disc image, which the launcher checks before starting. It uses the free OpenBIOS, so Sony’s BIOS isn’t needed. It plays with keyboard or a gamepad in digital mode. The documentation is in Portuguese.
You needYour own Evil Zone disc image, US version (SLUS-00855), as CUE + BIN (recommended), BIN, IMG, or ISO. Use the “Sem Disco” download.
Extreme-G
repo TBD
Static recompilation of the original Extreme-G (1997). A separate project from Extreme-G 2, hosted on GitLab.
You needAn Extreme-G ROM (N64, .z64).
Forza Horizon 2
Azimuth: a wrapper that runs the Xbox One version of Forza Horizon 2 on Windows 10 and 11, and on Linux through Proton. It translates the console’s WinRT calls to Win32, and DirectX 11.X to desktop DirectX 12. It’s the first Xbox One entry in this catalog. It supports game version 1.0.0.64 and the Storm Island expansion, plus the Fast & Furious one as experimental. Its author publishes it as version 0.9 on itch.io, pay what you want and without source code, and warns that rough edges are to be expected.
You needYour own files from the Xbox One version (the folder with era.vbi, Mount, and EmbeddedXvd). It includes no game files and doesn’t decrypt anything.
GeckoRecomp
WhiteTPoison/GeckoRecomp
Experimental fork of XenonRecomp that aimed to convert Wii and GameCube (PowerPC “Gekko”) executables to C++. The repository is no longer available; for GameCube and Wii, see DolRecomp.
Killzone Shadow Fall
lesca-191204/killzone-shadowfall-pc
Native Windows port of Killzone Shadow Fall for PS4: the game’s code runs directly on the CPU, and the graphics are translated to Vulkan in real time. It’s a public beta, but the whole campaign is playable from start to finish. The launcher, in English and Spanish, checks your dump and lets you pick the render resolution from 720p to 4K and the frame rate limit (30, 60, or higher as an experimental option).
You needYour own dump of the PS4 version (CUSA00190, version 01.81). Plus 64-bit Windows 10 (1903 or later) or 11, a Vulkan 1.3 graphics card, 16 GB of RAM, and 6 GB of video memory recommended.
LADXHD Updated
Maintained fork of LADXHD, the high-definition remake of Link's Awakening DX (Game Boy Color) that was hit by a copyright claim in 2023. It fixes and expands on the original remake’s ideas until it becomes its own thing, with builds for Windows (DX11/OpenGL), Linux, macOS, and Android, plus its own mod system. It lives on GitLab precisely because the GitHub repository was taken down.
You needThe assets from the original LADXHD v1.0.0 release. The repository ships nothing copyrighted, and it includes tooling to migrate your files to the newer version.
Melty
A Windows app, free according to its website, that installs “mashups”: mods that join two games into one, such as SkyCraft (Skyrim and Minecraft) or Elden Craft (Minecraft and Elden Ring). They install with one click, run on games you already own, and uninstalling puts every file back the way it was. The mashups aren’t made by the Melty team: AI agents such as Claude Code or Codex build them from instructions the app itself publishes, and every upload is scanned before it goes live. Stella Montis, a Y Combinator–backed company, unveiled it on October 4, 2026. The official download is at melty.gg: repositories using its name that don’t belong to it are circulating on GitHub.
You needWindows, plus your own copies of the games each mashup uses; if you’re missing one, Melty sends you to its store.
Project Reforged (Black Knight)
From-scratch remake of Sonic and the Black Knight (Wii), in early alpha (one stage). A fan remake, not a recomp.
You needNothing: it’s a standalone fan game and remake.
⑂ Fork of Zelda64Recomp · Majora's Mask
The Legend of Zelda: Ocarina of Time
Zelda64Recomp/Zelda64Recomp
Ocarina of Time support within the same Zelda64Recomp project that recompiled Majora's Mask. Listed as a planned target: it isn’t available or playable yet.
The Order: 1886
mateussmeneses/theorder1886-port
Windows port of The Order: 1886 for PS4, still in development. As with the Bloodborne and God of War III ports, the original executable runs directly on the PC’s CPU, with a runtime of its own replacing the PS4 system libraries, and the graphics are translated to Vulkan through shadPS4’s video core. For now it boots, starts a new game, and plays the prologue at the game’s own 30 fps; saving, AMD and Intel graphics cards, and other versions of the game haven’t been tested yet.
You needYour own dump of the PS4 version (CUSA00035, version 01.02). Windows 10 or 11.