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).
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).
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.
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.
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).
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.
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.
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.
Aurora
encounter/aurora
A source-level GameCube and Wii compatibility layer. It makes it easier for decomp ports of those consoles to reach PC.
⑂ 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.
⑂ 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).
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.
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.
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.
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.
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.
⑂ 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.
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.
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.
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.
ModernGekko
ExpansionPak/ModernGekko
Runtime for recompilations of GameCube games.
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).
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.
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.
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).
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.
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.
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.
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.
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).
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.
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.
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.
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.
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.
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.
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.
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).
Mario Superstar Baseball
roeming/mssb-dtk
Work-in-progress decompilation of Mario Superstar Baseball for GameCube. Only the US Rev 0 (GYQE01) is supported.
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.
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.
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.
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.
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.