Java ME, BREW, iOS, and Android games on PC

Every project in the catalog for playing Java ME, BREW, iOS, and Android games natively on PC, with no emulator: static recompilations, ports, decompilations, and the tools behind them. Reviewed by hand, with GitHub data kept up to date, and every one asks for your own copy of the game, except the ones their makers released for free.

10 of 10 projects
Port (decomp) Fully playable

Sonic the Hedgehog / Sonic the Hedgehog 2 (2013, decompilation)

RSDKModding/RSDKv4-Decompilation

A complete decompilation of Retro Engine v4 (RSDKv4) and of the menus from the 2013 versions of Sonic the Hedgehog and Sonic the Hedgehog 2, released for iOS and Android; it comes from the same author as the Sonic CD and Sonic Mania decompilations. It works with data from the mobile versions, Sega Forever ones included, and partly with Sonic Origins data, which lacks the music and sound effects (Origins doesn’t keep them in those files) and some menu assets, which can be copied over from the mobile versions. Both games’ scripts are decompiled separately, in another repository, and fix bugs in some versions, such as the softlock at the end of certain acts on very wide screens. It adds the RSDKv5U script compiler, a mod loader with its own API, a settings.ini file with every setting, a dev menu with debugging tools, and Sonic Mania Plus’s idle screen dimming, and lets you play Sonic 2’s Egg Gauntlet Zone in Time Attack if your version includes it. It also has a networked 2P VS mode for Sonic 2, with a Python server the project itself calls an unstable proof of concept. The released builds don’t allow the Origins Plus DLC or playing as Amy: for that you have to build it yourself. There are builds for Windows (32- and 64-bit), Linux, and Android; the latest is 1.3.3 (November 2, 2025).

You needThe data from your own official copy of the 2013 Sonic the Hedgehog or Sonic the Hedgehog 2: the iOS or Android versions (delisted, but you can redownload them from your purchase history) or Sonic Origins for Windows (Steam or Epic Games Store) or Switch. Origins data has to be used in folder mode or repacked, with the audio from the mobile versions added. Plus Windows, Linux, or Android; on other systems, build it from source.

★ 1.2k · 2026-10-28 View →
Fan remake Playable Stalled · 2 years

Doom RPG (DoomRPG-RE)

Erick194/DoomRPG-RE

DoomRPG-RE: a C reconstruction of Doom RPG, id Software and Fountainhead Entertainment’s 2005 turn-based RPG for mobile phones, reverse-engineered from its BREW version by Erick Vásquez García of the [GEC] group and brought to PC with SDL2. It doesn’t read that version’s resource file (doomrpg.bar) directly: you first convert it into a DoomRPG.zip with BarToZip, a tool whose source code isn’t published (it’s requested in issue #6). MIDI music plays through FluidSynth with a soundfont (gm.sf2). It has settings for resolution, fullscreen, vsync, integer scaling, and showing or hiding the phone’s soft keys, plus controller support with dead zones and rumble; controls can be rebound from the menu, though a bug that crashes the game when doing so is still open (issue #10). The README also lists the original game’s cheat codes, including the one that opens its debug menu. The current version is 0.2.2. The repository, opened in December 2023, took contributions from other authors until April 2024, such as big-endian fixes and controller support in password dialogs, and publishes no compiled builds: the README points to its Doomworld thread.

You needThe doomrpg.bar from your own copy of Doom RPG’s BREW version, converted into DoomRPG.zip with BarToZip, and a General MIDI soundfont named gm.sf2 for the music. Plus building it with CMake, SDL2, SDL2_mixer, zlib, and FluidSynth; it started on Windows, and fixes for Linux, macOS, and 64-bit are still pending (PRs #14 and #15).

★ 162 · 2024-04-23 View →
Fan remake Playable Stalled · 1 year

Doom II RPG (DoomIIRPG-RE)

Erick194/DoomIIRPG-RE

DoomIIRPG-RE: a C++ reconstruction of Doom II RPG, id Software and Fountainhead Entertainment’s turn-based RPG for mobile phones, reverse-engineered by Erick Vásquez García of the [GEC] group, the author of DoomRPG-RE, and brought to PC with SDL2 and OpenAL. It runs on the data from the iPhone version: it reads the game’s .ipa file directly, which has to be named “Doom 2 RPG.ipa” and sit next to the executable (an open PR, #7, lets you pass its path at launch). The README lists the default key bindings and the original game’s cheat codes for Java ME and BREW, including the one that opens its debug menu. The current version is 0.1, released on December 11, 2023 with a Windows build. It later took contributions from other authors: building with MinGW and for Linux (April 2024), big-endian fixes, and building on macOS (July 2025). Two PRs from 2026 report that the main branch hasn’t compiled since a July 2025 code refactor (#6 and #8, closed without merging), and the author of that refactor has another one open with fixes (#9).

You needThe .ipa file from your own copy of Doom II RPG for iPhone, named “Doom 2 RPG.ipa” and placed next to the executable. The released build is for Windows; for Linux or macOS you build it with CMake, SDL2, zlib, and OpenAL.

★ 100 · 2025-07-09 View →
Fan remake Experimental

Grand Theft Auto: Chinatown Wars

official-kryo-to/ctw-native

CTW-Native: a native C++ reimplementation, with SDL2 and OpenGL, of the Android version of GTA: Chinatown Wars, the game that first came out on the Nintendo DS. The original game’s routines are moved to its own code one by one, under the class and method names of the Android binary, and a progress page measures how much of the original code has been ported. The project itself calls it a playable prototype, not the finished game: there’s a city with traffic and pedestrians, vehicles, radio, sound, and motion interpolated at any refresh rate, but missions, saved games, wanted levels, boats, and helicopters are missing. To play, the Porter, a Windows executable, turns your APK into a folder with the game; on Linux you build it. It has a mod menu (F4) with its own API, and the bundled Enhancements mod adds a third-person camera and PSP-style lighting; given your own Android Liberty City Stories APK, it imports 3D characters from it. The latest release is 0.2.0, from October 2; code added since then brings weapons, the radar, controller support, and a pause menu. One of its 24 commits, the one that added the Porter, lists Claude as co-author.

You needYour own GTA: Chinatown Wars APK for Android, version 4.4.243 (the arm64 build); for the optional 3D characters, also your own Liberty City Stories APK for Android, version 2.4.379. Plus 64-bit Windows 10 or 11; on Linux you build it yourself.

★ 60 · 2026-10-27 View →
Fan remake Playable Stalled · 1 year

Wolfenstein RPG (WolfensteinRPG-RE)

Erick194/WolfensteinRPG-RE

WolfensteinRPG-RE: a C++ reconstruction of Wolfenstein RPG, the turn-based mobile RPG, reverse-engineered by Erick Vásquez García of the [GEC] group, with SDL2, zlib, and OpenAL, and by the same hand as DoomRPG-RE. The program opens the “Wolfenstein RPG.ipa” file from the iOS version to read its resources. It builds with CMake; the README explains how to do it on Ubuntu and how to make an AppImage, lists the default keys, and collects the original game’s cheat codes, from both the J2ME and BREW version and the iOS one, including the one that opens its debug menu. The only release is 0.1 (February 23, 2025), with an x86-64 Linux AppImage and a ZIP; the repository was opened that same day and its last commit is from the next day. The project’s thread is on Doomworld. GPL-3.0 license.

You needThe “Wolfenstein RPG.ipa” file from your own copy of the iOS version of Wolfenstein RPG. The repository includes no game assets. To build it: CMake, SDL2, zlib, and OpenAL; there is an x86-64 Linux AppImage.

★ 57 · 2025-02-24 View →
Port (decomp) Playable

Ultimate Mortal Kombat 3 (iOS)

MaryNCRT/Ultimate-Mortal-Kombat-3-iOS-Decompiled

A native PC port of the 2011 iPhone release (1.2.59), built on a complete decompilation: all 2,572 game functions are transcribed to C and checked with differential tests against a static ARM-to-C recompiler that serves as the reference. The binary kept its debug symbols, with the original function and source file names. The download has nothing from the game: the launcher takes your .ipa, extracts the resources and data tables, downloads a pinned compiler, and builds the game on your machine, as 32-bit or 64-bit. It’s playable in full, with Arcade up to Shao Kahn and every finisher, and adds 3:2, 4:3 (the iPad version’s view), 16:9, and 21:9 aspect ratios, adjustable resolution and anti-aliasing, texture quality up to uncompressed, keyboard and controller with rebindable controls and menus you can navigate with them, the two-player duel on one machine that only the iPad version offered, a training mode, player profiles, online play for now only on the same PC or local network, and a debug menu with a hitbox viewer and save states. Some texture errors remain on certain stages and fighters, and some modes other than Arcade can crash the game. The released builds are for Windows; on Linux and macOS you build it from source with its script. The latest is 0.1.5 (October 16). Its documentation states that most of the project was done by Claude under human direction, and 1,075 of its 1,264 commits list an AI as a co-author, almost always Claude.

You needYour own copy of Ultimate Mortal Kombat 3 for iPhone, version 1.2.59, as an .ipa (the armv7 slice with UUID 90d6f56a18e2303f8f2053b02a42742e); no other version works. Plus Windows for the released builds; the first build downloads the compiler. On Linux and macOS, building it from source.

★ 53 · 2026-10-31 View →
Mobile

Geometry Dash (1.71)

aloaf812/GD

A work-in-progress decompilation of Geometry Dash version 1.710, chosen because it uses cocos2d-x 2.2.3, has no slopes, and uses SimpleAudioEngine instead of FMOD. It supports iOS, Android, Mac, Windows, and Linux, and builds alongside a cocos2d-x fork. The README warns that some of the core functionality is implemented, but not enough for it to be usable. Version 0.2.0-beta (August 29, 2025) reached the menus and there is no gameplay yet. The repository includes no game assets.

★ 39 · 2026-10-29 View →
Native layer Fully playable

Rockman EXE: Phantom of Network

StraDaMa/PoN_PC

A native Windows port of the Japanese mobile game (an i-αppli) Rockman EXE Phantom of Network, played without an emulator. The repository only holds the README and the issue tracker: the program is published already compiled and its code isn’t published, so how it’s made can’t be checked beyond what its author explains. According to the README it is fully playable on PC and adds render scaling, remappable keys that mimic the buttons of the GBA games, compatibility with the unofficial English fan translation, and with the unofficial leaderboard for the online ranked virus battle mode. There is one build for the Japanese game (PoN.PC.JPN.zip, 58 MB) and another for the translation-patched one (PoN.PC.ENG.zip, 9.6 MB); we haven’t checked what is inside each file or why their sizes differ so much. Version 1.0.1, from February 21, is the latest of 2 releases.

You needThe original i-αppli game files of Rockman EXE Phantom of Network (PoN.jar and PoN.sp), which are not included: the README points to SciLab Secrets for how to obtain them. To play in English, those files already patched with the fan translation. Windows.

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Native layer Experimental

Sonic Dream Team (Project Dream)

Turns the Mac version of Sonic Dream Team, the Apple Arcade game, into a Windows or Android version. It doesn’t recompile the game: a replacement GameAssembly.dll loads the original Mac GameAssembly.dylib into memory, the way macOS would; the system functions the game calls (files, threads, Objective-C, Foundation, C++ exceptions) have a Windows implementation; the code is handed to Unity’s standard Windows player; and the Metal shaders are converted to DirectX 11 and Vulkan (OpenGL ES and Vulkan on Android). MelonLoader loads patches that add graphics, display, and gameplay options, and allows mods. The project doesn’t publish its code: the GitLab repository only holds the README, and version 1.0.0, from October 28, is a prebuilt installer (Project_Dream.exe), so how it’s made can’t be checked beyond what its author explains.

You needYour own copy of the Mac version of Sonic Dream Team (SonicDreamTeam.app), only tested on 1.10.1. The installer builds the game for Windows, or an APK and its OBB for Android; the first Android build downloads the Android SDK, NDK, JDK, and Unity Android player, and needs at least 3 GB free.

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Port (decomp) Experimental

Ultima Underworld: The Stygian Abyss (Interrupt)

Interrupt/ultima-underworld

A PC port of Ultima Underworld 1 (called Grandaddy) based on a decompilation of the Pocket PC (WinCE) version, which the author says upgraded the DOS engine: 32-bit and a more advanced software renderer that fixed the original’s warping and added smoother lighting. The decompiled code is in the repository, with names recovered from Ghidra and tests that compare tables and strings against the original executable’s, but not the Ghidra project or the game data. It compiles, links, and runs against real data and has been tested through the end of level one; testing is ongoing. It adds mouselook, a fullscreen mode that hides most of the HUD, and a debug panel with a console. The releases, in alpha, are 1 MB packages for Windows, Linux, and macOS (Apple Silicon); 0.5.1 is from October 19. 61 of its last 100 commits list Claude as a co-author.

You needThe original data files of your own copy of Ultima Underworld: either the DOS or the WinCE ones, extracted into a UWDATA folder with DATA, DATA3D, SOUND, CRIT, and CUTS, which you point to with --data-dir. Plus Windows, Linux, or macOS with Apple Silicon; building needs CMake, clang, and SDL2.

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