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.
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.
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.
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.”
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.
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.
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.
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.
⑂ 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.
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.
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.
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.
Tekken 3
fabioap-cpu/Tekken3Recomp
Tekken 3 (US version) recompiled with psxrecomp.
You needA Tekken 3 disc image (PS1) and the SCPH1001.BIN BIOS.
⑂ 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.
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.
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.
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.
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).
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).
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.
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.
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.
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).
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.
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.
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.
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).
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.
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.
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.
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.
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.
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.
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).
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.
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.
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).
⑂ 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.
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).
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.
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.
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.
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.
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.