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
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.
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: 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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).
Rock Band 3
DarkRTA/rb3
Decompilation of Rock Band 3 for Wii, targeting build 100901_A. It ships no game assets or assembly.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 (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.
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.
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.
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.
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).
Mario Kart Wii
doldecomp/mkw
Work-in-progress decompilation of Mario Kart Wii. For now only the PAL version (RMCP01) is supported.
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.
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.
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).
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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).
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.
Wii Play
akiramusic000/Rhae
Work-in-progress decompilation of Wii Play. Only the US Rev 1 (RHAE01_01) 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.
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.
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.
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.
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.
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.
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.
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.
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.