Projects

All 1642 catalog entries, one per project: recompilations, ports, decompilations, tools, and mods. Filter them by type, console, or status, or sort them by stars, name, or activity.

Filters
Filters
Type
Console
Status
Unricopie
1642 of 1642 projects
Recompiler Stable

N64Recomp

N64Recomp/N64Recomp

Static recompiler from N64 binaries (MIPS) to native C code. The engine behind the entire wave of N64 recomps.

★ 8.4k · 2026-11-03 View →
N64 Fully playable
N64

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).

~100%
★ 7.7k · 2026-09-25 View →
Recompiler Stable

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.

★ 6.7k · 2025-08-04 View →
Port (decomp) Fully playable
N64

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. 3 of its last 100 commits list Claude as a co-author.

You needA legal Ocarina of Time ROM (N64).

★ 6k · 2026-11-11 View →
Xbox 360 Fully playable
360

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.

~100%
★ 5.4k · 2026-06-29 View →
Port (decomp) Playable
PS2

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).

★ 3.6k · 2026-11-10 View →
N64 Fully playable
N64

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).

~100%
★ 2.1k · 2026-09-25 View →
Port (decomp) Fully playable
N64

⑂ 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.

★ 1.3k · 2024-11-15 View →
Recompiler Usable

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.

★ 1.3k · 2026-11-11 View →
GameCube Experimental
GC

The Legend of Zelda: The Wind Waker (sp00nznet)

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). 94 of its 96 commits list Claude as a co-author.

You needYour own copy of The Wind Waker (GameCube, US version GZLE01).

80% decompiled
★ 18 · 2026-10-14 View →
Fan remake Playable
360

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.

View →
Recompiler Experimental

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. 11 of its last 100 commits list Claude as a co-author.

★ 53.1k · 2026-11-11 View →
Fan remake Playable

OpenRA

OpenRA/OpenRA

OpenRA: a free real-time strategy engine, written in C#, that recreates and modernizes three Westwood games: Command & Conquer (Tiberian Dawn), Command & Conquer: Red Alert, and Dune 2000, each as its own “mod”; Tiberian Sun support is still in development and isn’t in the installer. It’s a reimplementation built by reverse engineering the games’ files, without disassembling or patching the original executables. It doesn’t aim to be an exact copy: it adds right-click or classic left-click controls, sidebars with production queues and hotkeys, attack-move and unit stances, fog of war, veterancy, capturable tech structures, replays, and an observer interface. It has online multiplayer, a map editor, Lua-scripted missions, and an SDK for building your own games on the engine, and it runs on Windows, macOS, and Linux. The latest stable release is release-20250330 (March 30, 2025); playtest-20261011 (October 11) completes the Dune 2000 campaign, moves the engine to .NET 10, and adds Windows on ARM and aarch64 Linux builds. One of its more than 30,000 commits, from October 15, lists Claude as a co-author. On first launch, the content manager offers to download each game’s base files, without music or videos, from the project’s mirror servers: the Red Alert and Tiberian Dawn files come from the releases EA made available as freeware, and the Dune 2000 files, along with its 1.06 patch files, from a mirror of the game’s files. This is optional: it can also copy them, along with the music and videos, from the discs or from an installed copy. The project says it uses those files under the license granted by EA’s C&C Franchise Modding Guidelines.

You needThe original games’ files: on first launch it can download the base files, or copy them from your own discs (mounted ISOs work too) or from a The First Decade, The Ultimate Collection, or Remastered Collection install on Steam or Origin; for Dune 2000, the English disc or the Gruntmods Edition. Campaign music and videos can only be copied from the discs or those installs. Plus Windows 7 or later with DirectX 11 or OpenGL 3, macOS 10.11 or later, or 64-bit Linux (one AppImage per game).

★ 17.8k · 2026-11-08 View →
Fan remake Fully playable
WIN

RollerCoaster Tycoon 2 (OpenRCT2)

OpenRCT2/OpenRCT2

OpenRCT2: an open-source reimplementation of RollerCoaster Tycoon 2, the game Chris Sawyer wrote in x86 assembly. It aims to provide everything in the original as faithfully as possible and extends it with an improved interface, better guest and staff behavior, more editing tools, higher limits, uncapped frame rates, and cooperative multiplayer with groups and permissions. It also brings back mechanics from the first RollerCoaster Tycoon that the sequel dropped, such as the in-game mountain tool, the “have fun” objective, and launched coasters that don’t pass through the station, and with the first game’s files and its expansions it can load that game’s scenarios. It supports plugins written in JavaScript, and there are builds for Windows, macOS, and Linux, plus a launcher that keeps it up to date. Version 0.5.6 (October 10) lets you recolor terrain surfaces and edges, adds 18 colors, five of them from the original release of RollerCoaster Tycoon, and introduces a new title sequence. One of its more than 30,000 commits, from July 20, lists the Cursor agent as a co-author.

You needThe files from your own copy of RollerCoaster Tycoon 2, from the original disc or the GOG or Steam release; RollerCoaster Tycoon Classic works too. The first game’s scenarios also need your copy of RollerCoaster Tycoon with its expansions. Plus Windows 7 or later, macOS 10.13 or later, or Linux, on a little-endian architecture.

★ 16.6k · 2026-11-11 View →
Library Beta

nxnative

seedds/nxnative

An engine for running Nintendo Switch games natively on Apple chips (Mac, iPhone, and iPad). It isn’t an emulator: an NSO rewriter changes only the instructions Apple’s kernel can’t run, a host stands in for Horizon’s services, and the NVN graphics API is reimplemented on Metal, with shaders translated by Ryujinx’s translator. With one script, a folder of NSP, XCI, NSZ, or XCZ files, and your own prod.keys it builds an IPA to sideload, or with --platform mac-app a Mac app. Each game has its own profile in the repository, and the README lists about a hundred games tested on Mac or iPhone, several of them at 60 fps. It has also started on some Switch 2 games, which are built from a .nup file or a folder of their files and have only been tested on the Mac. It grew from the generic parts of d2r-mobile, and several community apps (NX Play, nxnative Easy, NX2Apple, and others) are built on top of it. It has no published releases; 3 of its last 100 commits list Claude as a co-author.

★ 14.7k · 2026-11-11 View →
Fan remake Experimental

openage

SFTtech/openage

openage: a volunteer project to build a free clone of the Genie Engine, the engine of Age of Empires, Age of Empires II, and Star Wars: Galactic Battlegrounds, written in C++ with Python for scripting, asset conversion, and the console. It converts the graphics and sound of Age of Empires with Rise of Rome, Age of Empires II with The Conquerors, Age of Empires II HD, both Definitive Editions, and Star Wars: Galactic Battlegrounds with Clone Campaigns into its own, more moddable formats. Its goals are the original’s look and feel without its artificial limits, a moddable content format (nyan), a Python console and API, AI scripting in Python, and multiplayer, with no network or file compatibility with the original game. For now, in its own README’s words, gameplay is “basically non-functional,” because the internal game simulation is being rebuilt. Version 0.6.0 (November 26, 2024) added a flow field pathfinder and a node-graph system for unit behavior, and in July 2025 the project’s blog reported that attacking and the other interactions between units now work. Its last Windows installer is the one for 0.4.0, from 2019: current versions have to be built on Linux, macOS, or Windows, though some Linux distributions package it. Nine of its nearly 6,000 commits, from September, list Claude as a co-author.

You needThe files from your own copy of one of the supported games: Age of Empires with Rise of Rome, Age of Empires II with The Conquerors, Age of Empires II HD, Age of Empires: Definitive Edition, Age of Empires II: Definitive Edition, or Star Wars: Galactic Battlegrounds with Clone Campaigns. The converter transforms them the first time you run it. Plus building it yourself on Linux, macOS, or Windows.

★ 14.6k · 2026-10-20 View →
Fan remake Fully playable
WIN

Diablo / Hellfire (DevilutionX)

diasurgical/DevilutionX

DevilutionX: a port of Diablo and its Hellfire expansion for modern systems, built on Devilution, Diablo’s source code reconstructed by reverse engineering the executable, with help from the debug symbols of the Japanese PlayStation release and a debug build of the PC game. There are builds for Windows, Linux, and macOS, and for many other platforms too. It adds custom resolutions and aspect ratios, widescreen, high frame rates, full gamepad support, multiplayer over TCP/IP and ZeroTier (no port forwarding needed), a stash for storing items, and options such as picking up gold and potions automatically or showing monster health and experience bars, off by default, plus many fixes for bugs in the original. It’s translated into more than 20 languages and comes with modding tools. The latest release is 1.5.5 (October 30, 2025). Since May, 19 of its more than 12,000 commits list Claude as a co-author.

You needThe DIABDAT.MPQ file from your own copy of Diablo, from the CD or the GOG or Battle.net release; for the shareware portion, the free spawn.mpq is enough. For Hellfire, also hellfire.mpq, hfmonk.mpq, hfmusic.mpq, and hfvoice.mpq. With the GOG release installed on Windows, nothing needs copying. Plus Windows (XP included), Linux, or macOS.

★ 10k · 2026-11-09 View →
N64
N64

Super Mario 64

n64decomp/sm64

A full C decompilation of Super Mario 64 in five versions: Japanese, US, European, Shindou, and iQue Player. It builds ROMs identical to the originals, checked by their hashes, while naming and documentation of the code and data structures are still in progress. The NON_MATCHING option uses functionally equivalent C where the code doesn’t match byte for byte and avoids undefined behavior. It builds on Linux, on Windows through WSL, on macOS, or with Docker, and on its own it only produces N64 ROMs: the sm64-port PC port is based on it. Its last major update, “Refresh 16,” is from August 17, 2023. Textures, sounds, and music are extracted from your own ROM, but the repository includes the game’s models, collision, and level data written as C.

★ 9k · 2024-02-04 View →
Fan remake Playable
WIN

Minecraft: Java Edition (Horizon)

horizon-rust/horizon

A rewrite of Minecraft: Java Edition 26.3 in Rust, called Horizon: a native game that reads the same worlds, follows the same rules, and generates the same terrain as the Java game, checked against it by more than 300 differential harnesses. It is installed through a launcher of its own, which prepares the files from your copy of Minecraft (the install you already have, or one downloaded from Mojang for your account) and updates itself; the game ships on a single channel, the Nightly. The repository states that it contains no Minecraft code, assets, or data. Its own audit gives 100% parity with Java, but it clarifies that this means what the harnesses compare, not that nothing else differs. It runs on Linux, Apple Silicon macOS, and Windows. Launcher 0.2.26 was published on October 29. 28 of its last 100 commits list Claude as a co-author.

You needA Microsoft account that owns Minecraft: Java Edition (the launcher signs in with it) and the game’s 26.3 version; if you don’t have it installed, the launcher downloads 26.3 and the Java it needs from Mojang for your account. A GPU with Vulkan or OpenGL 3.3 on Linux, Vulkan or DirectX 12 on Windows, or any Apple Silicon Mac.

★ 8.7k · 2026-11-11 View →
Fan remake Fully playable
DOS

Transport Tycoon Deluxe (OpenTTD)

OpenTTD/OpenTTD

OpenTTD: an open-source transport simulation game based on Chris Sawyer’s Transport Tycoon Deluxe that tries to mimic the original as closely as possible while extending it with new features, many inspired by TTDPatch. It allows maps up to 64 times larger and stable multiplayer for up to 255 players in 15 companies, with dedicated servers. It adds new pathfinding algorithms, mammoth and multi-headed trains, conditional orders, pre-signals and path-based signalling, canals and ship lifts, larger stations that can be joined, longer and higher bridges, building on slopes, drive-through road stops for articulated vehicles and trams, and zooming further out. It supports TTDPatch NewGRFs to change graphics and behavior, player-written AIs, and game scripts, and it downloads add-on content from inside the game. It’s translated into more than 50 languages, there are Windows, macOS, and Linux builds, and it’s also distributed for free on Steam, GOG, and the Microsoft Store. The stable release is 15.3 (April 4), and 16.0 is in testing: its beta4 came out on September 20. Its contribution guidelines forbid submitting AI-generated code.

You needNo copy is needed: it runs on OpenGFX, OpenSFX, and OpenMSX, the free graphics, sounds, and music the project publishes, and the Windows installer can download them. If you have Transport Tycoon Deluxe, for DOS or Windows, it can use its graphics and sounds (sample.cat and the trg*.grf files) and its music; the Windows installer can copy them. Plus Windows, macOS, or Linux.

★ 8.5k · 2026-11-10 View →
Source port Fully playable
WIN

VVVVVV

TerryCavanagh/VVVVVV

The source code of VVVVVV, Terry Cavanagh’s 2010 game with music by Magnus Pålsson, released by its author in January 2020, where the desktop version is still developed with the community’s help. It’s the C++ port Simon Roth made for version 2.0, moved to SDL2, PhysicsFS, and Steamworks by Ethan Lee in 2.2; the repository also holds the mobile version’s code, and its main branch now uses SDL3. It contains all of the game’s code, levels, and text, but not its graphics or music. Version 2.4 (January 10, 2024) made it available in 21 languages and added controller-specific button glyphs, level editor improvements, and new commands for community levels. Compiled builds are published on GitHub; the latest is 2.4.4 (April 21). Its license lets you compile it for free for personal use; distributing compiled builds requires permission, and the repository lists the exceptions granted.

You needYou don’t need to buy the game: the code can be compiled for free for personal use, and the graphics and music are in the data.zip file of the Make and Play Edition, a free download from the game’s website for personal use; the data.zip from your own copy works too. Plus Windows, macOS, or Linux.

★ 8.1k · 2026-10-23 View →
Fan remake Fully playable
WIN

The Elder Scrolls III: Morrowind (OpenMW)

OpenMW/openmw

OpenMW: an open-source open-world RPG engine, written from scratch, that lets you play Morrowind; main development and the issue tracker are on GitLab, and GitHub is a mirror. The main quests of Morrowind, Tribunal, and Bloodmoon can all be completed, and side-quest issues are rare; mods made for the original engine are hit and miss, because its script compiler checks for errors more strictly. It includes OpenMW-CS, a replacement for Bethesda’s Construction Set. It runs at any resolution, with an adjustable field of view, anisotropic filtering, a new water shader with reflection and refraction, a seamless terrain engine with distant terrain, normal, specular, and parallax maps, TrueType fonts, UI scaling, and controller support, and it removes limits of the original, such as the 255 content file cap. It also has a Lua scripting API for mods. Version 0.51.0 (June 19) lets modders create magic effects through that API, adds terrain vertex painting to the editor, and fixes many Lua-related crashes. One of its more than 39,000 commits, from July 28, lists Claude as a co-author.

You needYour own copy of The Elder Scrolls III: Morrowind, with Tribunal and Bloodmoon for their expansions; the launcher finds its files if the game is properly installed (under Wine too). Plus a 64-bit system: Windows 10 or later, macOS 14.8 or later (Intel or Apple silicon), or Linux.

★ 6.7k · 2026-11-09 View →
Switch Playable
NSW

The Legend of Zelda: Tears of the Kingdom (valentderah)

valentderah/totk-pc-recomp

A static recompilation of The Legend of Zelda: Tears of the Kingdom into a native Windows x86-64 application. The installer builds the game on your PC from your files, and the result contains the game, so it is for your own use only. The README describes it as early development: it is playable on Windows, but visual bugs and crashes are expected. It supports updates 1.2.1 and 1.4.3 with saves that carry over between them, 60 fps by default (up to 144 or the monitor’s refresh rate, experimentally), custom resolutions with supersampling and AMD FSR 1, keyboard, mouse, and gamepad with gyro, and shaders prepared at install time. The first release came out on October 29. On the 31st, 0.1.9 added ultrawide resolutions and 0.2.1 a native Linux build as an AppImage, with Steam Deck defaults that haven’t been measured on one yet; mods made for emulators are still planned. 66 of its last 100 commits list Claude as a co-author.

You needYour own copy of The Legend of Zelda: Tears of the Kingdom for Nintendo Switch, dumped from your console: the base game and the 1.2.1 or 1.4.3 update. Windows 10 or later, an x86-64 CPU with AVX2, a GPU with Vulkan 1.3 and VK_EXT_external_memory_host, and about 36 GiB free during setup (20 GiB after).

★ 6.6k · 2026-11-11 View →
Port (decomp) Fully playable
GC

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 dump of the Twilight Princess disc, GameCube (US, Japan, or Europe) or Wii (US revisions 0 and 2, Japan, or Europe); the Korean Wii disc isn’t accepted. With a Wii disc, the game uses the GameCube version’s interface. Either .iso or .rvz works.

100% decompiled
★ 6.3k · 2026-10-26 View →
Launcher Usable

NX2Apple

LNPANDY/NX2Apple

A macOS app that works as a launcher and game library for nxnative, the project that runs a Switch game’s code natively on Apple chips. It is a fork of nxnative: the engine (the code rewriter, the Horizon host, NVN on Metal, and each game’s profile) isn’t committed in the repository but taken from nxnative at a pinned commit plus a queue of the project’s own patches, and the project adds the launcher and those patches. From the app you pick your game dump, build for the Mac or for iPhone and iPad in a few clicks, and play from a library with cover art, per-game options, controller support, a console mode, touch controls you can arrange, and mods. The README counts 130 games with a profile and lists The Legend of Zelda: Tears of the Kingdom, Hades II, and Animal Crossing: New Horizons as verified by the project; 1.1.0 started supporting Switch 2 games, which, according to the README, nobody on this fork has played through the launcher yet. Version 1.1.0, from November 4, is the latest of 35 releases.

★ 6.1k · 2026-11-11 View →
Fan remake Fully playable
WIN

Heroes of Might and Magic III (VCMI)

vcmi/vcmi

VCMI - Open Heroes 3: a from-scratch reimplementation of the Heroes of Might and Magic III engine, from file loading and rendering to AI and game mechanics, that uses the original game’s graphics, sound, and text. According to its FAQ, almost every feature of the original is already implemented; it fixes some known bugs, makes other things optional, and its adventure map AI, Nullkiller, is entirely new. It adds high resolutions and interface improvements that remake the most popular HD Mod features, a map editor, a random map generator, online multiplayer from a global lobby with simultaneous turns and turn timers, plus local network play, and a mod system for adding towns, creatures, heroes, artifacts, and spells without limits; the launcher downloads the mods you choose from the project’s repository, among them community ports of parts of Horn of the Abyss and In the Wake of Gods. There are builds for Windows, macOS, and Linux, and also for Android and iOS. The latest is 1.7.5 (August 15); 1.8.0, in development, adds GPU rendering, initial Lua scripting, and support for the game’s demo. Since November 2025, 36 of its more than 25,000 commits list Claude as a co-author, and three others, from 2023 and 2025, credit ChatGPT with a translation and two fixes; its contribution guidelines accept AI help as long as the contributor understands the change.

You needThe files from your own copy of Heroes of Might and Magic III, Complete or Shadow of Death edition: the launcher extracts them from the GOG offline installer (the .exe and the .bin) or takes them from an existing install (the Data, Maps, and Mp3 folders). Heroes Chronicles is supported too. Plus Windows 7 SP1 or later, macOS (Intel or Apple silicon), or Linux (AppImage for x64 or arm64, or Flathub).

★ 6k · 2026-11-11 View →
Fan remake Playable
WIN

SimCity 2000 (OpenSC2K)

OpenSC2K/OpenSC2K

OpenSC2K: an open-source reimplementation of SimCity 2000 built with Rust and Godot; the simulation, file formats, rendering, audio, and scripting are native Rust libraries. Its behavior was worked out by observing and testing the game, analyzing its data, from public research, and by reverse engineering the original executable, and it applies many of sc2kfix’s fixes. It opens and saves the original’s .sc2 cities and adds cities from 16 to 4096 tiles per side (the original only has 128), data maps at the map’s full resolution, many more MicroSims and moving objects, a configurable terrain generator, new isometric data and trip views, more zoom levels, external graphics (HD included), sound, and music packs, MIDI music through FluidSynth, rebindable controls, autosaves every minute, a translatable interface (Korean is the first translation), and JavaScript mods, each in its own sandbox, with a Chrome DevTools console. It includes the SCURK building editor. Cities larger than 128 tiles use the .sc2x format, which the original game can’t open. There are Windows and Linux builds, x64 and arm64, and a macOS build. The first public release, 0.1.0, came out on September 25, and the latest, 0.3.0, on October 9, with JavaScript mods, HD graphics, and disasters reworked to behave as in the original. The project states that it’s developed with substantial help from AI tools, large language models among them.

You needThe files from your own copy of SimCity 2000; the Special Edition for Windows 95 (1996) gives the most complete import, and some interface graphics and the SCURK artwork only come from a complete Windows installation. It also imports the Windows 3.x, DOS, and Macintosh versions, the Network Edition, and the demos, from an installed folder (GOG’s included), a macOS app, or a mounted CD. Plus x64 or arm64 Windows, x64 or arm64 Linux with glibc 2.34 or later, or macOS 11 or later on Intel and 13 or later on Apple silicon.

★ 5.4k · 2026-11-05 View →
Native layer Playable
NSW

Diablo II: Resurrected (jhaizhou-ops)

jhaizhou-ops/d2r-mobile

An open-source compatibility layer that runs the Switch version of Diablo II: Resurrected, with the Reign of the Warlock expansion, natively on iPhone, iPad, and Apple-silicon Macs (and, as community ports, on Android and HarmonyOS). It isn’t an emulator: the game’s own aarch64 program executes directly on the chip, after the few instructions that can’t run unchanged under Apple’s kernel are rewritten, and a small host stands in for the console’s system services; the NVN graphics API is reimplemented on Metal (on Vulkan for Android) and the shaders are translated ahead of play from your own files. It adds touch controls, controller support, a power-saver mode, and endgame modes the original doesn’t have. The README says all 44 iPhones and iPads in the closed beta completed Normal, Nightmare, and Hell and that it runs at 60 fps; the Mac version is the first one and warns that keyboard and gamepad haven’t yet been operated by a person. The repository holds no game data, but it does carry tables of facts about the game (shader hashes and interfaces, addresses inside the executable), which its DERIVED.md details. It published 30 releases; the latest, 2.3.0, is from November 4. 58 of its last 100 commits list Claude as a co-author.

You needYour own copy of the Switch version of Diablo II: Resurrected with the Reign of the Warlock expansion, updated to 1.0.34.0 (equivalent to PC version 3.3.94012): the update’s ExeFS (main, sdk, subsdk0) and RomFS, about 8.4 GB, extracted from your XCI or NSP with your own keys (prod.keys). Other versions aren’t accepted by default. On Mac, an Apple-silicon machine (no Intel version) with macOS 26 or later, or macOS 15 to 25 with the older-API build, and Xcode to build.

★ 5.3k · 2026-11-08 View →
Game-specific engine Playable

Tomb Raider (OpenLara)

XProger/OpenLara

OpenLara: an open-source engine for the classic Tomb Raider games, created by XProger. The project offers a web version with a demo level and a standalone version; GitHub’s “latest” tag gathers builds for a huge range of platforms (Linux, macOS, Android, iOS, 3DS, PS Vita, Raspberry Pi, GBA, 32X, 3DO, and others), and its notes give each one’s update date: Windows, March 23, 2021; Linux and macOS, March 2023. The README is terse and points to a roadmap in the repository’s issues. The repository includes already-packed level data for its GBA and 32X versions (several MB), a few 3DO system drivers (the cport*.rom files, barely 1.5 KB each), and DOS4GW.exe for the DOS version.

You needThe data files from your own copy of one of the classic Tomb Raider games; the README doesn’t say which versions or exact files. The web version includes a demo level. Windows, Linux, or macOS.

★ 5.1k · 2026-07-26 View →
Fan remake Fully playable
SNES

The Legend of Zelda: A Link to the Past (zelda3)

snesrev/zelda3

zelda3: a reverse-engineered reimplementation of A Link to the Past in C, around 70,000 to 80,000 lines, that reimplements every part of the original game and is playable from start to end. On first use it extracts the resources (levels and images) from your ROM; after that the ROM is no longer needed. It uses LakeSnes’s PPU and DSP, with many speed optimizations, and it can run the original machine code side by side and compare RAM every frame to verify that the C is correct. It adds basic widescreen, shaders, 240 vertical lines, a high-resolution Mode 7 map, MSU-1 audio, item switching, and over 30 fixes to the original’s bugs, plus snapshots that keep the input history so playthroughs can be replayed. For now you build it yourself. One of its last 100 commits lists Claude as a co-author.

You needYour own US The Legend of Zelda: A Link to the Past ROM (zelda3.sfc). To build it on Windows, Python, TCC, and SDL2; there are instructions for other systems.

★ 5k · 2026-10-02 View →
Port (decomp) Fully playable
WIN

3D Pinball for Windows – Space Cadet

k4zmu2a/SpaceCadetPinball

A decompilation of 3D Pinball for Windows – Space Cadet, the pinball game that came with Windows, turned into a native port. It starts from Windows XP’s pinball.exe, with its public PDB, and the 32-bit CADET.EXE from Full Tilt! Pinball: every function was decompiled with Ghidra and IDA, and the C pseudocode was turned into compilable C++. Version 2 replaced the Windows dependencies with SDL2, SDL2_mixer, and Dear ImGui, and runs on Windows, Linux, and macOS; it’s also on Flathub and Homebrew, and other authors have ported it to Switch, Vita, Wii, 3DS, and more. It adds a resizable window with scaled graphics, integer scaling, the high-resolution sprites from the Full Tilt data, gamepad support, and an option to switch between the two versions’ data. As for the 64-bit bug that killed the game (the ball stopped colliding), its author says they never found it: the decompiled code worked in 64-bit on the first try. Version 2.1.0 (October 16, 2023) focused on Full Tilt compatibility (collisions, multiball, three MIDI tracks) and added a hardware-accelerated ImGui renderer and experimental stereo sound; there have been no new commits since August 2024.

You needThe files from your own copy of 3D Pinball for Windows (the folder with PINBALL.DAT and its other files, from Windows XP for example) or of Full Tilt! Pinball, whose demo also works. Plus Windows (32- or 64-bit, XP included), macOS, or Linux (on Flathub, as distro packages, or built from source).

★ 4.8k · 2024-08-21 View →
Native layer Fully playable
PS4

⑂ Fork of Supermedo/bloodborne_pc

God of War III Remastered

FelipePrado0/SpartanPort

SpartanPort (formerly gow3_pc): a 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. 8 of its last 100 commits list Claude as a co-author.

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.

★ 4.8k · 2026-11-11 View →
Fan remake Fully playable
DOS

Theme Hospital (CorsixTH)

CorsixTH/CorsixTH

CorsixTH: an open-source reimplementation of Theme Hospital, Bullfrog’s hospital management sim, that loads the graphics, sounds, levels, and movies from the original game’s files. It’s written in C++ and Lua, which holds most of the game logic, and runs on Windows, macOS, Linux, and BSD. According to the project, the whole campaign can be completed: every disease, object, and room is in, as are all events (emergencies, earthquakes, epidemics, VIP visits), the management windows, the music, and the movies. Still missing are multiplayer, the AI-run rival hospitals, the rats and their bonus level, vomit waves, and the level-won video and letter. It adds Full HD and 4K resolutions, zooming, UI scaling, subtitles, more than 20 languages, custom levels and campaigns with a built-in map editor, unlimited save files, your own music, building while paused, and rebindable hotkeys. Version 0.70.0 (July 10) added the official Russian Soft Club edition, 2x and 3x UI scaling, subtitles for the announcer, an option to turn off screen shake, MIDI devices, and an adviser message history; the latest release is 0.70.1 (August 28). It has rules for AI agents in its AGENTS.md file, and one of its more than 5,800 commits, from August and about the Windows ARM64 build, lists Copilot as a co-author.

You needThe files from your own copy of Theme Hospital, from the CD (the HOSP folder) or the GOG or EA release; on Linux they can be extracted from the GOG installer with innoextract. The demo, which the project offers on its website, works too, though it has a single level and lacks most management screens. Plus Windows, macOS, or Linux (as an AppImage, Flatpak, Snap, or distro packages).

★ 4.7k · 2026-11-11 View →
Fan remake Playable
GB

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.

★ 4.1k · 2026-11-08 View →
Source port Fully playable
WIN

Warzone 2100

Warzone2100/warzone2100

Pumpkin Studios’ 3D real-time strategy game, maintained by its community since Eidos, together with the studio, released its source code under the GPL on December 6, 2004; the music and videos followed later, so the complete game is distributed for free. Since then the Warzone 2100 Project has replaced every proprietary technology with open-source counterparts and expanded the game a great deal. It has the remastered single-player campaign, with expanding persistent bases and away missions, online multiplayer for up to 10 players, team-based or free-for-all and across platforms, skirmishes against bots, a tech tree with more than 400 technologies, and a system for designing your own units. It also includes two new campaigns, Reclamation and Fractured Kingdom, and supports maps and mods. It renders with OpenGL, OpenGL ES, or Vulkan, and 4.6.3 (February 4) added shadows cast by the terrain. There are builds for Windows, macOS, and Linux, plus one for the browser. The latest release, 4.7.0 (April 6), brought a new multiplayer lobby system with IPv4 and IPv6, a campaign balance mod, and a soundtrack for Reclamation.

You needNo copy needed: the game has been free since Eidos released its source code in 2004, followed by the music and videos, and the project distributes it in full. In some builds, such as the Ubuntu packages, the videos are downloaded separately from the project’s wz-sequences repository. Plus Windows 7 or later (x86, x64, or ARM64), macOS 10.14 or later, or Linux (packages for Ubuntu 22.04 and 24.04, Flatpak, Snap, or the source code).

★ 4.1k · 2026-11-02 View →
Native layer Playable
PS4

Bloodborne (bbport)

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. 92 of its last 100 commits list Claude as a co-author.

You needYour own decrypted Bloodborne dump with the 1.09 update (the folder with eboot.bin and sce_module). Any retail edition that has it works, such as CUSA00900, CUSA03173, or CUSA03023, because they all share the 1.09 executable, which is the one the community patches support (60/90 fps or unlocked, resolution, effects). The base 1.00 version crashes on start. The Old Hunters DLC is optional and comes from your own copy. No game files are included.

★ 4k · 2026-10-28 View →
Launcher Stable

⑂ 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.

★ 4k · 2026-11-11 View →
Switch Experimental
NSW

The Legend of Zelda: Breath of the Wild

Revivedx/SavageWindRecomp

Savage Wind Recomp: a still-in-development static recompilation of Breath of the Wild (Switch, version 1.8.2) into a native application for Windows and Linux, built on LAS Recomp. The README states the project is made almost entirely with AI (Claude, through Claude Code), directed, tested, and reviewed by a human. On first launch it asks for your already-extracted game and recompiles the code on your machine, about 40 minutes on a 12-thread CPU. Alpha 2 (October 22, 2026, a pre-release with a Windows package only) plays the opening in the Shrine of Resurrection and the Great Plateau at 60 fps, with sound, voices, HUD, saving, keyboard and mouse, native resolution up to 4K or FSR 1, and 15 text and 8 voice languages; nobody has played past the Great Plateau, so bugs are expected. DLC isn’t supported yet. Changes under testing live on the “test” branch.

You needYour own copy of Breath of the Wild for Switch with the 1.8.2 update, extracted from your console: the ExeFS (main, main.npdm, rtld, sdk, subsdk0) and the RomFS with the update applied. No DLC. Windows 10 or later with an AVX2 CPU and a Vulkan 1.3 GPU, plus about 35 GB of free space; the README also mentions x86-64 Linux.

★ 3.9k · 2026-11-11 View →
Recompiler Experimental

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.

★ 3.8k · 2026-10-23 View →
Fan remake Fully playable
DOS

Heroes of Might and Magic II (fheroes2)

ihhub/fheroes2

fheroes2: a from-scratch recreation of the Heroes of Might and Magic II engine that uses the original game’s resources without modifying any of its files. It reproduces the game without changing its balance, and adds high resolutions, a rewritten AI that makes better decisions without the original’s hidden advantages (seeing the whole map or getting extra weekly creatures), many fixes, and interface improvements: more information on creatures and spells, instant or restartable battles, rebindable hotkeys, and more, listed on a page of its documentation. Both The Succession Wars and The Price of Loyalty campaigns are playable, and it has hot-seat games, a battle-only mode, a random map generator, and its own map editor. It’s translated into more than 20 languages and doesn’t load the original game’s saves. There are builds for Windows, macOS, and Linux, and for Android, PS Vita, and Switch too. Version 1.0.0 came out on December 21, 2022 and the latest, 1.1.17, on June 30, with a first version of automatic map playtesting in the editor and AI improvements. If you don’t own the game, the Windows installer and a bundled script offer to download the free English demo from archive.org and use its resources; this is optional.

You needThe files from your own copy of Heroes of Might and Magic II (the ANIM, DATA, MAPS, and MUSIC folders), from GOG or the Ubisoft Store for example; its bundled scripts find and extract them from an installation, and innoextract can pull them from the GOG installer. The free demo works too. Plus Windows (32- or 64-bit), macOS (the released build is for Intel; on Apple silicon, via Homebrew, MacPorts, or building from source), or Linux (x86-64 or ARM64, also on Flatpak, AUR, Homebrew, or as Debian and Ubuntu packages).

★ 3.7k · 2026-11-10 View →
Fan remake Fully playable
DOS

The Elder Scrolls II: Daggerfall (Daggerfall Unity)

Interkarma/daggerfall-unity

Daggerfall Unity: an open-source recreation of Daggerfall in the Unity engine, made by Daggerfall Workshop, that takes the textures, 3D models, and sounds from the DOS version. It runs natively, without emulation, on Windows, Linux, and macOS. It renders at high resolutions and in widescreen while keeping the classic style, with modern engine lighting and much longer draw distances, and has an optional retro mode at 320×200 or 640×400 with VGA palettes. It adds smooth first-person controls, hundreds of fixes and quality-of-life improvements, and mod support with an active community that publishes new graphics, quests, guilds, and rule changes; translations come as mods too. Version 1.0 (December 30, 2023) marked every game feature as implemented, and 1.1 brought a new tutorial; the latest release is 1.1.1 (May 9, 2024), re-uploaded on October 5, 2025 with a Unity engine security fix. The repository also includes the game’s quest scripts converted to text, the character biography texts (with fixes), and the game’s music as MIDI.

You needA complete installation of DOS Daggerfall (the ARENA2 folder with all its .VID files), which Bethesda gives away: it’s free on Steam. Plus Windows, Linux, or macOS, a CPU equivalent to a Skylake Intel i3, a DirectX 11 graphics card with 1 GB of video memory, and 2 GB of RAM; mods can raise the requirements considerably.

★ 3.6k · 2026-10-21 View →
Windows
WIN

LEGO Island

isledecomp/isle

A complete decompilation of LEGO Island (Mindscape, 1997) for Windows, English version 1.1. Its three binaries, CONFIG.EXE, ISLE.EXE, and LEGO1.DLL, are fully decompiled, and the ReproBit build, which uses the original compiler (Microsoft Visual C++ 4.2), reproduces all three retail executables byte for byte. Every push to the main branch is rebuilt and checked again, and publishes the executables along with per-function accuracy reports; work continues on naming, documentation, and code clarity without changing that result. The code is true to the original and only compiles for 32-bit Windows: the executables it builds replace the game’s own in its folder. The port to modern systems and the web, isle-portable, lives in a separate repository. For the byte-for-byte match, the repository includes the third-party Smacker and SmartHeap libraries, rebuilt partly from bytes of the retail binaries. Since September, 28 of its roughly 1,900 commits list Claude as a co-author, including the one that added ReproBit.

★ 3.5k · 2026-10-26 View →
Fan remake Fully playable
WIN

Caesar III (Julius)

bvschaik/julius

Julius: an open-source reimplementation of Caesar III that runs with the original game’s files. Its goal is the same game logic with the same look and feel: saves are 100% compatible with the original’s both ways, so it even keeps its gameplay bugs. What changes is the technical side and the interface: a resizable window at any resolution, widescreen included, a windowed mode that works at any color depth, rebindable hotkeys, mouse wheel scrolling in lists and texts, full-city screenshots, optional monthly autosaves, more information in buildings, tooltips, and advisors, the map editor inside the game, and high-quality MP3 music. It runs on Windows, Linux, and macOS, and in the browser, on Android, PS Vita, and Switch too. For gameplay changes there’s Augustus, a fork of Julius. The latest release is 1.8.0 (July 31, 2025), which added Czech, Greek, and Japanese and command-line options for fullscreen and display selection. In another of the project’s repositories, julius-support, linked from its wiki, it offers as optional downloads the game’s official 1.0.1.0 patches in several languages (needed if your copy doesn’t have them), the five MP3 music tracks Sierra once published on its website, and fan translations; the repository itself includes, among its test data, the game’s two empire map files (c3.emp and c32.emp).

You needThe files from your own copy of Caesar III, from GOG, Steam, or the CD, updated to version 1.0.1.0; for the editor, the original editor files as well. Plus Windows, Linux (as an AppImage or Flatpak), or macOS.

★ 3.5k · 2026-09-12 View →
Fan remake Playable
NES

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.

You needYour own ROM of the original Super Mario Bros. for the NES. The game checks it on start: you can pick it or drag it onto the window, or leave the .nes file next to the executable.

★ 3.3k · 2026-11-10 View →
Source port Playable

GZDoom

ZDoom/gzdoom

GZDoom: a “feature-centric” port for all Doom engine games, based on ZDoom, which adds an OpenGL and Vulkan renderer and scripting capabilities aimed at modders. The code is released under the GPL v3, with copyright held by the ZDoom and GZDoom teams since 1998 and their contributors; the original Doom code belongs to id Software, Raven Software, and contributors. The latest release, 4.14.2 (May 3, 2025), has builds for Windows and macOS and .deb packages for amd64 and arm64; the repository is still receiving changes (the latest commit reviewed is from August 2026). To build it, the README points to the ZDoom wiki.

You needThe WAD files from your own copy of whichever Doom engine game you want to play; the README doesn’t list them. Windows, macOS, or Linux.

★ 3.1k · 2026-08-10 View →
Source port Fully playable
WIN

Descent 3 (Descent3)

DescentDevelopers/Descent3

Descent3: the community edition of the Descent 3 engine, released as open source under the GPL-3.0 on April 16, 2024. It includes the 1.5 patch that Kevin Bentley and Jeff Slutter wrote, which never shipped, brought to a stable state by the Descent community. Version 1.5.0 (August 16, 2024), the first release, is the work of 28 contributors over four months: it fills in what the patch was missing, prioritizes compatibility with current CPUs and the developer experience, and keeps features mostly identical to the released code. It runs on 64-bit Linux, Windows, and macOS using SDL2, on AMD64 and ARM64 processors; 32-bit support was dropped. It also ships HogMaker, a utility that builds platform-specific HOG files with the level scripts. There are official builds for Windows x64, Linux x64, and macOS (Intel and Apple silicon). The project is still active: the last commit is from October 23. The repository includes the level scripts and demo data files (the demohog folder) and does not contain the game’s assets.

You needThe data files from your own copy of Descent 3, copied as described in the USAGE.md that ships with the executable; the project includes no game assets. Plus 64-bit Windows, Linux, or macOS (x86-64 or ARM64).

★ 3k · 2026-11-10 View →
Port (decomp) Fully playable
WIN

Fallout (Fallout CE)

alexbatalov/fallout1-ce

Fallout Community Edition: a fully working reimplementation of Fallout for modern systems, with the original gameplay, engine bug fixes, and some quality-of-life improvements. It builds on Fallout Reference Edition, the same author’s decompilation, which reconstructs the code of the November 1997 version 1.1 for Windows and shares much of its code with the Fallout 2 one. On Windows, fallout-ce.exe replaces falloutw.exe in the game folder; there are also builds for Linux (x86 and x64) and macOS 10.11 or later, native on Intel and Apple silicon, plus Android and iOS. The window size, at any resolution, and fullscreen mode are set in the f1_res.ini file. Among its open goals are moving to the game’s March 1998 version 1.2, which adds multilingual support, and backporting Fallout 2 improvements. The latest release is 1.1.0 (March 3, 2024), and there have been no new commits since January 2025.

You needThe files from your own copy of Fallout (master.dat, critter.dat, and the data folder), from GOG or Steam for example; on Linux and macOS they can be extracted from the GOG installer with innoextract, and on macOS the MacPlay release’s files work too. Plus Windows (32- or 64-bit), Linux with SDL2, or macOS 10.11 or later.

★ 3k · 2025-01-15 View →
Fan remake Playable

Xash3D FWGS

FWGS/xash3d-fwgs

Xash3D FWGS: an engine compatible with Half-Life’s (GoldSrc) that extends it, and a heavily modified fork of Unkle Mike’s original Xash3D engine. It runs Steam Half-Life (HLSDK 2.5), its expansions, and hundreds of mods and map packs, which the project tracks in a compatibility list; for systems that can’t load the games’ original libraries it maintains hlsdk-portable, its own version of the Half-Life SDK with restored source code for the expansions and some mods. It runs on Windows, Linux, BSD, and macOS, on x86 and ARM, and on Android, iOS, PS Vita, and Switch too. It adds multiple master servers, a headless dedicated server, voice chat, GoldSrc network protocol support, and IPv6; OpenGL, GLES 1 and 2, and software renderers; .pk3 packages; gamepad and touch controls; TrueType fonts; PNG and KTX2 images; and Ogg Vorbis and Opus audio. By default it builds as 32-bit to load the Steam games’ libraries; on 64-bit or outside x86, each game’s code has to be compiled too. The latest numbered release is 0.20 (December 2019); since then it has published continuous builds, the latest on October 21.

You needThe valve folder from your own copy of Half-Life (the Steam release works), copied next to the engine; for the expansions and mods, their folders too. Plus Windows, Linux (also as an AppImage or Flatpak), BSD, or macOS, on x86 or ARM.

★ 2.9k · 2026-11-10 View →
Fan remake Fully playable

ScummVM

scummvm/scummvm

ScummVM: a program that replaces the executables of hundreds of classic graphic adventures, text adventures, and RPGs so you can play them on current systems with the data files from your own copies. It began in 2001 for LucasArts games made with SCUMM, such as Maniac Mansion and the Monkey Island series, and now brings together more than 120 engines, among them those of Broken Sword, Myst, Blade Runner, and, in 3D, Grim Fandango, Escape from Monkey Island, and Myst III. It offers scalers and filters, GLSL shaders you can download from within the program, aspect ratio correction, game and save syncing through Dropbox, OneDrive, Google Drive, or Box, a web server for moving files over the local network, and text-to-speech for the launcher’s text. There are builds for Windows, macOS, and Linux, and for many other platforms. Since 2026.1.0 it numbers versions by year and releases one every three months; the latest, 2026.4.0 (October 11), added nine Mortadelo y Filemón games, Dracula: Resurrection, Star Wars: Rebel Assault I and II, Dungeon Master, and over 140 games on the Wintermute engine. Its rules allow AI assistance under conditions and require declaring it in each commit: about 620 of its nearly 180,000 commits do, mostly with Codex, Kiro, and Claude. For some games it includes its own data files (such as kyra.dat, hugo.dat, or titanic.dat) with tables, text, and logic that came inside the original executables, plus patches for the Grim Fandango and Escape from Monkey Island scripts.

You needThe data files from your own copies of the games, from the original discs or from digital stores; the project’s wiki lists the files each game needs, and many engines can read them straight from the original installers. Some games were released for free by their owners, and the Linux Snap package comes with several of them and some demos. Plus Windows, macOS, or Linux, among other systems.

★ 2.9k · 2026-11-11 View →
Fan remake Experimental Stalled · 3 years
WIN

Grand Theft Auto: San Andreas (San Andreas Unity)

in0finite/SanAndreasUnity

San Andreas Unity: an open-source reimplementation of the GTA: San Andreas engine made in Unity, which loads the files from your game install. It doesn’t aim to reimplement the whole game: it focuses on gameplay, multiplayer, and being a base that’s easy to extend with mods; game modes are added as plugins, as C# DLLs. You can roam the map, with its day-night cycle, interiors, and radio stations, drive and wreck vehicles, which can explode, and use weapons such as the rocket launcher. Pedestrians spawn all over the map and walk around, flee, attack, surrender when you aim at them, or join you. Multiplayer fully works, as a dedicated server, host, or client, with local network server discovery, a master server, chat, and a deathmatch mode. There are builds for Windows, Linux, and Android, and it has also been tested on Mac. The latest is 4.0 (May 24, 2022), and the last commit is from September 30, 2022. The project includes, in a separate submodule, a precomputed navigation mesh of the game’s map (about 53 MB compressed), which pedestrians have used since 4.0 to find their way.

You needYour own installed copy of Grand Theft Auto: San Andreas for PC: the first time you open it, it asks for the game folder. Plus Windows or Linux; for other systems, Mac included, you have to build it with Unity.

★ 2.7k · 2023-06-16 View →
Port (decomp) Fully playable
WIN

Fallout 2 (Fallout 2 CE)

alexbatalov/fallout2-ce

Fallout 2 Community Edition: a fully working reimplementation of Fallout 2 for current systems, with the original gameplay, engine bug fixes, and some quality-of-life improvements. It’s based on Fallout 2 Reference Edition, by the same author: the game’s source code reconstructed by reverse engineering the original executable, missing only a few functions the game doesn’t use. On Windows it’s a drop-in replacement for fallout2.exe in the game folder. It keeps bringing in features and fixes from sfall, the community’s engine extension, such as its critical hits, books, elevators, burst fire, and explosions, the wide interface bar, and the side panels, and it adds mouse wheel scrolling and visible loot weight. Window size and fullscreen are set in f2_res.ini. The total conversions Nevada and Sonora, in their original versions, likely work; Restoration Project, Fallout Et Tu, and Olympus 2207 don’t yet. There are builds for Windows and Linux (32- and 64-bit) and for macOS 10.11 or later (Intel and Apple silicon), plus Android and iOS. The latest is 1.3.0 (April 21, 2024), and the last commit is from February 16, 2025.

You needThe files from your own copy of Fallout 2 (master.dat, critter.dat, patch000.dat, and the data folder), for example from GOG, Steam, or the Epic Games Store; on Linux and macOS they can be extracted from the GOG installer with innoextract, and on a Mac the Macplay release works too. Plus Windows, Linux with SDL2, or macOS 10.11 or later.

★ 2.5k · 2025-02-17 View →
Port (decomp) Fully playable
N64

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. 10 of its last 100 commits list Claude as a co-author.

You needA Mario Kart 64 ROM (N64, US version, .z64).

★ 2.5k · 2026-10-22 View →
GameCube
GC

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. 18 of its last 100 commits list Claude as a co-author.

100% decompiled
★ 2.5k · 2026-11-05 View →
Fan remake Fully playable
PS4

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.

★ 2.5k · 2026-11-08 View →
Source port Fully playable
DOS

Doom / Doom II (Chocolate Doom)

chocolate-doom/chocolate-doom

Chocolate Doom: a Doom port, built on the source code id Software released, that aims to accurately reproduce the original DOS version, bugs included, on current systems. It’s compatible with DOS demos, configuration files, and saves, and aims for the display and controls to feel the way they did back then. It started with Doom alone, but now also includes ports of Heretic and Hexen, built on the code Raven Software released, and of Strife: since Strife’s source code was lost, Chocolate Strife was rebuilt over more than four years of reverse engineering the DOS executable, with the blessing of its original programmers. It scales in hardware to any window size; music can play through an emulated OPL3 (Nuked OPL3), FluidSynth, native MIDI, or FLAC, Ogg, or MP3 music packs, and the -merge option lets you play total conversions without modifying the IWAD. Version 3.1.0 (August 1, 2024) added UDP hole punching so servers behind a router are reachable from the internet, WAD autoloading, and dragging files onto the executable on Windows. The latest is 3.1.1 (August 14, 2025), with initial support for Doom version 1.5. The published builds are for 64-bit Windows and macOS (Intel and Apple silicon); on Linux and other systems it’s built from source.

You needThe IWAD from your own copy: doom.wad, doom2.wad, tnt.wad, or plutonia.wad for Doom, Doom II, and Final Doom; heretic.wad, hexen.wad, or strife1.wad with voices.wad (Strife 1.2 or later, or Strife: Veteran Edition). The free shareware versions of Doom (doom1.wad) and Heretic (heretic1.wad), Chex Quest, and the free Freedoom IWADs work too. It finds Steam and GOG installs on its own. Plus 64-bit Windows or macOS; on Linux, by building it.

★ 2.5k · 2026-10-25 View →
Port (decomp) Fully playable
N64

2 Ship 2 Harkinian

2ship2harkinian/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.

★ 2.4k · 2026-11-03 View →
Source port Playable

UZDoom

UZDoom/UZDoom

UZDoom: a “feature-centric” port for all Doom engine games, a continuation of ZDoom and GZDoom, which adds an advanced renderer, dynamic lighting, 3D floors, extensive mod support, and modern OpenGL and Vulkan renderers. The code is released under the GPL v3 or later, with copyright held by id Software since 1993, Marisa Heit, Christoph Oelckers, and the GZDoom and UZDoom teams. It publishes builds for Windows (x86-64), macOS (ARM64), and Linux (x86-64 AppImage): the latest stable release is 5.0.3 (September 23), and there is a preview build from October 28.

You needThe WAD files from your own copy of whichever Doom engine game you want to play; the README doesn’t list them. Windows, macOS (Apple Silicon), or Linux.

★ 2.3k · 2026-11-08 View →
Source port Fully playable
WIN

Star Wars Jedi Knight: Jedi Academy / Jedi Outcast (OpenJK)

JACoders/OpenJK

OpenJK: a community effort to maintain and improve the game and engine of Jedi Academy and Jedi Outcast from the code Raven Software released, while keeping full compatibility with the existing games and mods. It doesn’t aim to add major features, rebalance, or change the gameplay: it fixes bugs, improves stability and performance, and brings it to more hardware (x86-64, Arm, and Apple silicon) and more systems (Linux and macOS). It also serves as a clean base for new mods. Jedi Academy runs stably in both single player and multiplayer; the Jedi Outcast campaign (OpenJO) works but needs attention, and its multiplayer isn’t supported: for that they recommend JK2MV. It doesn’t publish numbered releases but a rolling build: the latest is from September 29, for Windows and Linux (32- and 64-bit) and macOS (Intel and Apple silicon).

You needYour own installed copy of Star Wars Jedi Knight: Jedi Academy, for example from Steam or GOG; the OpenJK files are extracted into its GameData folder. On Linux you use the Windows version’s files, which can be downloaded with SteamCMD, and on macOS the Mac App Store version works, with SDL2 installed through Homebrew. For the Jedi Outcast campaign, your own copy of Star Wars Jedi Knight II: Jedi Outcast. Plus Windows, Linux, or macOS.

★ 2.3k · 2026-09-29 View →
Source port Fully playable
DOS

Quake (vkQuake)

Novum/vkQuake

vkQuake: a Quake port that renders with Vulkan instead of OpenGL, based on the QuakeSpasm and QuakeSpasm-Spiked ports, which build on the source code id Software released. It runs every mod compatible with QuakeSpasm, such as Arcane Dimensions, and the 2021 re-release content. Compared with QuakeSpasm, it renders and loads on multiple threads, goes past 72 Hz without breaking physics, mimics the software renderer’s underwater effect, and supports both classic and enhanced models (MD5, like the re-release’s, or MD3), true-color textures and skins, anti-aliasing, anisotropic filtering, 8-bit color emulation, and pixelated scaling, plus a mods menu. With a ray-tracing graphics card it adds dynamic shadows and the re-release’s dynamic lights. This year’s releases have added order-independent transparency, SDL3, Steam achievements, a level-selection menu, and an improved console; the latest, 1.37.0 (October 12), added ambient occlusion from monsters and items onto the level, a render resolution separate from the menus and HUD, controller gyro aiming, flick stick, and rumble, and background autosaves. Many of these additions come from Ironwail, another Quake port. There are builds for Windows (x64, with an installer, and Arm64) and Linux (AppImage); the macOS builds are published by Mac Source Ports.

You needThe files from your own copy of Quake (the id1 folder with its .pak files), from the original release or the 2021 re-release (for the latter, vkQuake goes into its rerelease folder); it finds Steam, GOG, and Epic Games Store installs on its own. On Linux, the game’s file names must be lowercase. Plus a Vulkan graphics card and 64-bit Windows (with the Visual C++ redistributable) or Linux with glibc 2.31 or later; dynamic shadows and lights need ray tracing.

★ 2.3k · 2026-11-07 View →
Switch Playable
NSW

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.

★ 2.3k · 2026-11-11 View →
Native layer Playable
PS4

Uncharted: The Nathan Drake Collection (Supermedo)

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. 59 of its last 100 commits list Claude, Copilot or Cursor as a co-author.

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.

★ 2.3k · 2026-11-07 View →
Source port Fully playable
WIN

Doom 3 (dhewm3)

dhewm/dhewm3

dhewm 3: a Doom 3 port built on the source code id Software released under the GPL, aiming to bring the game through SDL to every suitable platform; it’s known to work on at least Windows, Linux, macOS, and FreeBSD. It fixes bugs from the original as they’re identified, without changing the gameplay. It’s 64-bit, uses SDL for OS support, OpenGL, and input, and OpenAL for audio, with EAX-like reverb on any hardware through OpenAL EFX. It adds gamepad support (no rumble), better widescreen and arbitrary resolution support, and an advanced settings menu opened with F10. In 1.5.1 it restored “Carmack’s Reverse” stencil shadows, which the released code left out because of a now-expired patent. It supports mods, with its own SDK, and every release comes with a separate download of adapted mods, such as Blood Mod, Grimm, and LibreCoop. Version 1.5.5 (June 8) removed several causes of microstutter, supports widescreen GUIs and BC7 textures, and added Linux Arm64 builds. Its rules only accept human-written code: contributions made with generative AI aren’t allowed. It also publishes, as an optional download, widescreen versions of several GUIs (main menu, PDA, and HUD) for the base game, Resurrection of Evil, and the mod The Lost Mission, made by Arl by adapting the game’s interface files.

You needThe files from your own copy of Doom 3 (the base folder, with pak000.pk4 to pak008.pk4), patched to 1.3.1; Resurrection of Evil is supported too. Doom 3: BFG Edition doesn’t work. Plus Windows (the official builds are 32-bit), x86-64 or Arm64 Linux with SDL 2.0.12 or later, or macOS (Intel or Apple silicon) with the signed build from Mac Source Ports.

★ 2.2k · 2026-11-09 View →
Fan remake Experimental Abandoned
WIN

Diablo (Freeablo)

wheybags/freeablo

Freeablo: a modern, cross-platform reimplementation of the Diablo engine, played with the original game’s data files. You can walk around town, with its animated characters and dialogue, go down through generated dungeons on every level, fight in melee (with limited ranged combat and magic), pick up monster loot, buy from and sell to Griswold, level up, save and load, and play multiplayer. The code after the latest release adds magic item generation, potions, healing at Pepin, the Town Portal spell, and mouse wheel zoom. Its author archived it on April 13, 2023, having lost motivation on seeing the progress of the Devilution team, who got to the finish first. The latest release is 0.4 (March 6, 2020), for Windows, Linux, and macOS.

You needDIABDAT.MPQ and Diablo.exe from your own copy of Diablo, patched to 1.09; the GOG release works too. Plus Windows, Linux, or macOS.

★ 2.2k · 2023-04-13 View →
Fan remake Fully playable
WIN

⑂ Fork of bvschaik/julius

Caesar III (Augustus)

Keriew/augustus

Augustus: a fork of Julius, the open-source reimplementation of Caesar III, that adds gameplay changes on top of Julius’s interface improvements. Julius keeps the original’s logic and saves; Augustus loads Caesar III and Julius saves, but its own saves only work in Augustus. It adds roadblocks, special market orders, a global labor pool, partial warehouse storage, higher limits, and zoom, and over the years it has added monuments and grand temples, taverns, arenas, new resources (stone, sand, bricks, concrete, and gold), highways, cart depots, custom empires, and scenario events in the map editor, with new graphics under a CC BY-SA 3.0 license. Everything is explained in an English manual, translated into other languages. There are builds for Windows, Linux (AppImage), and macOS, plus Vita, Switch, Android, and the browser. The latest stable release is 4.0.0 (December 28, 2023); development builds, which already include 64-bit Windows and Flatpak, keep coming, with the latest change on October 16. To update the game to 1.0.1.0, the README points to a Julius page that offers, in another of that project’s GitHub repositories, the game’s patches for each language, mostly the official Sierra ones.

You needThe files from your own copy of Caesar III, updated to 1.0.1.0. Augustus can be copied into the game folder or run from a separate one, in which case it asks where the game is; it needs write access to that folder, since saves are stored there. Optionally, it supports the high-quality MP3 files Sierra once published on its website. Plus Windows, Linux, or macOS.

★ 2.2k · 2026-11-10 View →
Port (decomp) Fully playable
N64

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).

★ 2.1k · 2026-09-15 View →
GameCube
GC

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.

100% decompiled
★ 2.1k · 2026-06-23 View →
Port (decomp) Fully playable
N64

⑂ Fork of n64decomp/perfect_dark

Perfect Dark (N64)

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).

★ 2.1k · 2026-10-27 View →
Fan remake Playable
WIN

ClassiCube

ClassiCube/ClassiCube

ClassiCube: a Minecraft Classic-compatible client written from scratch in C (formerly ClassicalSharp, in C#). It aims to replicate the 2009 Minecraft Classic client through a “clean room” reverse-engineering approach, with optional enhancements such as custom blocks, models, and environment colors. It doesn’t try to replicate current Minecraft: it will never support survival, Minecraft accounts, or modern servers. It has a singleplayer mode and multiplayer on a LAN and on the classicube.net servers (with an account on the site), and it uses far less memory than the original. It runs on Windows (95 and later), macOS, Linux, Android, iOS, and web browsers, plus several BSDs, Haiku, IRIX, and other systems; there are unfinished versions for several consoles. On first launch the launcher downloads the assets it needs from minecraft.net and classicube.net. The latest version, 1.3.9, is from October 22, 2026, and builds are downloaded from classicube.net. The project isn’t affiliated with Mojang, Minecraft, or Microsoft.

You needNo copy of the game is needed: the launcher downloads the required assets from minecraft.net and classicube.net by itself the first time. Windows, macOS, Linux, or another supported system, with a graphics card that supports OpenGL or Direct3D 9; Linux and the BSDs need OpenAL.

★ 2.1k · 2026-11-11 View →
Launcher Usable

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).

★ 2.1k · 2026-11-06 View →
Source port Fully playable
WIN

Celeste 64: Fragments of the Mountain

EXOK/Celeste64

The source code of Celeste 64: Fragments of the Mountain, the 3D platformer the original Celeste team made in under two weeks for Celeste’s sixth anniversary and released for free in January 2024. Its makers compare it to a weekend game jam entry, built with libraries mostly intended for 2D games: it’s written in C# with Foster and SDL3, its levels were made in TrenchBroom, its models in Blender, and its textures in Aseprite, and its audio uses FMOD. The repository holds the whole game: the code, under the MIT license, and all of the content (models, textures, maps, audio, and text), which still belongs to Maddy Makes Games, though its makers allow it to be used in non-commercial mods, levels, and fan games as long as it’s clear they didn’t make them. GitHub has builds for 64-bit Windows, Linux (x64, ARM64, and ARM32), and macOS (Intel and Apple silicon); the latest is 1.1.1 (February 6, 2024). Since then the code has moved to SDL3 and .NET 10, reached version 1.2.0 in August 2026, and in September gained camera inversion options and a language selector with Korean and German translations.

You needNo copy needed: the game is free, and its makers publish the whole game, with all of its content, on GitHub and itch.io. To play, 64-bit Windows 10 or later, Linux with glibc 2.35 or later (x64, ARM64, or ARM32), or macOS Monterey or later (Intel or Apple silicon); to build it, .NET 10.

★ 2.1k · 2026-09-07 View →
Fan remake Fully playable
DOS

Legend of Sword and Fairy (SDLPal)

sdlpal/sdlpal

SDLPal: a cross-platform, SDL-based reimplementation of Xian Jian Qi Xia Zhuan (仙剑奇侠传), Softstar’s Chinese RPG known as PAL, that runs on the original game’s data. Wei Mingzhi created it in 2009, and a team maintains it today; many of its concepts come from the PAL Research Project’s documentation. It isn’t an emulator: the game runs as a native program, and only the OPL2 and OPL3 sound chips are emulated (with cores from DOSBox, MAME, and Chocolate Doom) to play the DOS version’s RIX music. It supports data from the DOS and Windows 95 versions and can combine the best of each, such as item descriptions in the DOS version or RIX music in the Windows 95 one, whose AVI videos it also plays. It adds MIDI, OGG, or MP3 music, translations through external message and font files, image filters with RetroArch GLSL shaders (experimental), and a settings window at launch, and its saves work with the original game’s and vice versa. There are builds for Windows, Linux, and macOS, plus Android, iOS, Wii, 3DS, the browser, and a libretro core. The latest release, 3.0.2025.0616 (June 2025), already uses SDL3; in 2026 work continued with controller and script interpreter fixes, and the Visual Studio build regained Windows XP support.

You needThe data files from your own copy of Xian Jian Qi Xia Zhuan: the DOS version, on floppy disks or CD, or the Windows 95 version, in Traditional Chinese or the Simplified Chinese “98 柔情篇”; the Sega Saturn version doesn’t work. The project recommends the version sold on Steam, and its wiki links Chinese sites where it can be downloaded legally for free. Plus Windows (XP included), Linux (as an AppImage), or macOS.

★ 2k · 2026-11-09 View →
Port (decomp) Playable
XBX

⑂ Fork of bnunu/halo-1

Halo: Combat Evolved (OpenCE)

OpenCommunityEdition/OpenCE

OpenCE (Open Community Edition, formerly halo-ce-universal): a port of the Halo: Combat Evolved decompilation, made from development build 2342 of the original Xbox release, for Windows, Linux, Android, and the browser; a macOS version is in progress. It isn’t an emulator: the game’s own code is compiled for each platform, with a new layer in place of the Xbox hardware, OpenGL for graphics, and SDL3 for sound and controllers. It starts from bnunu/halo-1, a fork of the punpckhdq/halo decompilation, which has its own entry. It adds multiplayer for up to 128 players with cross-play across every platform and four-player split screen, peer-to-peer internet games with a server browser and invite links, online campaign co-op, voice chat, and automatic map downloads. It supports Halo Custom Edition maps and mods made with the Halo PC tools. By default it looks as it did on the Xbox; the options add any resolution, a frame for every display refresh while the simulation stays at 30 ticks a second, an 80–150° field of view, anti-aliasing, anisotropic filtering, HDR, and a HUD redrawn at high resolution. It updates itself, and every build that passes on all four platforms is a new release. One of its last 100 commits lists Claude as a co-author.

You needYour own Halo: Combat Evolved disc image for the original Xbox (.iso or .xiso). Any version works: the European release’s maps are adjusted to play with the North American ones. Custom Edition maps need bitmaps.map, sounds.map, and loc.map from your own Halo Custom Edition install.

59% decompiled
★ 2k · 2026-11-11 View →
Fan remake Fully playable
WIN

Chris Sawyer's Locomotion (OpenLoco)

OpenLoco/OpenLoco

OpenLoco: an open-source reimplementation of Chris Sawyer’s Locomotion, the transport company simulator and spiritual successor to Transport Tycoon, that runs on the original game’s data. The original was written in x86 assembly on top of the RollerCoaster Tycoon 2 engine; the project moved the game to C++ function by function, with a compatibility layer to coexist with the original code, and finished in December 2025: 25.12 (December 20) brought the first native, standalone 64-bit builds for Windows, Linux, and macOS. It aims to improve the game the way OpenTTD improved Transport Tycoon and OpenRCT2 improved RollerCoaster Tycoon, and it already adds resizable windows, 2x and 4x zoom levels, PNG heightmaps of any size, signal placement at fixed intervals along the track, a jukebox for choosing music, and fixes for bugs in the original. Its Open Graphics subproject creates free replacement objects for the game’s content (vehicles, stations, tracks, roads, the interface), and in September it started adding new objects with the North American Expansion. It’s still bound by the original save format (SV5/SC5) until it has its own, and it doesn’t have multiplayer yet. It puts out a release almost every month; the latest is 26.09 (September 18).

You needThe files from your own copy of Chris Sawyer’s Locomotion, sold on Steam and GOG; on Linux it looks for the usual Steam and GOG install locations on its own. Plus Windows (64- or 32-bit), 64-bit Linux (as an AppImage), or Apple silicon macOS; the macOS builds are unsigned and unnotarized.

★ 2k · 2026-11-02 View →
Source port Fully playable
WIN

⑂ Fork of id-Software/DOOM-3-BFG

Doom 3: BFG Edition (RBDOOM-3-BFG)

RobertBeckebans/RBDOOM-3-BFG

RBDOOM-3-BFG: a port of Doom 3: BFG Edition built on the source code id Software released in 2012, which Robert Beckebans has been modernizing since that year with contributions from more than 40 people; it aims to bring its technology closer to Doom (2016) without changing Doom 3’s gameplay. It renders with Direct3D 12 or Vulkan through NVRHI and adds physically based rendering (PBR), baked global illumination that lights up the formerly pitch-black areas, soft shadows, HDR with ACES tone mapping, SMAA and TAA, ambient occlusion, screen-space reflections, and retro rendering modes that mimic the Commodore 64, Amstrad CPC, Mega Drive/Genesis, and PlayStation. It plays the Bink videos, lets you skip cutscenes, and fixes the netcode for playing with friends over IP. For modding it supports TrenchBroom maps (with an adapted build of the editor in the download), glTF and OBJ models, PBR materials, and .pk4 packages. Version 1.6.0 (May 10, 2025) added the retro modes, Intel’s Masked Software Occlusion Culling (MOC), reflective blood, and a new light editor. One of its more than 2,700 commits, from July 2026, lists Claude as a co-author. The repository includes some of the game’s text files (entity declarations, materials, and scripts), and the roughly 1.6 GB download also carries precomputed global illumination for the game’s maps, which is optional: without it, the engine falls back to an environment probe built into the executable.

You needThe base folder from your own copy of Doom 3: BFG Edition, from Steam or GOG, patched to the latest version. Plus 64-bit Windows with a Direct3D 12 or Vulkan graphics card; on Linux and macOS you have to build it and copy the .pk4 files from the Windows download.

★ 1.9k · 2026-08-07 View →
Native layer Playable
PS4

Shadow of the Colossus (AjncSystem)

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. 64 of its last 100 commits list Claude as a co-author.

You needYour own dump of the PS4 version: the European 1.01 (CUSA08809) or the US 1.00 (CUSA08034), the two where the 60 fps and 16x filtering patches work; other versions run at 30 fps 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.

★ 1.8k · 2026-11-10 View →
Xbox 360 Fully playable
360

Skate 3 (skate3recomp)

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). The game downloads Title Update 3 by itself and checks it before using it. DLC is optional and comes from your own copy.

★ 1.8k · 2026-07-24 View →
Port (decomp) Fully playable
DOS

Dune II (OpenDUNE)

OpenDUNE/OpenDUNE

OpenDUNE: an open-source re-creation of Dune II, Westwood Studios’ real-time strategy game, so it runs natively on modern systems. It started in 2009 as a decompilation of the original executable, which at first ran on an x86 emulator (libemu) and which the team kept rewriting in C until version 0.6 (2011) converted the whole game and dropped the emulator. In its enhanced mode, the default, it fixes dozens of bugs in the original, such as reinforcements that only arrived once, buildings that degraded even on concrete slabs, or an AI that barely responded when you attacked its buildings, and a setting lets you play it exactly like the original, bugs included. It scales the image up to 4x with Scale2x or hqx filters, caps the frame rate at 60 fps by default, has fullscreen, and plays music over MIDI, including on an emulated Roland MT-32 (Munt) or with FluidSynth. It’s in English, French, and German. It runs on Windows, Linux, FreeBSD, and macOS, as well as Atari ST, STE, TT, and Falcon, OS/2, and Haiku. The latest release is 0.9 (May 25, 2018), and the project still gets changes: in 2026 it added support for stock Atari ST and STE machines.

You needThe version 1.07 data files from your own copy of Dune II for MS-DOS, DUNE2.EXE included; all three variants (eu, hs, and us) work, but French only works with eu and hs, and German only with eu. For MT-32 music through Munt, the CM-32L ROMs too. Plus Windows (32- or 64-bit), Linux or FreeBSD with SDL, or macOS.

★ 1.7k · 2026-09-30 View →
Native layer Playable
PS4

⑂ Fork of DarkIzuku/bloodborne_pc

Bloodborne (Lantern Engine)

Awakenchan/LanternEngine

Lantern Engine (formerly BloodBorneButPc): a launcher and engine for playing Bloodborne on Windows, derived from bbport by way of DarkIzuku’s fork and largely reworked by its author. It works like bbport: the original x86-64 code runs directly on the CPU, a runtime made for this game replaces the PS4 system libraries, and the graphics are translated to Vulkan through shadPS4’s video core. It adds 30, 60, 90, 120, or 144 fps or uncapped, upscaling with DLSS and FSR 3.1, 4, and 4.1.1, FSR 3.1 frame generation, HDR, output resolutions up to 32:9, keyboard and mouse with key prompts, Xbox controller icons, cheats, trophies, mods, online co-op on The Hunter’s Dream servers, and many performance and memory fixes, including for 4–8 GB cards. The launcher updates itself and the in-game menu comes in several languages. The latest stable version is 0.9.36 (October 21).

You needYour own decrypted Bloodborne dump with update 1.09 (the folder with eboot.bin): CUSA03173 or, since 0.9.34, the US release CUSA00900. Plus 64-bit Windows and a Vulkan graphics card. No game files are included.

★ 1.7k · 2026-11-11 View →
Fan remake Fully playable
WIN

Gothic II: Night of the Raven (OpenGothic)

Try/OpenGothic

OpenGothic: an open-source reimplementation of Gothic II: Night of the Raven, Piranha Bytes’ RPG, that runs on the original game’s data and scripts; its goal is a feature-complete Gothic client that’s compatible with the original game and its mods. According to the project, the game has been completely replicated, and both the main quest and the add-on can be finished. It’s designed for modern graphics cards: it uses Direct3D 12 or Vulkan on Windows, Vulkan on Linux, and Metal on macOS, and takes advantage of mesh shaders and ray tracing when the card has them, global illumination included. It reuses options from the original menu to turn on SSAO, volumetric fog, and screen-space reflections, and lets you lower the internal 3D resolution while the interface and text always render at full resolution. It supports content mods (retextures, new worlds, animations) that only use regular scripting, but not those that depend on Ikarus/LeGo, Union, the DX11 renderer, the AST SDK, or Ninja. Gothic 1 isn’t officially supported, though the project accepts fixes for it. Its releases are pre-releases; the latest, 0.92 (May 17), reworked the camera and the combat AI to be closer to the original’s, and the character collisions too.

You needYour own installed copy of Gothic II: Night of the Raven; it finds the most common install paths on its own (Steam’s included) and otherwise takes the path through the -g parameter. On Linux, the game is installed with Wine or Proton or copied over from Windows. Plus Windows (Direct3D 12 or Vulkan), Linux (Vulkan; there’s a .deb package and an AUR package), or macOS (Metal; Mac builds are published by Mac Source Ports), with a modern graphics card: the project warns it won’t run well on low-end or outdated cards.

★ 1.7k · 2026-11-11 View →
Fan remake Experimental Stalled · 7 months

OpenSAGE

OpenSAGE/OpenSAGE

OpenSAGE: a free reimplementation, written in C#, of SAGE, the 3D real-time strategy engine EA Pacific used in Command & Conquer: Generals and other games. It focuses on Generals and its Zero Hour expansion, and it also has modules for The Lord of the Rings: The Battle for Middle-earth I and II. It started as a black-box reimplementation, written from the data files and from watching the game run; in March 2025 it switched its license from LGPL v3 to GPL v3 and began adapting parts of the Generals and Zero Hour source code EA released, such as map triggers, money, state machines, and locomotors. It isn’t playable yet: it loads most file formats from the first SAGE games, loads into maps, and shows the user interface, but it implements very little of the gameplay. It renders with Direct3D 11, OpenGL 4.3, or Metal on Windows, Linux, and macOS, and comes with a viewer for browsing the files of any installed SAGE game. The latest release is 0.3.0 (October 29, 2018); since April 2025 the code has barely changed beyond dependency updates. One of its more than 3,600 commits lists Copilot as a co-author.

You needAn installation of your own copy of Command & Conquer: Generals or Zero Hour, for example from The First Decade or The Ultimate Collection; on Linux and macOS, the game folder is set with the CNC_GENERALS_PATH environment variable. Plus 64-bit Windows, Linux, or macOS; to build the current code, .NET 8.

★ 1.7k · 2026-03-30 View →
Library Stable

RT64

rt64/rt64

The graphics renderer behind the N64 recomps (Majora's Mask, Banjo-Kazooie…): widescreen, high frame rate, and optional ray tracing.

★ 1.6k · 2026-11-05 View →
Fan remake Experimental
WIN

Black & White (openblack)

openblack/openblack

openblack: an open-source reimplementation of Black & White, Lionhead Studios’ god game, written in modern C++ and running on the original game’s files. It’s still at an early stage: 0.1.0 (September 4, 2024), its first release, recreates the original’s camera movement, draws the landscape at a higher resolution thanks to an intermediate texture, and has animated models and morphable meshes, audio, a dynamic sky, pathfinding for villagers, physics through Bullet, an early AI state machine, and the LHVM virtual machine for the game’s scripts, reverse engineered; the colors of the sky, the water, and other elements don’t match the original yet, and there’s no launcher or global settings. There are 64-bit Windows, macOS, and Linux builds, downloaded from its continuous integration, and experimental builds for Android, iOS, and the browser. In October 2026 it moved to SDL3 and replaced its bgfx-based renderer with one built on SDL3’s GPU API, with shaders written in Slang.

You needThe Audio, Data, and Scripts folders from your own copy of Black & White, installed from the original CD with official patches 1.10 and 1.2 (the unofficial 1.42 patch is fine too; don’t install 1.3); on Linux and macOS you install it with Wine. The path is passed with the -g parameter. Plus 64-bit Windows, macOS, or Linux.

★ 1.6k · 2026-11-01 View →
Source port Fully playable
WIN

Quake III Arena (Quake3e)

ec-/Quake3e

Quake3e: a Quake III Arena engine that aims to be fast, secure, and compatible with every existing mod for the game. It’s based on the last pre-SDL revision of ioquake3, the port that carries on the source code id Software released in 2005, with later ioquake3 fixes and many changes of its own. Its Vulkan renderer, based on Quake-III-Arena-Kenny-Edition’s, adds per-pixel dynamic lighting, MSAA and supersampling, HDR, bloom, reflections, and rendering at any resolution; the OpenGL renderer has the same effects. It also brings raw mouse input, a reworked QVM virtual machine (with a new x87 JIT compiler in the latest release), video capture through ffmpeg, and fast map downloads over HTTP or FTP, and for servers, better DoS protection, lower memory use, and up to 20,000 maps per folder. There are builds for Windows (x86, x86-64, and ARM64), Linux (x86, x86-64, and ARM64), and macOS (Intel and Apple silicon), plus a rolling build; the latest dated release, from October 14, also includes one for Windows 98.

You needAn installation of your own copy of Quake III Arena, into whose folder you copy the executables (the game is read from baseq3); it finds the Steam install on its own. Plus Windows (ARM64 and Windows 98 included), Linux, or macOS.

★ 1.6k · 2026-11-10 View →
Port (decomp) Playable
GC

Animal Crossing (ACGC-PC-Port)

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).

100% decompiled
★ 1.6k · 2026-11-08 View →
Port (decomp) Fully playable
N64

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.

★ 1.5k · 2026-11-02 View →
Source port Fully playable
WIN

⑂ Fork of electronicarts/CnC_Generals_Zero_Hour

Command & Conquer: Generals / Zero Hour (GeneralsGameCode)

TheSuperHackers/GeneralsGameCode

GeneralsGameCode: TheSuperHackers’ community project to fix and improve Command & Conquer: Generals and its Zero Hour expansion, built on the source code of both games that Electronic Arts released in 2025; its main focus is Zero Hour. The code was moved from Visual Studio 6 and C++98 to Visual Studio 2022 and C++20, though the weekly builds are still compiled with Visual Studio 6. For now it keeps compatibility with Generals 1.08 and Zero Hour 1.04, leaving the fixes that would break it for later. It fixes critical bugs and many minor ones, and decouples the drawing of particles, animations, water, trees, and other effects from the logic step, with interpolation, so they move smoothly above 30 frames per second. It adds MSAA and anisotropic filtering, recovers 481 higher-resolution textures Zero Hour never ended up using, rotates the camera in 45-degree steps, shows frame rate, latency, and money per minute, adds a player info list, and improves replays with a replay archive and their dates. Fixes to the game’s data (INI files, interface, maps, textures) live in a separate project, GeneralsGamePatch. It publishes a build every week, the latest on October 16. 14 of its roughly 2,000 commits, all from September, list Claude as a co-author.

You needAn installation of your own copy of Command & Conquer: Generals and Zero Hour, such as the one in Command & Conquer: The Ultimate Collection on Steam; the weekly build’s files are extracted into the game folder. Plus Windows; on Linux it can be built with Docker and installed into the game with its scripts.

★ 1.5k · 2026-11-09 View →
Port (decomp) Fully playable
PS1

Driver 2

OpenDriver2/REDRIVER2

REDRIVER2: the PlayStation game fully disassembled and translated by hand from MIPS back to C, with no emulation (only the memory card menu was left out). Function, variable, and type names come from the debug symbols (.SYM) of the Italian and Spanish releases, worked through in Ghidra and, where that fell short, by hand in IDA. It runs on Windows and Linux on Psy-Cross, the team’s own layer that reimplements the PlayStation libraries with OpenGL, SDL2, and OpenAL, with precise vertex transformation and a Z-buffer. It has been fully playable since September 2020. It fixes bugs from the original, improves the cop AI, and restores things that didn’t work or were left unfinished, such as the Las Vegas monorail, exhaust smoke, birds, and the multiplayer cameras. It adds cutscene subtitles, longer draw distance, adjustable field of view, a widescreen-aware HUD, dynamic street lights, high-resolution fonts, automatic campaign saving, and texture and car model replacement. Version 8.0 (July 2) was released as a stable release candidate.

You needYour own two Driver 2 PlayStation CDs, dumped as ISO or BIN/CUE, from a supported release: European English (SLES-02993 and SLES-12993, 1.0 or Platinum 1.1) or US (SLUS-01161 and SLUS-01318, 1.0 or Greatest Hits 1.1). Plus Windows or Linux and Java, used to convert the movies and XA audio from your discs; on Windows, a separate launcher installs the game from the two images.

★ 1.5k · 2026-09-22 View →
Fan remake Experimental
DOS

The Elder Scrolls: Arena (OpenTESArena)

afritz1/OpenTESArena

OpenTESArena: an open-source engine written from scratch for The Elder Scrolls: Arena, the 1994 DOS game, aiming to replicate every aspect of it with a clean-room approach while adding quality-of-life changes; what’s known about the original’s inner workings is documented in its wiki. Character creation (except the class generation questions), combat with enemies that attack and drop loot and experience, leveling up, picking up, equipping, and dropping items, shops (buying and selling, renting a tavern room, curing diseases), citizens who wander, give directions, and share rumors, and fast travel anywhere on the world map already work. Plate armor materials, potions and on-use items, quests, spells, and saving and loading are still missing. It has a modern control mode, with WASD and mouselook, and a classic one; it uses Vulkan by default and lets you raise the frame rate cap to your monitor’s refresh rate. Version 0.18.0 (August 13) added enemy combat AI, leveling up, conversations, thieving mode, and detection of the Steam and GOG releases. There are builds for x86-64 Windows, x86-64 Linux and Raspberry Pi 5, and Apple silicon macOS.

You needNo need to buy the game: Bethesda gives The Elder Scrolls: Arena away for free, on Steam, on GOG, or as Arena106Setup.zip on its website, and its files are enough (on Linux and macOS, the ones from the self-extracting Arena106.exe). It finds the Steam release on its own on every system and the GOG release on Windows. For music, optionally, the eawpats instrument patch set the project publishes with its releases. Plus 64-bit Windows (with the Visual C++ Redistributable and OpenAL), x86-64 Linux or Raspberry Pi 5, or Apple silicon macOS.

★ 1.4k · 2026-11-10 View →
GameCube
GC

Animal Crossing (ac-decomp)

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.

100% decompiled
★ 1.4k · 2026-11-07 View →
Wii U Playable
WIIU

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. 98 of its last 100 commits list Claude or Codex as a co-author.

You needYour own copy of The Wind Waker HD (Wii U, US edition).

★ 1.4k · 2026-11-11 View →
Recompiler Experimental

PS2 Web Recomp

snuri00/ps2-web-recomp

A PS2 static recompiler that turns your disc image into a web page: the Emotion Engine code is translated ahead of time into C++ and compiled to WebAssembly, and a runtime reproduces the rest of the console. The I/O processor (IOP) runs the disc’s own IRX modules on an interpreter, the Graphics Synthesizer is drawn with WebGPU compute shaders, the VU1 microprograms are compiled ahead of time, and sound and movies are reimplemented. It also builds a native executable, ps2run, for x86-64 Linux and Apple silicon macOS (wgpu-native on Vulkan or Metal, with SDL2), with a window, controllers, and internal resolution up to 3x. A single script does the whole job: it reads the disc’s executable, translates it, runs the game a few times without a window to find the missing functions, and builds the page and the executable; it also applies PCSX2 .pnach patches. It’s been tried with two games: Gran Turismo 4 (PAL), which plays with sound and saves, and God of War II, which reaches combat. The README warns that another game will most likely stop at some unimplemented system call, and there’s an experimental Gran Turismo 3 bring-up contributed by another author. moesuito’s Gran Turismo 4 recompilation builds on it. Using it takes your disc image (ISO, BIN/CUE, or a ZIP or 7z holding one), git, CMake, Ninja, a C++20 compiler (clang preferred), and Python 3; the first run installs the Emscripten SDK, the native window needs the SDL2 development files, and the page needs a browser with WebGPU. The repository includes nothing from any game, and the README asks you not to publish the generated code. MIT license. 27 of its last 100 commits list Claude as a co-author.

★ 1.4k · 2026-11-08 View →
Wii Experimental
WII

Mario Kart Wii (Wiicompiled)

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.

★ 1.4k · 2026-11-10 View →
Wii
WII

Super Mario Galaxy (Petari)

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.

100% decompiled
★ 1.3k · 2026-11-10 View →
Fan remake Fully playable
WIN

Cave Story (doukutsu-rs)

doukutsu-rs/doukutsu-rs

doukutsu-rs: a faithful reimplementation of the Cave Story engine written in Rust, which started as a project to learn the language. A single executable uses the data from the original freeware release, Cave Story+, and the Switch version. It decouples game logic from frame rate with motion interpolation for high refresh rate displays, has no fixed resolution (the widescreen camera is Clownacy’s code), lets you switch between 50 and 60 ticks per second to match the freeware release or Cave Story+, has two-player local multiplayer, lets you skip cutscenes like the Switch version, and adds lighting effects slightly fancier than that version’s. With Cave Story+ it’s a drop-in replacement for its executable, on the Mac too, where the original no longer runs on macOS 10.15 or later. Version 1.0.0 (June 3) dropped the beta label: according to its authors, the game has been complete since 0.99.0, and since then they’ve only been fixing bugs and refining accuracy. That release rebuilt the Android port on SDL2 and added native Wayland support on Linux. There are builds for 32- and 64-bit Windows, macOS (Intel from 10.14, and Apple silicon), and Linux (also on Flatpak), plus Android and Switch.

You needNo purchase needed: the original 2004 freeware release is enough; doukutsu-rs goes in the same folder as its Doukutsu.exe and, on first launch, extracts the resources embedded in it. The data from your own copy of Cave Story+ (Steam, GOG, Epic, or Humble; the Epic one needs a stray opengl32.dll deleted) or of the Switch version, dumped with its update, works too. The 2026 remastered Steam release isn’t supported yet. Plus Windows, macOS 10.14 or later, or Linux.

★ 1.3k · 2026-10-31 View →
Fan remake Fully playable

GemRB

gemrb/gemrb

GemRB (Game Engine Made with preRendered Background): an open-source, cross-platform reimplementation of BioWare’s Infinity Engine, in all eight of its versions, the engine behind Baldur’s Gate, Icewind Dale, and Planescape: Torment. According to its own table, Baldur’s Gate, Baldur’s Gate II, Icewind Dale, and Icewind Dale II can be played to the end and are polished; Planescape: Torment can be completed too, but lacks a few features. Of the Enhanced Editions it only supports, experimentally, Baldur’s Gate II: EE (its Shadows of Amn part can be finished); multiplayer isn’t implemented. It runs at any resolution without the widescreen mod (the interface stays centered at its size), with whole-window scaling and at any frame rate, supports touchscreens and controllers, and its plugin-based design removes limits of the original engine and makes modding easier; the games’ mods work, except whatever depends on patching the executable. It ships a small demo of its own that runs without any game. Version 0.9.5 (March 23) partly rewrote the audio, with spatial sound, improved controller input, greatly sped up pathfinding, brought the Enhanced Editions’ zoom to every game, and made Icewind Dale II as polished as the others. There are builds for Windows, Linux (also on Flatpak), and macOS. Four of its more than 28,000 commits, all from 2026, say the bug was found or fixed with Claude.

You needThe files from your own copy of one of the original Infinity Engine games (Baldur’s Gate, Baldur’s Gate II, Icewind Dale, Icewind Dale II, or Planescape: Torment, with their expansions), installed; the free Baldur’s Gate II demo works too, and with no game at all it runs its own demo. Outside Windows, the game is copied from a Windows install or installed with WINE or unshield. Installing the fixpacks is recommended. Plus Windows (with the Visual C++ 2017 Redistributable), Linux, or macOS.

★ 1.3k · 2026-11-07 View →
Port (decomp) Playable
WIN

Carmageddon (dethrace)

dethrace-labs/dethrace

Dethrace: a reverse-engineered reconstruction of Carmageddon’s code so it runs natively on modern systems. It starts from the Watcom debug symbols of an earlier internal build, found on the Splat Pack expansion CD; crayzkirk matched them by hand to the DOS executable, and from there a C skeleton was generated that’s being filled in function by function. Since 0.10.0 it also builds with Visual C++ 4.20 and is compared instruction by instruction with the Windows 95 CARM95.EXE through reccmp, the LEGO Island decompilation’s tool; every function and global variable is tagged with its address in it. It uses the code of BRender 1.3.2, since released, instead of its reconstructed version, with the original software renderer and the original 3dfx path on OpenGL. The full game, the Splat Pack expansion, and the free demos work, with the original 640×480 high-resolution mode, CD music in the GOG release’s format, network play, cutscenes, the original CD and censorship checks, which can be turned on, and the option to run physics every frame (the original did it every 40 ms, causing camera judder in slow corners); the frame rate cap can be changed or removed. There are builds for 32- and 64-bit Windows, x86-64 and ARM64 Linux, and macOS. The latest is 0.10.1 (February 22).

You needThe files from your own copy of Carmageddon (from the original CD or GOG’s Carmageddon Max Pack), with Splat Pack if you have it; the free Carmageddon and Splat Pack demos work too. It goes in the game folder, next to CARMA.EXE (on Windows, with SDL2.dll), or the folder is set in a dethrace.ini file. Plus Windows, Linux, or macOS.

★ 1.3k · 2026-11-10 View →
Fan remake Playable Stalled · 2 years

Ace of Spades (OpenSpades)

yvt/openspades

OpenSpades: an open-source client compatible with Ace of Spades 0.75, Ben Aksoy’s free online first-person shooter, with fully destructible voxel terrain and community-made game modes such as Capture the Flag. It connects to vanilla servers and to pyspades and pysnip ones, and it also supports the 0.76 protocol. It was created by yvt and is maintained by the community. It uses OpenGL, with effects such as volumetric fog, and has a software renderer; audio goes through OpenAL or the YSR engine. It includes a server browser, supports weapon mods, and is translated into more than a dozen languages. The latest release is 0.1.3 (January 4, 2019), with builds for Windows and macOS; on Linux it’s installed with Snap or Flatpak. The latest code changes are from May 2023. The downloads include the pak000-Nonfree.pak package, which according to yvt contains the player and map object models extracted from the original client and one sound from 0.75. When building it, that package is downloaded from the author’s openspades-paks repository on GitHub; this can be turned off, but then, according to yvt, it isn’t really playable.

You needNo copy needed: Ace of Spades 0.75 was a free game and OpenSpades comes with everything needed to play. It’s played online, so you need an internet connection. Plus Windows Vista or later, macOS, or Linux; at minimum a 1 GHz dual-core CPU, 1 GB of RAM, and a graphics card with 512 MB (Intel HD Graphics 3000, GeForce 9 series, or Radeon HD 7350).

★ 1.3k · 2024-06-06 View →
PS1
PS1

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.

72% decompiled
★ 1.2k · 2026-11-11 View →
Windows
WIN

Grand Theft Auto: San Andreas (gta-reversed)

gta-reversed/gta-reversed

gta-reversed (formerly gta-reversed-modern): a project to reverse engineer all the code of the PC version of Grand Theft Auto: San Andreas (1.0 US), rewriting and documenting every function. It doesn’t aim for a matching build: it compiles a DLL that any ASI loader injects into the game, replacing its functions with the rewritten ones while the game behaves the same, so any change to the rewritten code shows up in the game. The goal is to rewrite all of it and compile a standalone executable. The README estimates that 50 to 60% is done and warns that the figure needs updating; the automatic count from November 4 lists 7,664 of 8,336 functions as documented and reimplemented (92%), with the caveat that not every function is documented yet. It needs your own copy of the game with the «Compact» executable (5,189,632 bytes), which isn’t the 1.0 US one, an ASI loader, and a mouse fix DLL; it’s built with Visual Studio 2026, Conan, and CMake. It credits codenulls’ gta-reversed as the original project, and thanks plugin-sdk and re3. 54 of its last 100 commits list Claude as a co-author, and one more lists Copilot.

★ 1.2k · 2026-11-07 View →
Fan remake Experimental
WIN

Call of Duty: Modern Warfare 2 (IW4L)

vladtrc/iw4L

IW4L: an open-source runtime for the multiplayer of Call of Duty: Modern Warfare 2 (2009), written in Rust with the Bevy engine and wgpu. It loads the maps, models, textures, and weapons from your game installation into its own engine, without patching or replacing its files: it reads the FastFiles with its own readers, translates the original Direct3D 9 shaders to WGSL, and runs the game’s GSC scripts, which drive the match flow. You can explore maps, fight bots, and record, play back, and edit demos. Networking uses its own UDP traffic, with a QUIC master server for finding and relaying games, and the host simulates the match. It also reads Modern Warfare 3, Black Ops, and Black Ops II data if you have them installed, and can load their maps and weapons. Gameplay is incomplete: the author warns of missing behavior, bugs, and desyncs, and that the protocol changes between versions, so every player needs the same one. The repository opened on September 13 and publishes test builds for Windows every few days; the latest is v0.1.0-demo.23 (October 16). On Linux and macOS you build it from source. The Windows zip is password-protected, with the password given in the README. Online play needs the .iw4l-server file each server’s operator hands out, and with it the program updates itself on launch with whatever that server publishes. Its README states that the whole project is written by a language model, and 147 of its 238 commits list an AI as a co-author, 145 of them Claude.

You needYour own installation of Call of Duty: Modern Warfare 2 (2009) with its multiplayer data; on Windows it finds the Steam install on its own. Modern Warfare 3, Black Ops, and Black Ops II are optional. Plus Windows for the released build; on Linux and macOS, building it with Rust.

★ 1.2k · 2026-11-10 View →
Fan remake Experimental

xoreos

xoreos/xoreos

xoreos: an open-source reimplementation of BioWare’s Aurora engine and its derivatives, aiming to get every game that uses them working on modern systems, from Neverwinter Nights to Dragon Age II. Its target games are Neverwinter Nights, Neverwinter Nights 2, Star Wars: Knights of the Old Republic and its sequel, The Sith Lords, Jade Empire, Sonic Chronicles: The Dark Brotherhood, The Witcher, Dragon Age: Origins, and Dragon Age II. So far the groundwork is done: it manages resources, reads many file formats, displays graphics, and plays sound. All of those games show part of their areas and objects, which you can fly around with a free camera, and some show part of their menus, but none of them can be played normally yet. The latest release, 0.0.6 (August 3, 2020), made the Knights of the Old Republic tutorial partly playable (collecting your gear, Trask opening the first door, and a practice fight), let you skip The Sith Lords’ prologue, and added music and an early character creation menu to Jade Empire. It has no GUI: you start it from the command line with the game’s path. Development continues in the repository; the latest commit is from September 4.

You needA full installation on your hard drive of your own copy of the game you want to open. Plus Windows or Linux (32- or 64-bit x86) or macOS 10.9 or later (64-bit Intel); it’s also in the AUR, for Arch Linux, and in a Gentoo overlay.

★ 1.2k · 2026-09-04 View →
Fan remake Fully playable
DOS

Star Wars: Dark Forces (The Force Engine)

TheForceEngine/TheForceEngine

The Force Engine: a reverse-engineered rebuild of the Jedi Engine, the engine behind Star Wars: Dark Forces and Outlaws, for modern systems. It shares a legacy with DarkXL, but it’s a complete rewrite focused on accuracy. Dark Forces can be played from start to finish, with all the AI, weapons, items, and iMUSE music, along with community mods, which load from the Mods folder; Outlaws isn’t playable yet and is planned for version 2.0. At 320×200 it uses the original software renderer; besides that, it has a floating-point software renderer with widescreen, ultrawide included, and much higher resolutions, plus a GPU renderer. It raises the engine’s limits, which removes most HOM (“hall of mirrors”) glitches in advanced mods, and adds rebindable controls, controller support, mouselook, an aiming reticle, improved Boba Fett AI, free saving that works with the original checkpoints and lives, captions, SoundFonts, and an emulated OPL3. All of it can be turned off to play as on DOS, only at higher frame rates. Since 1.10 (July 17, 2024) it recognizes Dark Forces Remaster data and uses its HD textures, sprites, and HUD, and since 1.22.000 (March 23, 2025) it includes a level editor in alpha. The latest release is 1.22.420 (September 10, 2025), for Windows; on Linux it’s installed from Flathub or built from source. Since then, the repository has added macOS builds (January) and the Remaster’s video cutscenes (July).

You needYour own installed copy of Star Wars: Dark Forces (sold on GOG and Steam) or Dark Forces Remaster; it finds GOG and Steam installs on its own. Plus an OpenGL 3.3 graphics card and 64-bit Windows 7 or later, Linux, or macOS (building it yourself); on Windows you may need the Visual C++ Redistributable (x64).

★ 1.2k · 2026-11-10 View →
GameCube
GC

The Legend of Zelda: The Wind Waker (tww)

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.

80% decompiled
★ 1.2k · 2026-11-07 View →
Native layer Playable
PS4

inFAMOUS Second Son (HayatoG)

HayatoG/iss_pc

A native Linux and Windows port of the US PS4 release (CUSA00223, base game 1.00 with the 1.07 update): the original code runs directly on the CPU, the PS4 system is reimplemented, and the GPU is translated to Vulkan. It shares its core with the same author’s ports of The Last Guardian and Gravity Rush 2. It’s playable: it boots, reaches gameplay, and gets through the first chapters, with climbing, powers, cutscenes, saves, its own audio with no firmware files, and SDL3 controllers. The DualShock 4 or DualSense gyro works, and on other controllers or the keyboard a sensor mode acts as the spray can for the graffiti. Performance is still uneven, 20–30 fps on an RTX 2060, and some fog, water, and fire effects flicker. It has a launcher in Portuguese and English with mods and cheats, save backups, and experimental fixes you can turn on one by one. 72 of its last 100 commits list Claude or Codex as a co-author.

You needYour own dump of the US release of inFAMOUS Second Son for PS4 (CUSA00223), with base game 1.00 and the 1.07 update in one folder, taken from your console; no firmware files are needed. Plus 64-bit Windows 10 (1903 or later) or 11, or x86-64 Linux (glibc 2.39 or later), a Vulkan 1.3 graphics card (6 GB of VRAM recommended), and about 33 GB of free space.

★ 1.2k · 2026-11-07 View →
Port (decomp) Fully playable
MOB

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 →
Source port Fully playable
DOS

⑂ Fork of sezero/quakespasm

Quake (Ironwail)

andrei-drexler/ironwail

Ironwail: a fork of QuakeSpasm, the GLQuake-descended Quake port, that puts performance ahead of maximum compatibility. It moves work from the CPU to the GPU (culling and lightmap updates) and uses modern OpenGL 4.3 features such as instancing, compute shaders, indirect multi-draw, and bindless textures to run community maps with far more polygons than the originals at very high frame rates; rendering is decoupled from the simulation to avoid physics issues, with code from QSS by way of vkQuake. If you have the 2021 release on Steam, you just unzip it into any folder and run it to play that version, with any add-ons you’ve already downloaded, achievements, time tracking, and the remastered models. It adds a Mods menu, weapon key bindings in the menus, mouse-driven menus, alternative HUDs based on Quake 64’s and QuakeWorld’s, real-time palettization with optional dithering for a more authentic look, the classic underwater warp effect, controller support with gyro, flick stick, and rumble, demo playback controls, a speed indicator, and tools for mappers. It uses less memory and loads huge maps faster. Version 0.8.2 (August 11) added initial compatibility with Quake’s 30th anniversary update and its MG3: Dawn of the Machine expansion.

You needAn installation of your own copy of Quake, which you unzip it into; if you have the 2021 release on Steam, you just unzip it into any other folder and it finds the game on its own. Plus Windows (32- or 64-bit) or x64 Linux (glibc 2.31 or later) and an OpenGL 4.3 graphics card: at least a GeForce GT 420, Radeon HD 5450, or Intel HD Graphics 4200. It doesn’t run on macOS, which stops at OpenGL 4.1.

★ 1.2k · 2026-09-09 View →
Fan remake Experimental

Surreal Engine

dpjudas/SurrealEngine

Surreal Engine: a reimplementation of Unreal Engine 1, currently focused on making Unreal (and Unreal Gold) and Unreal Tournament (UT99) playable; its scope may later grow to other games on the engine. It renders the maps, and its UnrealScript VM is almost feature complete (only arrays and network conditional execution are missing), but many native functions still aren’t implemented. In Unreal (versions 226 and 227i) single-player maps and botmatches can be played, and in Unreal Tournament (436 and 469c), botmatches; Deus Ex (1112fm) boots to the title screen and lets you play the beginning of the training map, and Klingon Honor Guard and NERF Arena Blast boot. It also detects Rune Classic, Clive Barker’s Undying, Tactical-Ops, The Wheel of Time, and TNN Outdoors Pro Hunter, though they don’t work yet. There’s no networking at all, and mods with native code will never work, by design. It has a launcher where you add your game folders and pick one to play. It publishes nightly builds for Windows, Linux, and macOS, and it’s in the AUR and Nix. Its contribution rule asks people not to submit changes made mainly with AI tools such as Claude.

You needYour own original copies of the Unreal Engine 1 games you want to run, in a supported version (for example, Unreal Tournament 436 or 469c, or Unreal Gold 226 or 227i). Plus Windows 10 or later, macOS 15 or later, or a modern Linux distribution, and a graphics card with Direct3D 11, OpenGL 3.2, or Vulkan (on macOS, Metal 2).

★ 1.1k · 2026-11-10 View →
Source port Fully playable
WIN

Arx Fatalis (Arx Libertatis)

arx/ArxLibertatis

Arx Libertatis: a cross-platform port of Arx Fatalis based on the source code Arkane Studios released, which adapts it to modern systems, brings it to new platforms, and removes bugs and limitations of the original. Version 1.2 (July 13, 2021), eight years after 1.1, brought more forgiving rune recognition when drawing spells and a bow aim mode where the arrow flies where it points, both of which can be turned off for the original controls; configurable HUD, player book, and cursor scaling for high resolutions, without stretching the book or minimap in widescreen or ultrawide; text and voice language selection in the menu; fixed item physics; adjustable field of view, an option to remove camera bobbing, and a frame rate limit; HRTF surround sound with OpenAL Soft and the reverb that used to need an EAX sound card; SDL 2, with raw mouse input and Wayland; and a console for running script commands. The latest release is 1.2.1 (April 10, 2022), a bugfix release that restored Windows XP support; there’s a Windows installer and Linux binaries, plus development snapshots and packages for macOS (Homebrew), many Linux distributions, the BSDs, and Haiku. The latest commit is from August 22, 2024. On Linux, its data install script (arx-install-data), if you install from the CD and it can’t find the patch on your machine, downloads the official 1.21 patch by itself from Bethesda’s CDN or its Internet Archive copy, and for the Japanese version the 1.02j patch from the Internet Archive copy of Capcom’s site; you can avoid this with the --no-patch option or by pointing it to your own file.

You needThe data from your own copy of Arx Fatalis (from GOG, Steam, the Microsoft Store, or the CD, which also needs the 1.21 patch) or from its demo. On Windows, install Arx Fatalis before Arx Libertatis; on Linux, the data is installed with its script. Plus Windows or Linux (on other systems, through community packages or by building it) and a graphics card with OpenGL 1.5, though 2.1 or later is recommended.

★ 1.1k · 2024-08-22 View →
Fan remake Experimental Stalled · 1 year
WIN

Diablo II (Riiablo)

collinsmith/riiablo

Riiablo: an attempt to rebuild Diablo II from scratch in Java, with LibGDX, OpenGL, FlatBuffers, and Netty, that runs on the game’s original assets and doesn’t include them. It isn’t playable yet: it starts, loads save files (1.13c onward, without modifying them), and lets you walk around a bit and look at your characters. The author aims to stay faithful to the original, with some changes such as automatic gold pickup, and it already supports almost any aspect ratio (4:3, 16:9, 18:9, or 21:9), with the height fixed at 480 pixels, the original assets’ height. It’s meant for PC and Android, and its feature list includes cross-platform multiplayer, dedicated servers, TCP/IP games, and single player, with no compatibility with the original client; it also has a console with CVARs, rebindable keys, controller support, and a scalable UI. It includes an MPQ viewer for inspecting the game’s files and a map viewer. The latest test builds, as .jar files, are from 0.0.4 (May 28, 2021), and the latest commit is from January 13, 2025.

You needThe MPQ files from your own Windows installation of Diablo II; on Windows it finds typical installs on its own, along with your saves. On Linux and macOS you copy the MPQs from a Windows (or Wine) install and often have to point it at them. Plus Java to run the test builds’ .jar files; for Android you build it yourself.

★ 1.1k · 2025-01-13 View →
Source port Fully playable
DOS

C-Dogs (C-Dogs SDL)

cxong/cdogs-sdl

C-Dogs SDL: a continuation of C-Dogs, the overhead run-and-gun game Ronny Wester made for DOS between 1997 and 2001 and gave away as freeware. Wester released the source code in 2002; Jeremy Chin and Lucas Martin-King ported it to SDL for modern systems, and it’s now maintained by Cong Xu. In 2016 Wester also relicensed the original graphics and campaigns under CC BY. Up to four people can play, co-op or deathmatch, in split screen, over a LAN, or with computer-controlled teammates, and it comes with campaign and character editors, the classic campaigns, and new ones such as a Cyberdogs campaign, after Wester’s earlier game; over 100 player-made campaigns are also available. Since 1.0 it loads the Wolfenstein 3D and Spear of Destiny maps from your own copy as campaigns, and since 2.4.0, with “Super 2D Noah’s Ark,” those of Super 3D Noah’s Ark. Version 2.5.0 (October 16) added a DOS pixel aspect ratio mode and the mission briefing in the pause menu. The download also includes the data of the Wolfenstein 3D shareware episode, which is freely distributable.

You needNo copy needed: C-Dogs’ code has been free since 2002 and its graphics and campaigns have been CC BY since 2016, so the download contains the whole game. The Wolfenstein 3D, Spear of Destiny, and Super 3D Noah’s Ark campaigns need the files from your own copy of those games (it finds Steam installs of Wolfenstein 3D and Spear of Destiny on its own). Plus Windows, Linux, or macOS.

★ 1.1k · 2026-11-11 View →
PS1 Experimental
PS1

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).

★ 1.1k · 2026-11-03 View →
Port (decomp) Fully playable
WIN

Dungeon Keeper (KeeperFX)

dkfans/keeperfx

KeeperFX (Dungeon Keeper Fan eXpansion): a fan-rewritten version of Dungeon Keeper that fixes, enhances, and modernizes the game. Tomasz Lis (Mefistotelis) started it in April 2008 as a DLL made from the Dungeon Keeper Gold executable, whose code was gradually decompiled and rewritten; on December 28, 2022, the last parts of the original code were rewritten and KeeperFX became a program of its own, with no DLL. It adds higher resolutions, higher frame rates with graphics decoupled from game logic, modernized controls and controller support, many bug fixes, improved AI, online multiplayer, and new campaigns, maps, creatures, and traps, plus many mapmaking and modding options, with Lua scripting. It’s available in 17 languages, some of them partial. Version 1.4.0 (July 4) reworked multiplayer: it lists open lobbies, supports up to four players, copes with high ping, and needs no port forwarding. According to its wiki, GOG also offers it as a “One-click Mod.” Also according to its wiki, the complete package includes some of the original Dungeon Keeper data, many of those files modified or remade. Two of its commits, from August 2025, say Claude Code named previously unnamed fields.

You needA few files from your own copy of Dungeon Keeper: from the original CD (English or multilingual, Dungeon Keeper Gold included) or the GOG, Steam, or EA release. The launcher copies them on its own; there are 16 of them (palettes, the two slab files, and three sound banks). The Deeper Dungeons add-on alone doesn’t have them. Plus Windows 7, 10, or 11; the web installer needs Windows 10 or later.

★ 1.1k · 2026-11-10 View →
Port (decomp) Fully playable
WIN

Tomb Raider I–III (TRX)

LostArtefacts/TRX

TRX: an open-source reimplementation of Tomb Raider, Tomb Raider II, and Tomb Raider III for PC, built from the decompiled games and with open-source replacements for their proprietary components. A single engine runs all three games, their expansions, and custom levels while keeping each original’s mechanics, and the README says all three are playable from start to finish; Tomb Raider IV support is underway, still at an early stage. There are builds for Windows, Linux, and macOS. It adds 60 fps interpolation, adjustable draw distance, UI scaling, enemy health bars, a photo mode, 3D pickups, skyboxes, sprinting and other moves, Lara’s braid in the first game, a developer console, controller support with remappable controls, and Lua scripting, and it fixes many bugs in the originals. The latest release is 1.11.1 (September 22). The repo and the downloads include “injection” files with models, animations, and textures from other games in the series, such as Lara’s outfits from Tomb Raider II to IV and a Natla outfit, Winston’s model, and the Tomb Raider IV guns; the downloads also bring what’s needed to play the Tomb Raider PC demo and Tomb Raider II: The Golden Mask without your own files, which the project says can be freely distributed. The Windows installer downloads from lostartefacts.dev, as separate boxes you have to tick, the levels of Tomb Raider: Unfinished Business (original or fan-patched), the demo, and The Golden Mask, and for Tomb Raider and Tomb Raider II it offers to download their music, in a box that comes ticked.

You needYour own PC copies of Tomb Raider, Tomb Raider II, and Tomb Raider III, from Steam, GOG, or disc: their levels, videos, and music; the Unfinished Business, The Golden Mask, and The Lost Artifact expansions are added separately. The Windows installer finds Steam, GOG, or disc copies by itself and copies the files; with the Windows and Linux zips, or on macOS, you copy them by hand into each game’s folder. Plus Windows, Linux, or macOS.

★ 1k · 2026-11-09 View →
Xbox 360 Experimental
360

Forza Horizon (arcanite24)

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).

★ 1k · 2026-11-08 View →
Source port Fully playable
WIN

Quake II (vkQuake2)

kondrak/vkQuake2

vkQuake2: id Software’s official Quake II code, version 3.21, with a Vulkan renderer and the mission packs included (The Reckoning and Ground Zero, plus Zaero and Slight Mechanical Destruction). It aims to keep the original 1997 experience, which is why it builds directly on id’s code with no SDL-like libraries, so some of the original bugs may remain. It adds 64-bit support, more resolutions with interface scaling, slightly upgraded world colors (which can be turned off), the software renderer’s underwater warp effect, MSAA and sample shading, anisotropic filtering, the Nightmare/Hard+ skill in the menu, and OGG, FLAC, MP3, or WAV music besides CD audio. The software renderer was replaced with KolorSoft 1.1, which adds colored lighting. It ships a 64-bit Windows build, and it also builds for Windows ARM64, Linux, macOS, FreeBSD, and Raspberry Pi 4. Version 1.5.10 (August 26) fixed crashes when switching windows, updated it for recent Vulkan SDKs, and dropped the 32-bit build. The download also includes the Quake II demo content.

You needThe files from your own copy of Quake II: the retail .pak files, models, and videos, copied into the baseq2 folder; for the mission packs, their data in rogue (Ground Zero), xatrix (The Reckoning), zaero, or smd. Without the CD, the music as trackXX files (.ogg, .flac, .mp3, or .wav) in baseq2/music. Plus a Vulkan graphics card and, on Windows, the Visual C++ Redistributable.

★ 1k · 2026-08-26 View →
Fan remake Fully playable
DOS

Duke Nukem II

lethal-guitar/RigelEngine

Rigel Engine: a reimplementation of Duke Nukem II that replaces the original DOS executable. It reads the game’s data files and plays just like the original, but runs natively on Windows, Linux, and macOS, and can also be installed on the Steam Deck. It was made by reverse engineering, disassembling the original binary. All four episodes, from the shareware and registered versions, are fully playable and on par with the original. It adds a widescreen mode, smooth scrolling with a higher frame rate, quick saving, better controller support, and extended modding features. Its author considers it done: it’s in maintenance mode, with no new features planned. The complete reconstruction of the original code is a separate project, Duke2Reconstructed.

You needThe Duke Nukem II data files, from the registered version or the free shareware one: NUKEM2.CMP is enough, plus the optional intro movies (NUKEM2.F1 to F5). Plus a graphics card with OpenGL 3.0 or OpenGL ES 2.0.

★ 1k · 2026-09-28 View →
Source port Fully playable
WIN

Quake II (Yamagi Quake II)

yquake2/yquake2

Yamagi Quake II: an enhanced client for id Software’s Quake II with a focus on offline and co-op play. Gameplay and graphics are unchanged, but it fixes many bugs of the last official release and adds widescreen support, reliable high frame rates, a modern OpenAL-based sound backend, modern game controller support, and an OpenGL 3.2 renderer. It builds on Icculus Quake II, which itself derives from Quake II 3.21, is fully 64-bit clean, and is released under the GPL v2. Officially supported systems are FreeBSD, Linux, and Windows; macOS and other Unix-like systems have community support. The official add-ons (The Reckoning, Ground Zero, and CTF) and the Remaster variant live in their own repositories. Official releases are published on its homepage, and its continuous integration builds unsupported binaries on every commit.

You needThe files from your own copy of Quake II; the README points to the project’s documentation for installation. Windows, Linux, or FreeBSD (macOS with community support).

★ 1k · 2026-11-10 View →
Native layer Playable
PS4

Driveclub (OverkillLabs3)

OverkillLabs3/driveclub-recomp

DriveClub Recomp: despite the name, it isn’t a recompilation. The original x86-64 code of PS4 version 1.28 runs directly on the CPU, the PS4 system libraries are reimplemented, and GPU commands are translated to Vulkan, the way Wine and DXVK work. It’s playable on Windows from the menus through races, photo mode, and saves, at about 60 fps at 4K in the heaviest scenes on its test PC. Since 0.2.0 it replaces the game’s anti-aliasing with DLAA or FSR 3.1. It supports keyboard, any gamepad, and steering wheels with force feedback, pedals with a clutch, and an H-pattern shifter. It offers output from 720p to 8K, ultrawide with a field-of-view fix, an unlocked frame rate at normal game speed, a mods folder, and a benchmark in the launcher. DLC content can be unlocked from your own files. Online features don’t work. 2 of its 85 commits list Claude as a co-author.

You needYour own Driveclub PS4 dumps: the 1.28 update (with eboot.bin) and the base game (with game000.dat). It’s tested with the US release (CUSA00093) and also accepts the European one (CUSA00003). Plus 64-bit Windows 10 or 11, an Intel Haswell, AMD Excavator, or Ryzen CPU or newer, a Vulkan 1.3 graphics card, and about 40 GB of free space.

★ 1k · 2026-11-09 View →
Fan remake Playable
WIN

The Sims Online (FreeSO)

riperiperi/FreeSO

FreeSO: a full reimplementation of The Sims Online built with MonoGame. It stays faithful to the original but renders in hardware at high resolutions, with its own dynamic lighting, and allows houses with more than two floors; it also adds neighborhoods, first- and third-person controls, open lot borders, and a 3D mode that rebuilds objects from their sprites’ depth buffers, with community-made models for many of them. It includes Volcanic, an editor for viewing, modifying, and creating objects alongside a live SimAntics virtual machine, and its engine is the base of Simitone, the same author’s reimplementation of The Sims, which is still incomplete. The official FreeSO server shut down on December 9, 2024; since then the project has been working on FreeSO Archive, a client for hosting your own server with no technical knowledge or joining someone else’s, in beta for Windows, macOS, and Linux. The latest, v0.8.5-beta, is from September 20. The project doesn’t accept AI-assisted contributions.

You needThe original The Sims Online files (objects, avatars, and interface), which according to the project can be downloaded from EA’s servers; FreeSO itself includes no copyrighted game material. The project’s classic installer, FSOInstaller, downloads them from there. Plus Windows, macOS, or Linux.

★ 991 · 2026-10-28 View →
Source port Fully playable
DOS

⑂ Fork of chocolate-doom/chocolate-doom

Doom / Doom II (Crispy Doom)

fabiangreffrath/crispy-doom

Crispy Doom: a “friendly fork” of Chocolate Doom, the faithful port built on the Doom source code id Software released in 1997. It doubles the internal resolution to 640×400 (320×200 is still available), removes the engine’s static limits, and adds optional visual, tactical, and physical enhancements while staying compatible with the original’s config files, savegames, netplay, and demos. It has widescreen rendering up to 24:9, uncapped frame rates with interpolation and optional VSync, and supports the “Doom Classic” WADs from Doom 3: BFG Edition, with the No Rest for the Living episode, and every version of SIGIL. The optional features, mostly off by default, are enabled in the “Crispness” menu: jumping, mouselook, a crosshair, a minimal HUD, translucency, randomly mirrored corpses, and secret notifications, among others. It also loads full DEHACKED and BEX and animation-smoothing mods, and plays limit-removing maps, but not Boom or ZDoom ones. Crispy Heretic, Crispy Hexen, and Crispy Strife are released from the same code. There’s a Windows build and packages for macOS (MacPorts and Homebrew) and Linux (Debian and Ubuntu). Version 7.2.0 (October 12) extended the extended BSP format to all games and fixed demo and savegame bugs.

You needThe IWAD file from your own copy of Doom, Doom II, or Final Doom, or the Doom 3: BFG Edition WADs; the free shareware DOOM1.WAD works too, as does Freedoom. For Crispy Heretic, Crispy Hexen, and Crispy Strife, each game’s IWAD. Plus Windows, macOS, or Linux.

★ 968 · 2026-10-12 View →
PS1
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.

100% decompiled
★ 966 · 2026-11-11 View →
Xbox 360 Experimental
360

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.

★ 959 · 2026-11-06 View →
Fan remake Fully playable
WIN

World of Warcraft (benilla)

samwhosung/benilla

benilla: a World of Warcraft 1.12.1 client written from scratch in Rust on the Bevy engine, with no original client code. It reads the game data from your own 1.12.1 install and connects to a 1.12.1 server over the original protocol; it’s developed against vmangos and also works with cMaNGOS and other cores that speak the same protocol. It reimplements every file format (MPQ, BLP, DBC, ADT, WDT, WDL, M2, and WMO), the network protocol, and the interface engine: the stock 1.12 interface runs on its own FrameXML and Lua engine from your install’s files, and addons such as Questie, pfUI, or Bagnon work. Its author calls it complete and fully playable: character creation, quests and professions, dungeons and raids, battlegrounds and honor, groups, guilds, trade, mail, and the auction house. There are no prebuilt downloads: it’s built with Rust from each release tag, on Windows, Linux, or macOS. It doesn’t answer Warden, the anticheat, so servers that enforce it drop the session. The reverse engineering of the client lives in a separate repository, benilla-re. Version 0.2.0 came out on September 27. 868 of its 877 commits list Claude as a co-author.

You needThe data from your own World of Warcraft 1.12.1 client (build 5875), in any locale, and a 1.12.1 server with Warden off, such as vmangos or cMaNGOS. To build it, stable Rust and a C compiler: on Windows, the MSVC build tools; on Linux, the ALSA and udev development packages and pkg-config; on macOS, the Xcode command line tools.

★ 946 · 2026-11-08 View →
GBA
GBA

The Legend of Zelda: The Minish Cap

zeldaret/tmc

An ongoing decompilation of The Legend of Zelda: The Minish Cap, which aims to recreate a source code base for the game from scratch, using information found inside the game along with static and dynamic analysis. It can build the US, Japanese, and European ROMs and the US and Japanese demos, checked by SHA-1. The repository includes no assets: a prior copy of the game is needed to extract them. The README warns that the work is in progress, that some parts of the ROM can’t be shifted yet, and that the code can change drastically. Progress is tracked at zelda64.dev. The latest activity was on September 27.

★ 939 · 2026-09-27 View →
Xbox 360 Fully playable
360

GoldenEye 007 XBLA (SunJaycy)

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).

★ 938 · 2026-06-18 View →
Xbox Playable
XBX

Black (TGP482)

TGP482/BLACK-XBERecomp

A native Windows port of the Xbox version, built with XboxXBE-Recomp, the same author’s static recompilation tool. On first launch it compiles the game’s code for your machine. It replaces the original 640×480 with your monitor’s resolution and adds a 20–200% render scale, a 45–140° field of view, frame rates beyond the Xbox’s 30 fps cap, HDR, up to 8x MSAA and SMAA, ambient occlusion (SSAO or GTAO), and up to 16x draw distance. It has keyboard and mouse with raw input and rebindable controls, and SDL3 controller support with gyro aiming. V2 (October 18) added a controller options page and put every option page in the pause menu.

You needThe files from your own copy of Black for Xbox, US or European release, as an ISO or extracted. Plus 64-bit Windows 10, a CPU with SSE4.2, and a Direct3D 12 graphics card. Building it requires the US release’s default.xbe.

★ 929 · 2026-10-29 View →
Xbox 360 Playable
360

Blue Dragon

zolaware/reblue

“re:Blue,” a static recompilation of Mistwalker’s JRPG, built with the ReXGlue SDK. It reached 1.0 on August 27, 2026, and is now at 1.3.1 (October 5). A setup wizard copies the game from the images of its three discs, and from there it offers up to 4K at aspect ratios from 4:3 to 32:9, up to 8x MSAA, an unlocked or capped frame rate, saving anywhere from the camp menu, a field-of-view setting, native keyboard and mouse, a mod manager, and the official DLC. There are builds for Windows (DirectX 12), Linux (x86-64 and ARM64, Steam Deck included), and Apple Silicon macOS, with menus in English, French, German, Italian, and Spanish.

You needImages of all three discs from your own copy of Blue Dragon (Xbox 360), global release (US and Europe); support for the Japanese and Asian release is coming.

★ 916 · 2026-11-10 View →
Source port Playable
DOS

System Shock (Shockolate)

Interrupt/systemshock

Shockolate: a cross-platform System Shock port using SDL2, based on the source code of the PowerPC Mac version released by Night Dive Studios. It aims to be for System Shock what Chocolate Doom is for Doom: an experience that closely mimics the original, but portable and with some quality-of-life improvements. It runs well on Windows and Linux, though some features need reviving because they weren’t in the released code. It adds an OpenGL renderer alongside the original software one, WASD controls with mouselook (toggled with F) and leaning with Q and E, fullscreen, MIDI music through FluidSynth and a SoundFont or FM synthesis through AdlMidi, and loads mods and fan missions (extra .res and .dat files). The latest stable release is 0.7.7 (April 8, 2019), with 2020 test builds for Windows, Linux, and macOS; development continues, and on October 18 a Zig build was added, used for Apple silicon macOS.

You needThe data from your own copy of the CD-ROM System Shock or System Shock: Enhanced Edition, in a res/data folder next to the executable; the floppy version’s data is older and can’t be loaded. For MIDI music, optionally, a SoundFont (.sf2) in the res folder. Plus Windows, Linux, or macOS.

★ 913 · 2026-10-18 View →
Port (decomp) Playable
N64

Super Mario 64 (Ghostship)

HarbourMasters/Ghostship

Ghostship: Harbour Masters’ port of Super Mario 64. It includes no copyrighted assets; you supply your own ROM.

★ 910 · 2026-10-27 View →
Mod manager
WII

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.

★ 908 · 2026-11-10 View →
Source port Fully playable

Raze

ZDoom/Raze

Raze: a port of the Build engine games backed by GZDoom technology that brings Duke Nukem 3D, Blood, Redneck Rampage, Shadow Warrior, and Exhumed/PowerSlave together in a single program, and can also play NAM and WW2 GI. Each game builds on an earlier port: Duke Nukem 3D on JFDuke and EDuke 2.0, with World Tour extensions from DukeGDX; Redneck Rampage on Nuke.YKT’s reconstructed source (Rednukem); Blood on NBlood; Shadow Warrior on SWP and VoidSW; and Exhumed on PCExhumed, with enhancements inspired by PowerslaveGDX. It recognizes each game’s versions and add-ons, such as Duke Nukem 3D’s Atomic Edition, Plutonium Pak, and World Tour with Duke It Out in D.C., Duke Caribbean, and Nuclear Winter, One Unit Whole Blood and Cryptic Passage, Redneck Rampage Rides Again and Route 66, or Shadow Warrior’s Wanton Destruction and Twin Dragon, plus the shareware versions. From GZDoom it inherits OpenGL, Vulkan, and OpenGL ES renderers and a game picker at startup. Version 1.11.0 (February 22, 2025) brought fixes for every game and a widescreen menu background for Shadow Warrior. There are builds for Windows and macOS, and it builds on Linux.

You needThe data files from your own copy of one of the games (Duke Nukem 3D, Blood, Redneck Rampage, Shadow Warrior, Exhumed/PowerSlave, NAM, or WW2 GI), with their add-ons if you have them; the free shareware versions work too. Plus Windows, macOS, or Linux.

★ 893 · 2026-11-01 View →
Fan remake Fully playable
ARC

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.

★ 891 · 2023-12-26 View →
GameCube
GC

Mario Party 4 (marioparty4)

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.

100% decompiled
★ 890 · 2026-10-15 View →
Port (decomp) Playable
WIN

Might and Magic VII: For Blood and Honor (OpenEnroth)

OpenEnroth/OpenEnroth

OpenEnroth: an open-source reimplementation of the Might and Magic VI, VII, and VIII engine that uses the game’s original data. For now only Might and Magic VII is playable; VI and VIII support is planned. It comes from a 2013 decompilation of the mm7.exe executable, which the project keeps separately as its prehistory and which the current code has been rewriting. There are builds for Windows (64- and 32-bit), Linux (as a Flatpak), and macOS (Apple silicon and Intel), plus an experimental Android one. It uses Lua for its scripts and has an in-game console to run commands. So far it only publishes nightly builds, which may have bugs, the latest from September 28; the first stable release, 0.1, is in progress. Since March, 252 of its commits list Claude as a co-author.

You needThe data from your own copy of Might and Magic VII, the GOG release or the original disc: at least the ANIMS, DATA, MUSIC, and SOUNDS folders. On Windows, running the GOG installer is enough; on Linux and macOS, extract them with innoextract. Plus Windows, Linux, or macOS.

★ 886 · 2026-11-11 View →
PC-98
98

Touhou PC-98 (ReC98)

nmlgc/ReC98

ReC98 (The Touhou PC-98 Restoration Project): a reconstruction of the source code of the first five Touhou Project games, which ZUN Soft released only for NEC’s Japanese PC-9801 computer in 1997 and 1998: The Highly Responsive to Prayers, the Story of Eastern Wonderland, Phantasmagoria of Dim.Dream, Lotus Land Story, and Mystic Square. It’s a matching decompilation: the executables built from its code, with the same Turbo C++ 4.0J compiler ZUN used, are identical to the originals at every commit, and the code is written to be readable and moddable. It isn’t a port: it builds PC-98 DOS programs, which need your original game files on a PC-98 or in an emulator. According to its website, as of January 19 the first game is fully decompiled and 61% of the code across all five is finalized. Besides the branch faithful to the original, it maintains a “debloated” branch that’s easier to read and meant as the base for ports to other platforms, and an “anniversary” branch that also fixes bugs; it publishes their executables as downloads, the latest, P0335, on March 16, with TH03 fixes. It’s crowdfunded, and its blog documents what it finds in ZUN’s code. The repository includes none of the games’ assets, but it does include, as disassembly, the original executables’ code that hasn’t been decompiled yet.

★ 886 · 2026-03-16 View →
Xbox 360 Experimental
360

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. 4 of its last 100 commits list Claude, Cursor or Devin as a co-author.

You needYour own copy of Dante's Inferno for Xbox 360.

★ 883 · 2026-11-08 View →
Fan remake Experimental Abandoned
WIN

Fallout 2 (Falltergeist)

falltergeist/falltergeist

Falltergeist: a new open-source engine for Fallout 2, written in C++ with SDL2 and OpenGL, for Windows, Linux, and macOS. It doesn’t start from the game’s code: it reimplements the engine from scratch and reads the original .dat files, the way OpenXcom or OpenTTD do with their games. By 0.4.0 it could load maps, travel between locations on the world map, use skills on objects, open doors and containers, take ladders, stairs, and elevators, and barter in a basic way, and it had an inventory and a character screen; according to its roadmap, NPCs, combat AI, and full script support were still missing before the game would be playable. That 0.4.0, from May 20, 2022, is its last release, with no published executables, and the last commit is from July 2022. In 2024 one of its main developers wrote that they no longer have time for the project and don’t think it will ever be finished or even playable.

You needThe master.dat and critter.dat files from your own copy of Fallout 2, or the game’s CD mounted. Plus Windows, Linux, or macOS, and building it yourself with SDL2, SDL2_mixer, SDL2_image, GLEW, GLM, and zlib.

★ 883 · 2023-01-05 View →
Fan remake Fully playable
WIN

Medal of Honor: Allied Assault (OpenMoHAA)

openmoh/openmohaa

OpenMoHAA: an open-source reimplementation of Medal of Honor: Allied Assault and its Spearhead and Breakthrough expansions, built on ioquake3 and the Heavy Metal: F.A.K.K.² SDK, and compatible with the original’s assets, scripts, and multiplayer. There are builds for Windows, Linux, and macOS, ARM included. According to the project, the whole campaign of all three games should work, and multiplayer is almost fully stable, with every official mode, including Spearhead’s Tug-of-War and Breakthrough’s Liberation, and popular mods like Freeze-Tag; you can join OpenMoHAA servers or host your own. It includes every fix from Spearhead 2.15 and Breakthrough 2.40b, and adds bots for offline practice, 4K support with automatic UI scaling, an adjustable field of view, smoother animations, OpenAL sound, demo recording, IPv6, multiple master servers through 333networks, and, on servers, IP bans and packet flood protection, plus many fixes for bugs and exploits in the original. It hasn’t reached 1.0 yet; the latest release is 0.82.1 (August 5, 2025). Its contribution guidelines forbid using AI to generate code.

You needAn installation of your own copy of Medal of Honor: Allied Assault, preferably GOG’s War Chest, which includes both expansions; if it’s the CD release, with the official patches (1.11 for Allied Assault, 2.15 for Spearhead, and 2.40b for Breakthrough). The free demos work too. OpenMoHAA’s files are copied into the game folder. Plus Windows (x64, x86, or ARM64), Linux, or macOS (Apple silicon or Intel).

★ 869 · 2026-04-23 View →
Fan remake Experimental

OpenNFS

OpenNFS/OpenNFS

OpenNFS: a new engine, written from scratch in C++ with OpenGL and Bullet physics, that aims to recreate the classic Need for Speed games, the first through the fifth, by loading the cars, tracks, and music from their original files. It’s at an early stage. It reads, to varying degrees, the formats of the PC versions of Need for Speed II, II Special Edition, III: Hot Pursuit, High Stakes, and Porsche Unleashed (the last one still without a stable parser), and partly those of the PlayStation versions of II, III, and High Stakes; III for PC is the most complete, and the first Need for Speed doesn’t load yet. In 2026 it gained menus to pick a car, color, and track, skid marks, adjustable weather, and the High Stakes PC driving physics Bluv wrote for the Velocity project, which make the cars drivable. Its plans include each original game’s gameplay, configurable menus, automatic import of the games, an open world joining all the classic tracks, and multiplayer. Its last published release, 0.3 (July 14, 2020), is a build from late 2018; current builds come from its continuous integration for Windows, macOS, and Linux. The repository also includes the 11 sky textures of a Need for Speed III: Hot Pursuit track, extracted from its sky.fsh file, which it uses for the cars’ reflections.

You needThe files from your own copy of Need for Speed III: Hot Pursuit for PC (the gamedata and fedata folders), which are required; those of Need for Speed II, II Special Edition, High Stakes, and Porsche Unleashed for PC are optional. Plus Windows, macOS, or Linux; for the current version you have to build it or grab a build from its continuous integration.

★ 865 · 2026-06-21 View →
Switch Experimental
NSW

The Legend of Zelda: Tears of the Kingdom (kuraeow)

kuraeow/ultratears

UltraTears is an unofficial native Windows port of version 1.4.3 for the Switch. It isn’t an emulator: the game’s code is translated ahead of time (static recompilation, ARM64 to C to x86-64), and the console’s system and NVN graphics API are replaced by the port’s own implementations on Windows and Vulkan; shaders and textures are converted when the game is built, not while playing. No executable with the game is published: you download a builder that translates and compiles the game on your PC from your own dump, or build from source. The README calls it early: the title screen, a new game, the prologue and the Great Sky Island play, at the game’s own 30 fps with hitches while new shaders compile. Steam Deck and Linux are planned. The only release, v0.1.0-beta, is from October 25. 1 of its 3 commits lists Claude as a co-author.

You needYour own copy of The Legend of Zelda: Tears of the Kingdom with update 1.4.3, as two ordinary folders: exefs (main, subsdk0, sdk, main.npdm…) and romfs (about 304,000 files, 16 GB). .nsp, .xci, .nca and other encrypted packages don’t work, and it reads no keys. Plus 64-bit Windows 10 or 11, a CPU with AVX2, a GPU with Vulkan 1.3 and VK_EXT_shader_object, 16 GB of RAM, and about 32 GB free for the build.

★ 862 · 2026-11-11 View →
Port (decomp) Playable
PS1

Silent Hill (SlickAmogus)

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.

100% decompiled
★ 844 · 2026-11-11 View →
Native layer Playable
PS4

Bloodborne (bbhost)

droogie/bbhost

bbhost: a translation layer for playing Bloodborne on Windows and Linux, a project separate from bbport with the same approach. The game’s 1.09 executable runs unmodified on the CPU, bbhost reimplements all 660 PS4 system functions the game imports, PlayStation Network ones included, and the graphics are being moved from emulation to native code: each draw is built from FromSoftware’s engine objects and nearly all GCN shaders are decompiled to SPIR-V, though compute work still goes through an emulated command processor. About 30 of the game’s functions are already rewritten as source. Its author calls it playable, with the world, the bosses, and online sessions. It adds any resolution, ultrawide included (21:9 and 32:9), FSR 1, 30, 60, 90, or 120 fps or uncapped with the game’s timing corrected, keyboard and mouse with rebindable keys, PC settings pages inside the game’s own menus, the character appearance editor cut from the final game, mods that leave the game files alone (a randomizer, a boss rush, and the developers’ debug menu come with it), and online play between bbhost players on the private server The Hunter’s Dream, whose backend bbport also uses. It runs on the Steam Deck. 194 of its 224 commits list Claude as a co-author. The latest version is 0.2.18 (October 10).

You needYour own Bloodborne dump with the 1.09 update (copied over it or in its own folder beside the game, like CUSA00900 and CUSA00900-UPDATE) and the 1.09 eboot.bin decrypted to an ELF, with SHA-256 941f887a562aae054fac35af8cc8f27cf075f3d4cc2e029fb5ae2a663aaa5ae7; any other eboot won’t start. Plus 64-bit Windows 10 or 11 or Linux, or a Steam Deck, and a Vulkan 1.3 graphics card; 16 GB of RAM and 8 GB of video memory are recommended (6 GB NVIDIA cards play at 1080p). No game files are included.

★ 836 · 2026-11-11 View →
Port (decomp) Fully playable

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).

★ 832 · 2026-10-20 View →
Source port Fully playable
MAC

Marathon Trilogy (Aleph One)

Aleph-One-Marathon/alephone

Aleph One: an open-source continuation of the Marathon 2 and Marathon Infinity engine, born from the Marathon 2 source code Bungie released under the GPL in 2000; Bungie released Marathon Infinity’s source as well in 2011. It plays all three Marathon games, originally released for the Mac, and dozens of community scenarios, from new levels to total conversions, picked with a scenario chooser. There are builds for Windows, macOS, and Linux (as a Flatpak), and the three games are on Steam as Classic Marathon, Classic Marathon 2, and Classic Marathon Infinity, with achievements and Steam Workshop. It can run at 30 fps like the original or with interpolation at 60 or 120 fps or uncapped, and it adds 3D audio with HRTF, Lua scripting, game recording with video export, and multiplayer and co-op for up to eight players over LAN or the internet, with a lobby to find games, dedicated servers so no router setup is needed, and monthly leaderboards with an optional lhowon.org account. The latest release, 1.11.1 (September 30), fixes bugs and security issues. Each game’s download includes its data, which Bungie allowed to be distributed for free in 2005 and which the project distributes under a limited license Bungie granted it in 2021.

You needNo copy needed: Bungie has allowed the three games to be distributed for free since 2005, and each of the project’s downloads already includes the game data, which can also be downloaded separately from its website. Plus Windows, macOS, or Linux.

★ 825 · 2026-11-11 View →
Fan remake Fully playable
DOS

Blood (NBlood)

NBlood/NBlood

NBlood: a port of Blood and its Cryptic Passage expansion, rebuilt through reverse engineering on top of the technology of EDuke32, the Duke Nukem 3D port that uses Ken Silverman’s Build engine; EDuke32 developers such as Hendricks266 and TerminX work on it too. If you have the digital Steam or GOG release installed, it finds it without copying anything, and it supports the Blood: Fresh Supply data. It can use the CD music as FLAC or OGG instead of MIDI and the original CD’s cutscenes, and it ships graphics adapted to widescreen made by community members. It has a strict vanilla mode, optional voxels, controller rumble, and multiplayer. The same repository holds Rednukem, for Duke Nukem 3D: Atomic Edition, Redneck Rampage, Redneck Rampage: Rides Again, Duke Nukem 64, NAM, and World War II GI, and PCExhumed, for the PC version of Exhumed (PowerSlave). It publishes 32- and 64-bit Windows builds; the latest, r14388, is from September 14.

You needThe files from your own copy of Blood 1.21: BLOOD.INI, BLOOD.RFF, GUI.RFF, SOUNDS.RFF, SURFACE.DAT, TILES000.ART to TILES017.ART, and VOXEL.DAT, plus Cryptic Passage’s if you want to play it; with the Steam or GOG release installed, nothing needs copying. Plus Windows; on Linux and other systems you have to build it.

★ 823 · 2026-11-03 View →
Fan remake Fully playable
DOS

⑂ Fork of OpenTTD

Transport Tycoon Deluxe (JGR's Patchpack)

JGRennison/OpenTTD-patches

JGR’s Patchpack: a version of OpenTTD, the open-source reimplementation of Transport Tycoon Deluxe, with a long collection of added features and changes. It’s installed and played separately from standard OpenTTD; it isn’t a mod loaded from inside the game. It keeps up with OpenTTD’s development branch, and nearly all of its patches, many of them from the TT-Forums boards, have been modified or extended. Among what it adds: realistic train braking, routing restrictions, programmable pre-signals, drive-through train depots, template-based train replacement, multiple rail types per tile, signals in tunnels and on bridges, tunnels under water, one-way roads and overtaking, improved breakdowns, automated timetables and scheduled dispatch, infrastructure sharing in multiplayer, maps of up to 256 million tiles, and more cargo distribution modes. It warns that it isn’t aimed at beginners, and its savegames can’t be opened in standard OpenTTD. The first release came out in August 2015 and the latest, 0.73.4, on October 12. Its contribution guidelines forbid using AI to generate code.

You needNo copy is needed: like OpenTTD, it runs on OpenGFX, OpenSFX, and OpenMSX, the free graphics, sounds, and music OpenTTD publishes. If you have Transport Tycoon Deluxe, for DOS or Windows, it can use its graphics and sounds (sample.cat and the trg*.grf files) and its music. Plus Windows (64- or 32-bit, or ARM), macOS, or Linux.

★ 816 · 2026-11-10 View →
Port (decomp) Playable
GBA

⑂ 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.

★ 813 · 2026-11-10 View →
Fan remake Experimental
360

Skate 3 (Skate 3 Rust Engine)

SK8-ENGINE/skate-3-rust-engine

A reimplementation of Skate 3 in Rust on the Bevy engine, built from reverse engineering the Xbox 360 version. It rests on more than two years of work by dumbad, who studied the game’s file formats, animations, and systems and built tools for maps, meshes, collision, challenges, and DLC; Chasm then worked on a recompilation and a custom renderer before moving to this rewrite. It has skating, tricks, grinds, off-board movement, difficulty settings, and custom maps in the .skate format, with a Lua modding API, and its sound is a native port of the game’s audio system. Setup converts the skater, animations, and every disc map from your copy, then starts in University; maps can be switched without restarting. It’s played with a controller and has a built-in updater. GitHub only has test builds, the latest being build 49 (October 9), and the project itself notes that not every system behaves exactly like the original yet. Its README states that AI coding tools were used to write this rewrite, and eight of its commits list Cursor as a co-author.

You needYour own copy of Skate 3 for Xbox 360, as an ISO or an extracted folder with its default.xex; converting the ISO needs an internet connection, since it downloads extract-xiso from GitHub, and the first conversion can take a while. Plus 64-bit Windows and an SDL3-compatible controller (Xbox, PlayStation, Switch, or generic); it can’t be played without one.

★ 807 · 2026-10-09 View →
Native layer Playable
PS4

Uncharted: The Nathan Drake Collection (BilalReloaded)

bc160201983/Uncharted-The-Nathan-Drake-Collection-PC-port

A Windows port of the PS4 collection (Drake’s Fortune, Among Thieves, and Drake’s Deception), separate from Supermedo’s: the three games’ x86-64 code runs directly on the CPU, a runtime that started from gow3_pc’s (the God of War III port) replaces the PS4 system libraries, and a shadPS4-derived renderer runs the GPU work on Vulkan, with fixes for this game. Its author calls all three games playable, with the collection menu, switching between games, saves, sound, movies, and controllers; Uncharted 3 has had less testing. It has a launcher with per-game settings and presets, resolutions from 540p to 4K (Drake’s Fortune renders at most at 2880×1620), 16:10, 21:9, and 32:9, upscaling with FSR 1, FSR 3.1, FSR 4, or DLSS with the HUD at the output resolution, TAA, a 30–120 fps limit, remappable keyboard and mouse alongside a controller, the games’ 22 text languages, an in-game menu, and an option to unlock every chapter. It uses update 1.02 when it finds it and updates itself. 40 of its 46 commits list Claude as a co-author. The latest version is 0.4.1 (October 19).

You needYour own dump of the PS4 collection (the CUSA02344 folder, with eboot.bin and sce_sys) and, recommended, update 1.02; with the US release (CUSA02320) and 1.02, the game stops at start for some players. Plus 64-bit Windows 10 or 11, an Intel Haswell (4th-gen Core) or newer CPU or any AMD Ryzen, a Vulkan 1.3 graphics card with at least 6 GB of video memory, and 16 GB of RAM recommended. No game files are included.

★ 801 · 2026-11-08 View →
Port (decomp) Fully playable
WIN

Need for Speed II: Special Edition

zaps166/NFSIISE

A cross-platform port of Need for Speed II: Special Edition (1997) for Windows, Linux, and macOS (up to Mojave), plus Android. The game code is the original, taken as a disassembly: on x86 it’s reassembled with Yasm, and on other CPUs it uses a translation of that assembly to C++, which its author says is somewhat slower and less stable. Around it sits a wrapper written from scratch that replaces what the game asked of Windows: Glide graphics, 3dfx’s API, go to OpenGL (or OpenGL ES on Android), and network play runs over TCP and UDP. Game controllers, force feedback, serial-port connections, brightness, and sound work; modem play will never work again. During a race, F1 to F12 toggle rain, car detail, draw distance, each player’s HUD, the mirror, music, or sound effects. The latest release, 1.4.0, came out on March 16, 2024. The repository includes, as submodules, the disassembly of the game’s executable (NFSIISE-ASM) and its C++ translation (NFSIISE-CPP), plus the game’s text files in six languages adapted to the TCP version; the game data comes from your CD.

You needYour own Need for Speed II: Special Edition CD, from which you copy the fedata and gamedata folders (with the regular Need for Speed II you get a “MOVIE FILE NOT FOUND” message). Plus Windows XP or later, or x86 Linux with the 32-bit glibc, OpenGL, and X11 libraries; on Linux the files from the CD must be lowercase, and the package includes a script that renames them. On other CPUs, you build it with Clang as a 32-bit program.

★ 791 · 2026-05-01 View →
Port (decomp) Playable
WIN

Star Wars Jedi Knight: Dark Forces II (OpenJKDF2)

shinyquagsire23/OpenJKDF2

OpenJKDF2: a function-by-function reimplementation in C of Jedi Knight: Dark Forces II, with 64-bit versions for Windows 7 or later, macOS 10.15 or later, and Linux. Its files are organized as closely as possible to the original game, based on symbols from the Grim Fandango Remastered port for Android, Linux, and macOS and on assertions from other games, and it includes the original versions of byacc and flex to parse COG scripts. It plays the original soundtrack from Ogg Vorbis files (the GOG version is recommended) and has a WebAssembly demo. The latest release, 0.9.9 (July 5, 2026, marked as a pre-release), has debug builds for 64-bit Windows and macOS, an Android APK, and a Nintendo DSi version; its notes include multiplayer fixes.

You needYour own copy of Jedi Knight: Dark Forces II, available from GOG (the recommended version, DRM-free and with the soundtrack in Ogg Vorbis) or Steam; no original assets are included. 64-bit Windows 7 or later, macOS 10.15 or later, or Linux.

★ 790 · 2026-11-01 View →
Source port Fully playable
DOS

Doom / Doom II (DOOM Retro)

bradharding/doomretro

DOOM Retro: a Doom source port for Windows by Brad Harding, who released it on December 10, 2013, for the game’s 20th anniversary. It started from Chocolate Doom, which builds on the source code id Software released in 1997, and is now its own port of about 120,000 lines of C. It supports vanilla, limit-removing, Boom, MBF, and MBF21 maps and mods, with DeHackEd (including the DEHEXTRA extension, which began here), DSDHacked, and partial MAPINFO and UMAPINFO, but it doesn’t record or play back demos and has no multiplayer. It draws with a 256-color software renderer at 640×400, twice the original resolution, scaled up with Direct3D or OpenGL, with a widescreen mode and a choice of two HUDs, uncapped frame rates, and a 45–135° field of view. It fixes most of the original engine’s bugs and over 1,400 errors in the official Doom and Doom II maps, and adds translucency effects, blood that leaves permanent splats, monster shadows, bobbing liquids, a WAD launcher, a console, an automap that can go on a second display, stats, controller rumble, and mouselook, plus a “vanilla” mode to compare it with the original. It recognizes SIGIL and SIGIL II, the BFG Editions with No Rest for the Living, Freedoom, Chex Quest, HacX, and REKKR. It also includes E1M4B and E1M8B, two maps by John Romero played with the Doom IWAD. Version 6.3 (August 8) improved ID24 compatibility and added a cylindrical sky projection, radial lighting, and Discord Rich Presence.

You needThe IWAD file from your own copy of Doom, Doom II, or Final Doom (DOOM.WAD, DOOM2.WAD, PLUTONIA.WAD, or TNT.WAD), for example from Steam, GOG, or the Epic Games Store; it tries to find where it’s installed on its own. It also takes the shareware DOOM1.WAD, though PWADs can’t be loaded with it, and the free Freedoom IWADs. Plus 64-bit Windows; the source can also be built on Linux and macOS, without support.

★ 785 · 2026-11-11 View →
Source port Fully playable
WIN

Return to Castle Wolfenstein (iortcw)

iortcw/iortcw

iortcw: a Return to Castle Wolfenstein port that brings ioquake3’s features and fixes to the source code id Software released, with separate executables for the campaign and multiplayer. It uses SDL and adds full 64-bit support, OpenAL sound with multi-speaker support, Ogg Vorbis, in-game and Mumble VoIP, AVI video capture of demos, PNG textures, desktop resolution, an aspect-corrected HUD and interface for widescreen, and many bug fixes. It also includes rend2, an alternate renderer with HDR, tone mapping, cascaded shadow maps, MSAA, and screen-space ambient occlusion, compatible with most mods. In multiplayer it stays compatible with the original 1.4 servers and clients. There are builds for Windows, Linux, and macOS; the latest, 1.51c, is from March 16, 2019, and the code got changes until May 2024. Each release separately offers patch-data-141.zip, which collects the data files from the official patches up to 1.41 (without executables) and, according to its authors, isn’t needed if your copy is already up to date, plus language packs for the campaign in German, Spanish, French, and Italian.

You needThe .pk3 files from the Main folder of your own copy of Return to Castle Wolfenstein: pak0.pk3 and sp_pak1 through sp_pak3 for the campaign; mp_bin.pk3, mp_pak0 through mp_pak5, and mp_pakmaps0 through mp_pakmaps6 for multiplayer. It must be patched to 1.41. Plus 32- or 64-bit Windows, x86 or x86-64 Linux, or macOS.

★ 771 · 2024-06-27 View →
Switch 2 Experimental
NS2

Donkey Kong Bananza

Lucas-blip-png/dkb-pc-recomp

DKB Recomp: a static recompilation of Donkey Kong Bananza, for Switch 2, into a native Windows x86-64 application with a Vulkan renderer: the game’s ARM64 code is translated to C ahead of time, and its graphics calls are answered by its own implementation of NVN 2, the console’s graphics API. It builds on TotK Recomp, the Tears of the Kingdom recompilation that is also in the catalog, and for shaders it uses the Eglantine emulator’s Ampere-to-Maxwell lowering. According to the README, it isn’t playable yet: it boots, gets past the title screen, and into the tutorial cave, where you can walk and punch with the guide movies playing, and one run reached the Ingot Isle Cave-In section; it can still crash, and many effects are missing. There are no releases: an installer builds the game from your copy, and progress is logged day by day in its devlog. The repository was created on November 1.

You needYour own copy of Donkey Kong Bananza for Nintendo Switch 2, dumped from your console. Windows.

★ 765 · 2026-11-11 View →
Xbox 360 Experimental
360

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.

★ 756 · 2026-11-11 View →
Wii Experimental
WII

Mario Kart Wii (KartPad)

chrissotraidis/kartpad

KartPad: a static recompilation of Mario Kart Wii based on Wiicompiled, patchzyy’s project already in the catalog, which provides the translator and runtime; KartPad, maintained separately, adds the Apple and Android integration, the controls, the game chooser, game data management, and the releases. The PowerPC code is translated ahead of time and compiled as native ARM64 code, with no emulator or JIT, and graphics go through Metal on Apple platforms and Vulkan on Android. On PC there’s only the Apple silicon Mac version, which its documentation calls experimental and less tested than the Android, iPhone, and iPad ones: PadMint, by the same author, builds it from your disc, and 0.7.9 through 0.7.13 also had a ready-made download that no longer gets updates. On Mac you play with keyboard or controller, with remappable controls, controller support for up to four players in split screen (three- and four-player play isn’t fully tested yet), and an experimental mode for connecting a Wii Remote and Nunchuk over Bluetooth. It also runs Retro Rewind, a community track mod: PadMint downloads its pack when building the app and translates its code too, and playing it is optional; online play through Retro WFC has been tested on Android. 0.8.5 (October 21) updated Retro Rewind to 6.13.4. Its README states that it’s developed with substantial AI assistance for code, tests, documentation, debugging, and maintenance.

You needYour own PAL copy of Mario Kart Wii (RMCP01, revision 0); other regions aren’t supported. PadMint needs it as a disc image to build the app, and KartPad then asks for the DATA folder extracted with Dolphin or the one PadMint prepares. Plus an Apple silicon Mac (M1 or later) with macOS 14 or later, PadMint 0.5.1 or later, and Xcode.

★ 746 · 2026-11-11 View →
Source port Fully playable
WIN

Vangers

KranX/Vangers

The source code of Vangers (also Vangers: One for the Road), K-D Lab’s 1998 game that mixes racing and role-playing, published under the GPLv3 in KranX’s repository. Playing requires the resources from a purchased copy of the game (maps, sounds, textures), and the README points to the Steam and GOG releases. In July it moved to SDL 3, replaced the old options.dat and controls.dat with a settings.toml file, which imports them on first launch without changing them, and added SDL 3 controller support with hot-plugging, rebindable buttons, and rumble on strong collisions. For multiplayer, it stopped building its old C++ server in September: you now use vangers-srv, a separate server written in Rust with the same network protocol, and native clients connect over TCP. It doesn’t publish releases on GitHub: the builds for 64-bit Windows, Linux (also as a Flatpak bundle), and macOS come from GitHub Actions, and September added scripts to build it on Windows with MSVC or MSYS2. The repository also includes about 55 MB of game data: the Fostral world (about 28 MB), which Association K-D Lab released in August under the CC BY-SA 4.0 license, plus text, scripts, interface graphics, and 12 videos.

You needThe resources from your own copy of Vangers (maps, sounds, textures), such as the Steam or GOG release; the game is launched from its data folder. Plus 64-bit Windows, Linux, or macOS; to build it, SDL 3.2 and SDL_net 3.2, libvorbis, clunk, FFmpeg 6.0 or later, toml11 4.4, and zlib.

★ 745 · 2026-11-10 View →
Native layer Playable
PS4

Crash Team Racing Nitro-Fueled (GetLostIn)

GetLostIn/CTR-NitroFueled-PC

A Windows port of Crash Team Racing Nitro-Fueled for PS4, from the same family as the Bloodborne one: it’s the Windows fork of SacredFire, T3CHNOLOG1C’s native Linux port, whose original repository is no longer available. As in bbport, which it starts from, the game’s x86-64 code runs directly on the CPU, a small runtime replaces the PS4 system libraries, and a renderer derived from shadPS4 translates the GPU work to Vulkan; the Windows layer comes from Supermedo’s port. The author calls it playable: menus, Adventure and Arcade, races with sound, cutscenes, controllers and keyboard, saving, split screen, the community patches (60 fps, no motion blur), and DLC from your own packages. It renders from 480p to native 4K with AMD FSR 1, 3.1, and 4 or NVIDIA DLSS, has FSR 3 frame generation, an FPS limit of up to 240, and 21:9 and 32:9 with a centered HUD, and its launcher handles controllers and turns trophies into achievements. Online features are stubbed, so the game runs offline. Its author states it was made with the help of Claude. Version 0.4 (October 19) added the European edition.

You needYour own decrypted PS4 dump of Crash Team Racing Nitro-Fueled, as folders (from your console or extracted with PS4 PKG Tool): the base game (01.00) and the 1.21 update, from the US edition (CUSA13795) or, since 0.4, the European one (CUSA14876); both builds of 1.21 (for firmware 5.05 and 6.72+) work. DLC is optional, from your own .pkg files. Plus 64-bit Windows 10 (1903 or later) or 11 and a Vulkan 1.3 graphics card. No game files are included.

★ 740 · 2026-10-19 View →
Port (decomp) Playable
PS2

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.

★ 738 · 2026-11-03 View →
Port (decomp) Fully playable

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).

★ 718 · 2026-10-26 View →
Fan remake Fully playable
DOS

Ultima VII: The Black Gate / Serpent Isle (Exult)

exult/exult

Exult: a new engine for Ultima VII, written in C++ with SDL, that uses the original data and graphics files of the game, a DOS title with a very nonstandard memory manager that is hard to run on current computers. It fully supports The Black Gate and Serpent Isle, both of which can be finished, their Forge of Virtue and Silver Seed add-ons, and the Serpent Isle beta. It adds any resolution with scalers up to 8x, a game area larger than the original 320×200, Serpent Isle’s paperdoll in Black Gate too, a shortcut bar, combat options, and MIDI music through a real device, FluidSynth, an emulated MT-32, or FM synthesis. Since 1.8 it plays Serpent Isle’s long intro, which Origin cut down to save floppy disks. It includes Exult Studio, an editor for making mods, and the Windows installer offers to install some, such as Keyring or the Ultima VI remake made by other fans. There are builds for Windows, macOS, and Android, and on Linux it’s on Flatpak. The latest stable release is 1.12.1 (January 8); 1.13 snapshots, already on SDL3, come out often, the latest on October 21. The repository includes that intro, restored from an old recording (about 10 MB of animations), and, in its documentation, a disassembly of Black Gate’s usecode, the code behind the game’s scripts and dialogue (about 6 MB). Separately, its website offers as optional downloads the game’s music recorded on a Roland MT-32 and its sound effects recorded on a Sound Blaster and on an MT-32, which the Windows installer can download.

You needThe files from your own copy of Ultima VII: The Black Gate, Ultima VII Part Two: Serpent Isle, or both, already installed (the GOG, CD-ROM, and floppy versions all work), without mixing one game’s files with the other’s; the Forge of Virtue and Silver Seed add-ons are optional. For the emulated MT-32, the ROMs from your own MT-32 or CM-32L. Plus Windows 7 or later, macOS 10.12 or later (snapshots need 10.15), Linux, Android, or iOS.

★ 708 · 2026-11-05 View →
Port (decomp) Experimental Stalled · 2 years
WIN

Command & Conquer: Generals / Zero Hour (Thyme)

TheAssemblyArmada/Thyme

Thyme: an open-source reimplementation of Generals: Zero Hour in C++. It’s a bottom-up rewrite of the game that uses the original executable for functions not yet implemented, with the intent of fixing bugs, adding features, and porting the game to platforms the original didn’t support. Today it only runs on Windows. Its own launcher only supports the English disc version of Generals: Zero Hour patched to 1.04; running it any other way means following the README’s instructions. It has no affiliation with EA. Licensed GPL-2.0; the “latest” tag and the last commit are from October 31, 2024.

You needYour own installation of Command & Conquer: Generals – Zero Hour; with the project’s launcher, the English Windows disc version patched to 1.04 (the README links the patch). Windows.

★ 695 · 2024-10-31 View →
Fan remake Experimental
WIN

Civilization III (OpenCiv3)

C7-Game/OpenCiv3

OpenCiv3 (formerly known by its codename, C7): an open-source remake of Civilization III by the fan community, built with the Godot engine and C#, with Lua for the game rules. It describes itself as a mechanically compatible black-box reimplementation: it rebuilds the gameplay with its own code and community-made art, based on public information and on observing the game, ships nothing from Civilization III, and can load the art from your own install to look closer to the original. Its goal is a game that looks and plays like Civ3 and its Conquests expansion, but without its arbitrary limits, with broken features fixed, and much more open to modding. It reads Civ3 BIQ and SAV files, though support for scenarios and saves is incomplete. The project is in pre-alpha: it’s playable, but many mechanics and the late-game content are missing. The latest release, 0.3 “Dutch” Preview 1 (December 7, 2025), introduced a standalone mode with placeholder graphics that doesn’t need the Civ3 files, with builds for Windows, Linux, and macOS. Development continues: in October it added the logic for wonders and conquest and domination victories.

You needRecommended: the files from your own copy of Civilization III with Conquests or the Complete edition (the game itself doesn’t have to run); on Windows it finds them through the registry, and on Linux and macOS you point to them with the CIV3_HOME variable. Without them, standalone mode uses placeholder graphics. Plus 64-bit Windows, x86-64 Linux, or macOS (Intel or Apple silicon).

★ 693 · 2026-11-09 View →
3DS Experimental
3DS

The Legend of Zelda: Ocarina of Time 3D (TriAevum)

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.

★ 693 · 2026-10-22 View →
Port (decomp) Fully playable
MD

Sonic 3 & Knuckles (Sonic 3 A.I.R.)

Eukaryot/sonic3air

Sonic 3 A.I.R. (Angel Island Revisited): a fan-made widescreen remaster of Sonic 3 & Knuckles. It runs on the Oxygen Engine, its own engine that emulates the parts of the Mega Drive hardware the game needs, and the game logic is rewritten function by function in lemonscript, the same author’s scripting language, from the original’s 68000 code: about 7 MB of scripts in the repository, each function marked with its ROM address. Graphics, levels, and sound are read from your ROM. It adds widescreen, upscaling filters (xBRZ, HQ3x, and HQ4x), Time Attack, Competition mode, the Blue Sphere minigame on its own, Act Select, achievements and unlockable secrets, new moves such as the drop dash, controller rumble, and an experimental mode, Ghost Sync, that shows other players connected to a server. It supports mods, which can bring their own scripts, with documentation and a dev mode. SpinnRG’s remastered soundtrack is downloaded from the options menu. There are builds for Windows and Linux; the macOS one is published by Sappharad. The latest stable release is v26.03.28.0 (March 28), which added a file browser for importing mods, more skippable cutscenes, and pause and Act Select menus written in scripts, and test builds have followed since, the latest on August 15. The repository also includes, from the game and the series, music from the Sonic 3 prototype, the Sonic 1 and Sonic 2 boss themes, Sonic 2’s Super Sonic theme, and Sonic CD’s peel-out sounds.

You needA compatible ROM from your own copy of Sonic 3 & Knuckles, such as the one from Sonic 3 & Knuckles on Steam (part of SEGA Mega Drive & Genesis Classics), which is no longer sold. Plus Windows (32- or 64-bit) or Linux; on macOS, Sappharad’s build.

★ 682 · 2026-10-24 View →
Native layer Playable
PS4

⑂ Fork of GetLostIn/CTR-NitroFueled-PC

Crash Team Racing Nitro-Fueled (Ryu7w7)

Ryu7w7/OCTR-NitroFueled-PC

An online-play fork (OCTR) of CTR-NitroFueled-PC, the Windows build of SacredFire, T3CHNOLOG1C’s native Linux port. The game’s x86-64 code runs directly on the processor, a small runtime replaces the PS4’s system libraries, and a renderer derived from shadPS4 translates the GPU work to Vulkan. It adds public races, private rooms, groups, friends, and the Pit Stop through the community RyuNET server, with your own nickname and Discord invites. The README states the Windows status as playable: menus, Adventure and Arcade, races, sound, cutscenes, controllers, saving, the community patches (60 FPS, no motion blur), and the game’s DLC from your own packages. Version 0.7.1 (October 29) is the latest release; 0.7 added native Vulkan (experimental). 88 of its last 100 commits list Claude as a co-author.

You needYour own dump of Crash Team Racing Nitro-Fueled for PS4 (CUSA13795, v1.21) and its 1.21 update, in either build: the one for firmware 5.05 (the reference) or the one for 6.72 and later; its documentation also covers loader support for the European package CUSA14876 01.21. DLC is optional, from your own packages. Windows 10 or 11, or Linux.

★ 680 · 2026-11-10 View →
Port (decomp) Playable
GC

⑂ 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).

99% decompiled
★ 680 · 2026-11-10 View →
Recompiler Experimental

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. 17 of its last 100 commits list Claude as a co-author.

★ 679 · 2026-11-06 View →
Xbox 360 Playable
360

Need for Speed: Most Wanted (SpeedBreaker)

SpeedBreakerProject/speedbreaker

SpeedBreaker: a static recompilation of the Xbox 360 version of Need for Speed: Most Wanted (2005), built with XenonRecomp and a runtime that adapts parts of Unleashed Recompiled’s. There are builds for Steam Deck and Steam Machine, Steam Frame, x86-64 Linux, and Apple Silicon Macs, plus an experimental iPhone and iPad build; Windows and Android are announced. It renders up to 4K, widens the view on ultrawide screens instead of stretching it, runs up to 60 fps, brings back the console’s sun glare, and adds FSR 1, sharpening, and anisotropic filtering. An installer verifies the 49 files of your disc as it copies them, and a settings menu pauses the race. Xbox 360 saves can’t be imported. All 10 of its commits list Claude as a co-author.

You needAn image of your own US (NTSC-U) Need for Speed: Most Wanted Xbox 360 disc (full ISO, XISO, or extracted folder) and about 7.2 GB of free space. On Linux and SteamOS, an AVX2 CPU and Vulkan 1.2; on Mac, Apple Silicon with macOS 15 or later.

★ 670 · 2026-11-07 View →
Fan remake Experimental
WIN

Sid Meier's Alpha Centauri (GLSMAC)

afwbkbc/glsmac

GLSMAC: a free reimplementation of Sid Meier’s Alpha Centauri and its Alien Crossfire expansion, written from scratch in C++ with OpenGL and SDL2, that loads the images, sounds, and other resources from your installed copy of the game. It doesn’t disassemble the original executables or link to their libraries. It aims to replicate the original game, with its models, texts, factions, and rules, but rewrites the graphics engine and the network code, which won’t be compatible with the original’s; map generation, AI, and dynamic music are recreated from scratch. It already has a random map generator, most of the interface, a map editor, and, since v0.3, a multiplayer lobby for hosting and joining games, with chat. The game logic and interface are written in moddable JavaScript-like scripts (.gls.js). The game itself is still under construction: the 2026 work, on the way to v0.4, focuses on bases (production, facilities, and worked tiles). There are 64-bit builds for Windows and Ubuntu; the latest stable one is v0.3-db4dbc9 (May 31), and development builds are kept up to date. It builds on macOS but crashes because of OpenGL issues. Its author states that they don’t use AI-generated code, though they accept contributions made with it: three commits by one contributor declare it, one of them listing Claude as a co-author.

You needYour own copy of Sid Meier’s Alpha Centauri with the Alien Crossfire expansion installed; the GOG, Steam (Planetary Pack), Loki, and Legacy releases are supported. On first launch it asks for the game folder. Plus 64-bit Windows or Linux and, for 60 fps, a graphics card along the lines of an Intel HD 4400, Radeon R7, or GeForce GT 710, with 2–4 GB of RAM.

★ 656 · 2026-11-08 View →
Fan remake Fully playable
SNES

Super Mario World (snesrev)

snesrev/smw

smw: a reverse-engineered reimplementation of Super Mario World in C, by the author of zelda3. It reimplements every part of the original game and is playable from start to end. It also reimplements part of what the Lunar Magic level editor adds to ROMs, so it accepts some ROMs edited with it; mods that use ASM hooks don’t work, except wall jump. It uses LakeSnes’s PPU and DSP, with many speed optimizations, and while you play it runs an emulated version and compares RAM every frame; on a mismatch it saves a snapshot to send to the authors. It has snapshots that keep the input history so playthroughs can be replayed, turbo mode, two gamepads, and OpenGL output with shaders. The same repository holds Super Mario Bros. and The Lost Levels, reimplemented from Super Mario All-Stars: with your ROM of that game they’re extracted and played with the same program. Version 0.1 (August 16, 2023) includes a Windows executable that patches your ROM at startup; if you build it yourself, the assets are extracted once and the ROM is no longer needed.

You needYour own unheadered US Super Mario World ROM (smw.sfc, SHA-1 6B47BB75D16514B6A476AA0C73A683A2A4C18765). For Super Mario Bros. and The Lost Levels, your US Super Mario All-Stars ROM, the one without Super Mario World (SHA-1 c05817c5b7df2fbfe631563e0b37237156a8f6b6), and Python with zstandard. The 0.1 executable is for Windows; to build it, SDL2 and Python, with TCC, MSYS2, or Visual Studio on Windows, or make on Linux and macOS.

★ 651 · 2024-01-22 View →
Port (decomp) Fully playable
N64

⑂ Fork of sm64-port/sm64-port

Super Mario 64 (SM64Plus)

MorsGames/sm64plus

SM64Plus: a fork of the sm64-port PC port focused on customization, with settings that fix problems in the original and expand the game, nearly all optional. It offers more responsive controls, an improved camera, an extended moveset, the option to stay in the level after getting a star, extra modes such as Encore, Green Demon, and Hard Mode, 60 fps through interpolation, and bug fixes, plus presets such as “Vanilla” to play it like the original. It includes no game assets: a launcher, made with GameMaker, builds the game on your machine from your ROM and manages the settings. Version 4.0 (March 11, 2026) switched to OpenGL only, added V-Sync, MSAA anti-aliasing, anisotropic filtering, an N64-style blur, and fixes for the text’s typos, and reworked the internal resolution. Its author considers it feature complete.

You needYour own US Super Mario 64 ROM (.z64) and an internet connection during setup, since the launcher downloads what it needs to build the game. The launcher is for Windows; for Linux there are launcher builds and a guide to build it by hand, Steam Deck included; there’s no guide for macOS.

★ 649 · 2026-03-11 View →
Port (decomp) Fully playable
WIN

Nox

opennox/opennox

OpenNox: an open-source community project that extends the Nox engine. It supports all of the original version’s features: you can complete the campaign and play online. It adds new features, listed in the project’s documentation, and a scripting API for maps. Releases come from the “dev” branch: the latest, 1.9.0 alpha 13 (January 27, 2024), has an executable and zip for Windows and a tar.gz and AppImage for Linux, and there’s a Snap package, AUR packages, and nightly builds. Licensed GPL-3.0; the project is still receiving changes (September 2026) and says it includes no assets, text, or art from the original game. The repository includes legacy C code (the src/legacy folder, several MB) and data dumps (src/common/memmap, about 0.7 MB) from the original executable.

You needYour own copy of Nox; the README gives no versions or checksums. Windows or Linux.

★ 647 · 2026-09-21 View →
Source port Fully playable
DOS

Descent / Descent II (DXX-Rebirth)

dxx-rebirth/dxx-rebirth

DXX-Rebirth: a Descent and Descent II port that continues the discontinued D1X and D2X, which in turn built on the original Descent source code and LDescent. It has one engine per game, D1X-Rebirth and D2X-Rebirth, which work independently, and it’s compatible with both full games, all of their expansions, and third-party levels, as well as with the pilot files, savegames, demos, and missions from the DOS versions. It renders with OpenGL, with optional transparency, colored lighting, texture filtering, and FSAA, at any resolution and aspect ratio your monitor supports, with VSync. It supports several joysticks at once alongside keyboard and mouse, MIDI, CD, or your own music files, and add-on packs that replace or expand the games’ content. Multiplayer runs over UDP, on a LAN or over the internet. It records smaller, less glitchy demos that stay compatible with the original games’, and it avoids the glitches that higher game speeds used to cause, such as overly fast homing missiles or excessive collision damage. The latest numbered releases on GitHub date from 2016 and 2018 (0.60 beta 2); to play without building it, the project points to the GitHub Actions builds for x86-64 Windows, macOS 14 on Apple silicon, and x86-64 Linux (AppImage). Four of its last 100 commits, from August and by a single contributor, state in their messages that they were made with help from OpenAI Codex.

You needThe data files from your own copy of Descent (descent.hog and descent.pig) or Descent II (descent2.ham, descent2.hog, descent2.s22, and its environments’ .pig files), for example from the GOG release; Descent II’s movies are optional. The free Descent shareware and Descent II demo data, PC or Mac, work too. Plus Windows, macOS, or Linux.

★ 646 · 2026-11-07 View →
Xbox 360 Playable
360

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. 15 of its last 100 commits list Claude as a co-author.

You needYour own copy of Fable II for Xbox 360 (US or European GOTY edition, title 4D5307F1).

★ 645 · 2026-11-11 View →
Native layer Playable
PS4

⑂ Fork of deadinside28/bloodborne_pc

Bloodborne (Mrsuss60)

Mrsuss60/bloodborne_pc_windows_port

A Windows adaptation of the native Linux port bbport. It replaces the Linux kernel layer, memory mapping, and POSIX threading with a native Win32 runtime: the PS4 executable’s x86-64 code runs directly on the processor, with no emulation or JIT, and shadPS4’s Vulkan video core, with a multithreaded draw pipeline and FSR 3.1 and FSR 4 upscaling, handles the GPU. The README says it is playable on Windows: it boots, loads saves, and runs with audio and gamepad support. It adds a graphical launcher, 360-degree mouse look, 30, 60, 90, or uncapped frame rates through community patches, and persistent Vulkan pipeline caches. Version 0.7.2 (October 28) is the latest release.

You needYour own decrypted dump of Bloodborne for PS4 (CUSA03173, version 1.09), with eboot.bin. Plus 64-bit Windows 10 or 11, a Vulkan 1.3 graphics card (GeForce GTX 10-series or newer, Radeon RX 400-series or newer, or Intel Arc A-series), and an x86-64 processor with AVX 1.0 and SSE4.2.

★ 631 · 2026-11-07 View →
N64 Playable
N64

Mario Kart 64

sonicdcer/MarioKart64Recomp

MarioKart 64: Recompiled: a static recompilation with N64Recomp and RT64 as its renderer, for Windows, Linux, and macOS. You load your ROM from the menu and start playing, with no extraction step. It keeps the N64’s graphical effects without hacks, runs at any frame rate (your monitor’s by default) and any aspect ratio, ultrawide included, with an option to keep the HUD at 16:9, and has settings menus you can use with mouse, controller, or keyboard, low input lag, and mods and texture packs, with a template for making them. The latest version is 0.9.2 (February 13, 2026). sonicdcer’s repository was down for a while and is available again; the downloads are on GitLab.

You needYour own North American Mario Kart 64 ROM. Plus a graphics card with Direct3D 12.0 (Shader Model 6), Vulkan 1.2, or Metal (at least a GeForce GT 630, Radeon HD 7750, or Intel HD 510) and, on x86-64 PCs, an SSE4.1 CPU; on a Mac, Apple silicon or a 7th-gen Intel with macOS 13.

★ 629 · 2026-11-10 View →
Switch
NSW

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.

9% decompiled
★ 629 · 2026-10-03 View →
Recompiler Experimental

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.”

★ 621 · 2026-11-07 View →
Fan remake Fully playable
DOS

Cannon Fodder (Open Fodder)

OpenFodder/openfodder

Open Fodder: an open-source reimplementation of the engine of Cannon Fodder, Sensible Software’s 1993 action strategy game, and of Cannon Fodder 2, for modern systems. According to the project, it keeps the original’s timing, soldier handling, and weapon physics. It reads the data from Cannon Fodder for DOS CD, Amiga, and Amiga CD32, and from Cannon Fodder 2 for DOS CD and Amiga; if you have both versions, F1 and F2 switch between the Amiga and PC ones. It adds a random map generator written in JavaScript, with hostages, rescue tents, vehicles, and a helicopter, windowed play with scaling, options to skip the intro and the briefings, and playback of the CD32 version’s intro video if you extract it from your disc; new campaigns and maps are made with OpenFodder Editor, a separate project. There’s a Windows installer and a Flatpak for Linux, and it builds on other systems such as OpenBSD or RetroPie. Version 2.0.0 (December 16, 2025) added the missing unarmed helicopters and fixed soldier animation bugs carried over from the original engine. The Windows installer includes seven magazine cover-disk demos (six Amiga, one PC) and the campaign data, which the original game kept inside its executable; on Linux or when building from source, that data has to be downloaded separately from the OpenFodder/data repository on GitHub.

You needFor the full campaigns, the files from your own copy of Cannon Fodder or Cannon Fodder 2: from the DOS CD version (GOG’s, for example), Cannon Fodder’s CF_ENG.DAT or all of Cannon Fodder 2’s files; from Amiga, the disks unpacked with SOS Unpacker or installed with WHDLoad; and from CD32, the CD’s Fodder folder. Without a copy, only the bundled demos are playable. Plus Windows, Linux, or another Unix-like system.

★ 619 · 2026-11-01 View →
Source port Fully playable
DOS

Tyrian (OpenTyrian)

opentyrian/opentyrian

OpenTyrian: a port of Tyrian, the vertical scrolling shooter for DOS developed by Eclipse Software and published by Epic MegaGames in 1995. Jason Emery, who released it as freeware in 2004, gave the OpenTyrian developers a copy of the Tyrian 2.1 source code, which they ported from Turbo Pascal to C and moved to SDL so it runs on modern systems. It has the story mode, one- and two-player arcade modes, and networked multiplayer: a game is started from the command line with the other player’s IP address and, thanks to UDP hole punching, usually no ports need to be opened. v2.1.20260912 (September 13) brought self-contained builds for Windows, macOS, and Linux that already include the game data, and reworked keyboard and mouse input in menus and cutscenes; the latest, v2.1.20260913 (September 14), keeps settings and saves next to the executable if an opentyrian.cfg is already there.

You needNo copy needed: Tyrian 2.1 has been freeware since Jason Emery released it in 2004, and the published builds include its data. If you build it yourself, the get_data.sh script downloads the Tyrian 2.1 data from camanis.net, the site the project points to. Plus Windows (x86-64 or Arm64), macOS (universal), or Linux (x86-64 or Arm64).

★ 612 · 2026-11-02 View →
Mod Usable
WIN

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.

★ 610 · 2026-10-09 View →
PS2 Experimental
PS2

Grand Theft Auto: Vice City Stories (PS2)

gothamor/gta-vcs-recomp

A native Windows and Linux port of the PS2 version (USA, SLUS-21590), made by recompiling the PS2 executable into C++ with PS2Recomp, which the project vendors with its own changes. It builds from the same source with Direct3D 11 on Windows and Vulkan on Linux. The repository contains no game code or data: the build reads the executable from your ISO and the finished game reads everything else from it. A Windows launcher walks through four steps (folder, disc, Microsoft build tools, and build, 20 to 60 minutes the first time) and manages save backups. Its progress document marks it as in development: the game loop runs and the intro scene renders, with a hardware graphics backend that shows the loading screen, and movies are skipped for now. Launcher version 0.1.0 is from November 1. All of its last 100 commits list Claude as a co-author.

You needYour own Grand Theft Auto: Vice City Stories PS2 ISO (USA, SLUS-21590). On Windows, Microsoft’s C++ tools (about 6 GB; the launcher installs them) and 20 to 60 minutes for the first build; a Linux build is also available.

★ 609 · 2026-11-09 View →
PSP Experimental
PSP

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. 66 of its last 100 commits list Codex as a co-author.

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.

★ 606 · 2026-11-10 View →
Switch 2 Playable
NS2

⑂ Fork of drakolordx7/switch2-recomp

Pokémon Pokopia (featureJosh)

featureJosh/Recompia

Recompia (formerly pokopia-recomp): a static recompilation of Pokémon Pokopia, for Switch 2, into a native Windows program, with online play. It comes from drakolordx7’s Pokopia Recomp, whose first commits it keeps, builds on that author’s nxrecomp recompiler, and follows the updates of pokopia-native, which it also takes code from. The launcher compiles the game on your PC from your copy, in about 7 minutes, and then translates about 99,000 shaders, one to two hours that can be paused. Link Play lets you visit a friend’s island or invite them to yours on the same network, by address, or over the internet through a relay with a room code, also with pokopia-native players; co-op in the story areas is experimental and off by default. It supports any resolution, render scale, quality presets (Switch 2, High, and Ultra), HDR, windowed, borderless, or fullscreen, FSR 1 and NVIDIA Image Scaling (FSR 3 and DLSS are there but don’t look good yet), Xbox, PlayStation, and Switch Pro controllers with rumble and motion, keyboard and mouse with remappable keys, the Joy-Con 2 mouse mode for placing items, importing your Eden or Ryujinx save, profiles with separate saves, mods that replace romfs files without touching your dump, and an updater with stable and testing channels. The launcher also works on Linux and SteamOS, where the game runs through Proton; players measured 26 to 53 fps on the Steam Deck and 55 to 75 on the Legion Go S. v0.8.0 (November 8) is the latest of 15 releases. The README says it’s developed mostly with AI, with the author as a supervisor who reviews and tests every commit. 23 of its last 100 commits list Claude as a co-author.

You needYour own extracted copy of Pokémon Pokopia for Nintendo Switch 2, version 2.0.1a: a folder with base and updates (each with exefs and romfs) or a .nup file; .nsp and .xci files have to be extracted first, and the base game alone isn’t enough. 64-bit Windows 10 or 11 with a Vulkan 1.3 GPU and about 14 GB free (31 GB if the shaders are left loose). On Linux or SteamOS, also Steam’s Proton Experimental; the first time, the launcher downloads Python and Zig (about 100 MB).

★ 606 · 2026-11-11 View →
Fan remake Experimental
DOS

X-COM: Apocalypse (OpenApoc)

OpenApoc/OpenApoc

OpenApoc (OpenApocalypse): an open-source reimplementation of X-COM: Apocalypse, written in C++ with SDL2, that needs the original game’s files. PmProg founded it in July 2014, and its README quotes Julian Gollop, X-COM’s designer, saying they know about the project and support it. It runs at modern resolutions, with display scaling and at 60 fps, plays sound without the original’s pops and stutters, and adds a “More Options” menu with dozens of optional improvements, an experimental skirmish mode for quick fights, a debug system, and saves stored as XML in a ZIP file that you can edit. Almost everything can be changed with mods. It’s still in alpha: there are bugs and crashes, and its roadmap still lists what’s needed for a “truly playable” alpha, such as agent training from tactical combat. It publishes dated builds for 64-bit Windows, with an installer; on Linux and macOS you build it yourself. The latest is 20260916 (September 16), and the September builds applied the original’s combat experience rules, medals from victory points, and the end of the game on the final victory or the loss of the last base, and the launcher now detects the CD or ISO on its own.

You needYour own X-COM: Apocalypse CD as an ISO image (cd.iso) or a folder with all its files, the Steam release’s cd.iso, or the GOG release’s XCOM.cue and XCOM.bin; it must be complete, music included. Plus an OpenGL 2.0 graphics card and, on Windows, the latest Visual C++ Redistributable; the published builds are for 64-bit Windows, and on Linux and macOS you have to build it.

★ 606 · 2026-09-16 View →
Fan remake Playable
DOS

The Settlers II (Return to the Roots)

Return-To-The-Roots/s25client

Return to the Roots (RTTR): a fan-made open-source reimplementation of The Settlers II that rewrites the whole game and keeps its original graphics and sounds, which it reads from your copy. According to the project, almost all of the original game’s features are already implemented, including the Roman and world campaigns, whose missions are scripted in Lua. It adds online multiplayer through its own game lobby server, higher resolutions, AI players, replays, a random map generator, and a list of add-ons that change game rules, such as the leather economy that reached the nightly builds in February, with skins, tanneries, and armor for soldiers. The latest stable release is 0.9.5 (February 28, 2022); according to the project, most players use the nightly builds, for 32- and 64-bit Windows, macOS, and Linux, the latest from October 21. Seven of its last 100 commits, all from 2026, list Claude as a co-author.

You needThe DATA and GFX folders from your own copy of The Settlers II Gold Edition, copied into the folder RTTR points to. Plus Windows (Vista or later), macOS, or Linux with SDL2 and SDL2_mixer.

★ 602 · 2026-11-05 View →
Switch Playable
NSW

The Legend of Zelda: Skyward Sword HD

Apolinario-coder/SkyRecomp

Sky Recomp: a static recompilation of the Switch version of Skyward Sword HD for Windows, Linux, and macOS. The game’s ARM64 instructions are translated to C and compiled as native code (x86-64 with AVX2 and FMA, or ARM64 on Apple silicon Macs), and the console’s graphics are translated to Vulkan 1.3 on Windows and Linux and to Metal 3 with MetalFX on macOS. Much of its architecture (the recompiler, the graphics translation layer, the runtime, and the launcher) comes from LAS Recomp, the Link’s Awakening port, adapted to this game. It runs at 60 fps at the resolution you choose, ultrawide included, with FSR 1 or NVIDIA Image Scaling upscaling, controller or keyboard and mouse, button icons for the controller you use, an in-game settings menu (Esc), and a mod manager with LayeredFS. Version 1.0.5 (October 20) added an experimental 120 fps mode and fixed crashes with an NPC and on entering a cave; the author notes random crashes may still happen.

You needYour own Skyward Sword HD files, version 1.0.0 without updates: the folder of extracted files or, per the repository’s instructions, the .nsp or .xci with your console’s prod.keys and title.keys. The project doesn’t explain how to obtain them. Plus 64-bit Windows 10 or 11, Linux with glibc 2.35 or later, or macOS 11 or later; a CPU with AVX2 and FMA or an Apple silicon Mac; a Vulkan 1.3 graphics card (Metal 3 on Mac); 8 GB of RAM (16 recommended); and about 15 GB of free space.

★ 601 · 2026-11-10 View →
Xbox 360 Experimental
360

Ace Combat 6: Fires of Liberation (sal063)

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).

★ 600 · 2026-08-22 View →
Library Usable

Aurora

encounter/aurora

A source-level GameCube and Wii compatibility layer. It makes it easier for decomp ports of those consoles to reach PC.

★ 600 · 2026-11-05 View →
Port (decomp) Playable
GC

⑂ 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). 18 of its last 100 commits list Claude as a co-author.

You needYour own Super Smash Bros. Melee disc image (NTSC-U 1.02). No game data is distributed.

100% decompiled
★ 600 · 2026-10-20 View →
Switch Playable
NSW

Super Smash Bros. Ultimate (ssbu-recomp)

OpenSmash-Ultimate/ssbu-recomp

OpenSmash-Ultimate: a native Windows port of Switch version 13.0.4 or 13.0.5, made by statically recompiling the AArch64 code to C, with its own runtime reimplementing the system libraries, the NVN graphics API on Vulkan, audio, video, input, and the file system. An installer finds your keys and game, applies the update and DLC, and builds the game on your PC, with no Visual Studio and no firmware (the fonts are open source). It runs at 59–60 fps in fights by its author’s measurements, with in-game settings, any controller, and the fighter scripts converted into readable C++ checked against the original, which enables mods. Online play is experimental: Local Wireless works over a LAN, a room code, or a lobby server; rollback is in progress. Its author states that almost all of the code was written by AI coding agents (Claude) under the author’s direction.

You needYour own dump of Super Smash Bros. Ultimate (version 13.0.4 or 13.0.5) and the keys from your own console; DLC is optional. Plus 64-bit Windows 10 or 11 and a graphics card with Vulkan.

★ 600 · 2026-11-03 View →
Switch Playable
NSW

Bayonetta 2

K0NL/B2recomp

B2recomp: an unofficial static recompilation of the Switch version for Windows. The AArch64 code is translated to C on your own PC, from your dump, and runs on a reimplemented system layer (threads, file system, audio, input, and the NVN graphics API on Vulkan). The compiled game is never published: what you download is the source and a package with the tools to build it, about 5 minutes on a fast PC. In its author’s tests, the prologue plays through with no crash and chapter 1 was played by hand past its first part; later chapters are being tested. It has resolution scaling, windowed or fullscreen modes, and, in beta, up to 120 fps. A Linux version is in testing. The lifter and runtime started from OpenSmash-Ultimate’s, and its author states that AI helped with the reverse engineering.

You needYour own extracted copy of Bayonetta 2 with update 1.2 applied (ExeFS and RomFS as plain files; encrypted packages aren’t accepted). Plus 64-bit Windows 10 or 11, a graphics card with Vulkan 1.3, and about 1.5 GB free for the builder package.

★ 599 · 2026-10-23 View →
Launcher Experimental
XBX

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. It also offers NINJA GAIDEN Black, with its own save editor since 0.1.13 (October 16). The library sorts games into Release (fully playable), Beta (playable with rough edges), and Alpha (barely working yet), and asks for confirmation before installing one of the last two. The game executables are 64-bit Windows only; the launcher also has macOS and Linux builds.

★ 599 · 2026-11-10 View →
GameCube Playable
GC

The Legend of Zelda: The Wind Waker (BlueWake)

chrissotraidis/bluewake

BlueWake: a static recompilation of the GameCube version, separate from sp00nznet’s Wind Waker recomp already in the catalog. It translates the main program and its 415 PowerPC modules to native code ahead of time, with an interpreter only for a few rare instructions; the rest of the hardware (graphics, sound, memory card, timing) comes from RecompCore, a Dolphin-derived runtime, and the translator is a fork of DolRecomp. Elliott Tate’s Wind Waker Recomp moved here, and Elliott now maintains it with Chris Sotraidis. The Windows build comes ready-made: according to its authors, it contains the game code translated from their own disc and nothing else from the game; on Linux and Mac you build it from your disc, and there are also iPhone and iPad (via PadMint), Apple TV, and Android versions, the last two experimental. It offers up to 4x internal resolution, 16x anisotropic filtering, 16:9, 16:10, or 21:9 widescreen with the HUD repositioned, HD texture packs (plus an importer that pulls them from your own Wind Waker HD), an optional Wind Waker HD–style look, Better Wind Waker options such as Swift Sail and instant text, and Smooth Motion, which interpolates frames up to 240 fps with game logic at 30. Tested areas include the prologue, Outset Island, sailing, Windfall, and a late-game Hyrule save; later dungeons and bosses are largely untested, and the README calls the desktop versions experimental. 0.8.0 came out on October 18. Its README states that it’s developed with substantial AI assistance for code, testing, documentation, and debugging.

You needYour own disc image of The Wind Waker for GameCube, US version GZLE01 revision 0, as .iso or .gcm (a Dolphin .rvz must be converted to ISO first); other versions are rejected. On Windows, Windows 10 or 11 with an AVX2 CPU and a Direct3D 12 graphics card (since 0.8.0 it tries Direct3D 11 on older ones). On x86-64 Linux and Apple silicon Macs it’s built from your disc.

★ 598 · 2026-11-11 View →
Xbox Playable
XBX

⑂ Fork of sp00nznet/burnout3

Burnout 3: Takedown (xenophobentx)

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.

★ 594 · 2026-11-06 View →
Fan remake Playable
WIN

Jazz Jackrabbit 2 (Jazz² Resurrection)

deathkiller/jazz2

Jazz² Resurrection: a free reimplementation of Jazz Jackrabbit 2, written in C++ on a heavily modified version of the nCine engine; the code lives in the jazz2-native repository, and this one hosts the releases. It works with the Shareware Demo, Holiday Hare ’98, The Secret Files, and Christmas Chronicles, and partially supports features of the JJ2+ extension and MLLE. On first launch it converts the game files into a cache while the intro cinematics play. It has optional gameplay enhancements (Reforged), online multiplayer since 3.7.0 (August 1), which also added player color customization and Direct3D 11 and Vulkan backends, and a dedicated server as a Docker image. There are builds for Windows, Linux, and macOS, plus Android, iOS, Switch, Xbox, and other consoles. Version 3.9.0 (October 17) greatly improved the accuracy of physics and movement outside Reforged and added the Reforged Camera option and Rev Up. Its browser version, on the project’s website, plays with the data from the free Jazz Jackrabbit 2 Shareware Demo and can import the episodes from your copy.

You needThe contents of your own Jazz Jackrabbit 2 folder, copied into the Source subfolder; The Secret Files is recommended, and the free Shareware Demo works too. Plus Windows 7 or later with the Visual C++ Redistributable, Linux, or macOS, and a graphics card with OpenGL 3.3 (OpenGL ES 3.0 on ARM).

★ 590 · 2026-10-17 View →
Port (decomp) Fully playable
PS1

The Legend of Dragoon

Legend-of-Dragoon-Modding/Severed-Chains

Severed Chains: The Legend of Dragoon brought to PC from the game’s assembly code, disassembled and rewritten by hand in Java. It isn’t an emulator and needs no BIOS: assets are extracted from your discs on first launch, and the code includes nothing official from the game. Monoxide began decompiling it in December 2020 and now maintains it with a small team. It’s fully playable with no known crashes and fixes many of the original’s bugs. Always on: near-instant loading, no disc swapping, 60 fps outside battles, unlimited save slots, and keyboard or controller. As options: native 4K and beyond, true widescreen in battle and on the world map, a CRT filter, saving almost anywhere, faster game speed, skippable movies, swapping Additions mid-battle, removing the 9,999 damage cap or the need to have Dart in the party, and a modding API that several projects already use. Its authors state that no AI was used to make it. Version 3.0 (October 17) is the first recommended build since July 2023.

You needYour own four discs of the North American release of The Legend of Dragoon (SCUS-94491, SCUS-94584, SCUS-94585, and SCUS-94586), dumped as raw ISO or BIN images (2,352 bytes per sector) in the isos folder; the European and Japanese releases won’t work. Plus Windows, macOS (Intel or Apple silicon), Linux (x86-64 or ARM64), or Steam Deck, an OpenGL 3.3 graphics card, and an internet connection on first launch, when Java 25 is downloaded.

★ 590 · 2026-11-02 View →
Launcher Beta
GC

SMS Launcher

chasem-dev/sms-launcher

A launcher for Windows, macOS, and Linux that sets up and starts the native Super Mario Sunshine port. It guides the install in three steps: it downloads the setup files, checks the user’s disc image (the North American GMSE01, revision 0, as .iso, NKit .iso, .gcm, or .ciso; it recognizes and flags RVZ, WIA, and GCZ images), and prepares the game on the computer, with optional HD textures and enhanced cutscenes reconstructed from the disc. Afterwards it offers a Play button and settings for display, graphics, controller, and keyboard, 30, 60, or 120 frames per second, backup and restore of saves with import of Dolphin saves, save states, and support for the Super Mario Eclipse mod; on Linux it can add the game to Steam. Per its README it includes neither the game nor a disc image. Version 0.1.68 is from October 28 and the beta 0.1.68-beta.297 from October 29. 15 of its last 100 commits list Claude as a co-author.

★ 580 · 2026-11-09 View →
Wii Playable
WII

Super Mario Galaxy (Nebula)

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.

★ 580 · 2026-11-11 View →
N64 Fully playable
N64

Donkey Kong 64

Rainchus/Donkey-Kong-64-Recompiled

DK64 Rekongpiled: a static recompilation of the US release, built with N64Recomp and with RT64 as its renderer. It isn’t based on the decompilation, though it uses its headers and some functions for its patches. It runs at any frame rate (your monitor’s by default) without changing game speed, and at any aspect ratio, ultrawide included, with an option to keep the HUD at 16:9. It adds in-game settings menus you can use with mouse, controller, or keyboard, longer draw distance, mouse and gyro aiming, adjustable deadzone and axis inversion, near-instant loading, and low input lag. It supports mods and texture packs, with an in-game page to discover mods. It fixes the bug that kept Hideout Helm medals from being collected if you left without picking them up, and since modern performance changed some timings, it slows down the second Fungi Forest rabbit race and the harder Krazy Kong Klamour so they stay fair. There are builds for Windows, Linux (also as a Flatpak and for ARM64), and Apple silicon macOS. 1.0.0 came out on August 29 and the latest, 1.0.3, on September 30.

You needYour own US 1.0 Donkey Kong 64 ROM for N64; if it isn’t a .z64 it’s converted automatically, and no other ROM is accepted. Plus a graphics card with Direct3D 12.0 (Shader Model 6) or Vulkan 1.2 (at least a GeForce GT 630, Radeon HD 7750, or Intel HD 510) and a CPU with AVX.

★ 579 · 2026-11-08 View →
Fan remake Experimental
WIN

Grand Theft Auto (Carnage3D)

codenamecpp/carnage3d

Carnage3D: an open-source remake of the first Grand Theft Auto, written in C++ with OpenGL, Box2D for physics, and OpenAL for sound, played with the original game’s data files. Its author describes it as being at a very early stage. The controls mimic the original’s, and it supports Xbox-compatible controllers, split screen for up to four players, and a free-look camera; the level is chosen on the command line. It runs on Windows and Linux, and macOS build support was added in December 2021; there are no published releases, so you build it yourself. That is also the last change to the code: since then only the repository’s funding settings have been touched. The Makefile has a target that downloads the game’s free demo from a copy of Rockstar’s website saved on archive.org, and the README links to a browser version that plays without supplying any game files.

You needThe data files (the GTADATA folder) from your own copy of Grand Theft Auto, the full game or the demo; their path goes in gamedata/config/sys_config.json. Plus Windows, Linux, or macOS, and building it yourself: on Linux, with clang, GLEW, GLM, and OpenAL; on Windows, with Visual Studio 2015.

★ 575 · 2026-08-09 View →
Native layer Playable
PS4

The Last Guardian (HayatoG)

HayatoG/tlg_pc

A native Linux and Windows port of the PS4 release (US CUSA03627 or European CUSA03745, with update 01.03): the game’s original code runs directly on the CPU, with no CPU emulation, a runtime reimplements the PS4 system libraries, and the GPU’s commands and shaders are translated to Vulkan with shadPS4’s video core. It builds on gow3_pc (now SpartanPort) and bloodborne_pc, and shares fixes with the same author’s inFAMOUS Second Son port. Its author calls it playable: it boots, reaches gameplay, and holds up through sessions of more than 10 minutes without failures, with native 1080p output, audio, autosave, DualSense, DualShock 4, Xbox, and 8BitDo controllers through SDL3 with real or simulated gyro, and keyboard and mouse with mouse camera control and remappable keys. It runs at 30 fps as on PS4, with 60 fps or an unlocked rate as experimental options, and adds SMAA anti-aliasing, RCAS or CAS sharpening, color adjustments, its own in-game menu, and a launcher that also loads cheats in the shadPS4 and GoldHEN format. The Linux build is tested; the Windows one is built automatically but hasn’t been tested in game yet. It publishes a release with every change, the latest on October 22. 67 of its last 100 commits list Claude as a co-author.

You needYour own dump of The Last Guardian for PS4, CUSA03627 (US) or CUSA03745 (Europe), with the base game and update 01.03 in one folder (about 25 GB), taken from your console with GoldHEN and Itemzflow; for audio, also the libSceNgs2.sprx file from your PS4’s firmware. Plus 64-bit Windows 10 or 11 or x86-64 Linux (glibc 2.39 or later), a Vulkan 1.3 graphics card (6 GB of VRAM recommended), and about 25 GB of free space. On CPUs without MOVBE, BMI1, or LZCNT (Intel before Haswell) it emulates those instructions.

★ 571 · 2026-10-27 View →
Switch Playable
NSW

Monster Hunter Generations Ultimate

morerokk/MHGURecomp

A native PC port of Monster Hunter Generations Ultimate (Switch version 1.4.0), made by statically recompiling the game’s 32-bit ARM code to C and running it on a host runtime: the Switch’s system services and the NVN graphics API are reimplemented on Windows, with Vulkan for rendering. The README describes it as fully playable, with possible bugs, and says multiplayer also works. It adds graphics settings (resolution, MSAA, FXAA, supersampling, VSync), any widescreen aspect ratio, a frame rate cap from 30 to 240 fps, support for almost any controller, experimental keyboard and mouse controls, mod support, and cheat codes in the Ryujinx and Atmosphère format. Online multiplayer arrived with 0.11.2 on October 29, the first public release to include it. 72 of its last 100 commits list Claude as a co-author.

You needYour own copy of Monster Hunter Generations Ultimate for Nintendo Switch, version 1.4.0 (title ID 0100770008DD8000; the main executable’s build ID starts with FB08F1D20FD1204F), with the exefs and romfs folders and the updates already applied. 64-bit Windows 10 or 11, or Linux, an AVX2 CPU (2014 or newer), a GPU with Vulkan 1.2 and at least 1 GB of VRAM, and 4 GB of RAM.

★ 566 · 2026-11-11 View →
Fan remake Experimental Stalled · 3 years
SNES

Super Metroid (snesrev)

snesrev/sm

sm: a reverse-engineered reimplementation of Super Metroid in C, by the author of zelda3. Its author presents it as an early version, with bugs and messy code. It reads the game’s data from your ROM on every launch, and while you play it also runs the original game and compares the two frame by frame: on a mismatch it saves a snapshot in saves/ and shows a countdown from 300 on screen. It has snapshots that keep the input history so playthroughs can be replayed, turbo mode, window scaling and fullscreen, an optimized PPU renderer, an option to remove the per-scanline sprite limit, OpenGL output with GLSL shaders, and autosave on quit. There are no prebuilt releases: you build it yourself, and its last change dates from April 2023. RadzPrower’s Super Metroid Launcher downloads and builds it on Windows in nearly one click.

You needYour own US Super Metroid ROM, named sm.smc (SHA-1 da957f0d63d14cb441d215462904c4fa8519c613), needed every time you play. To build it, SDL2 and, on Windows, MSYS2, Visual Studio 2022, or TCC; on Linux and macOS, make.

★ 563 · 2023-08-21 View →
Port (decomp) Playable
N64

⑂ 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).

★ 560 · 2026-11-09 View →
Fan remake Fully playable
WIN

Cave Story (NXEngine-evo)

nxengine/nxengine-evo

NXEngine-evo: an extended and refactored version of NXEngine, Caitlin Shaw’s complete open-source clone of the Cave Story engine. It moves the engine to SDL2 and adds more resolutions with proper widescreen up to 1080p, animated character portraits, a new main menu, credits graphics specific to the Mimiga Mask ending, translations (Russian, Japanese, French, German, Polish, Italian, Chinese, Arabic, and Korean, among others), controller rumble, strafing, configurable OK and Cancel buttons, separate music and sound volumes, custom soundtracks (Cave Story+’s “New” and “Remastered” ones too), a more accurate Organya and Pixtone player, optional lighting effects, and basic mod support, such as Seriousface’s boss rush; it also fixes many gameplay, weapon, and AI bugs. The latest release is 2.6.5-1 (July 8, 2021), for 64-bit Windows, Linux (AppImage), and macOS, plus PS Vita and Switch; development continues at a slow pace, with the last commit on March 3.

You needNo purchase needed: it uses the original freeware release of Cave Story with the fans’ English translation, which the project’s wiki links in its translations repository; you copy the engine and its data folder into the game folder and run extract once, which pulls the resources out of the original executable. For the “New” or “Remastered” soundtracks, the Ogg or Ogg11 folders from your own copy of Cave Story+. Plus 64-bit Windows, Linux, or macOS.

★ 554 · 2026-10-23 View →
Port (decomp) Fully playable
PS1

Doom / Final Doom (PsyDoom)

BodbDearg/PsyDoom

PsyDoom: PlayStation Doom and Final Doom brought back to PC through reverse engineering. The code comes straight from the PlayStation machine code: it began as emulated MIPS instructions and was gradually turned into structured C++ that runs natively, with help from Erick194’s PSXDOOM-RE, which recreates the source for the PlayStation itself. The classic renderer emulates the console’s GPU and sound chip (SPU) internally so the game looks and sounds like the original; the Vulkan renderer, on by default where available, draws at high resolutions and in widescreen. It reproduces exactly four complete playthroughs recorded as demos (Doom and Final Doom, NTSC and PAL). It adds uncapped frame rates with interpolation, save files, a launcher, keyboard and mouse, the link cable multiplayer over TCP (co-op and deathmatch, on a very low-latency connection), Lua-scripted mods, and raised engine limits. The latest stable version is 1.1.1 (June 13, 2023); 1.2.0-preview1 (March 22, 2025) is a test build.

You needYour own Doom or Final Doom PlayStation disc (any region or edition) as an image with its .cue file; the one-level demo works too. Plus 64-bit Windows with the Visual C++ redistributable, macOS (Intel or Apple silicon), or Linux based on Debian Buster or later (x86-64, ARM64, or ARMhf, with PulseAudio for sound). The Vulkan renderer needs Vulkan 1.0 (on a Mac, a Metal-capable graphics card); without it, the classic renderer is used.

★ 553 · 2025-10-05 View →
Port (decomp) Playable
N64

Banjo-Kazooie (Lighthouse)

HarbourMasters/Lighthouse

Harbour Masters’ port of Banjo-Kazooie, from the Ship of Harkinian team. It ships no copyrighted assets. Its README says the project has used AI assistance for information gathering, particularly when the decomp documentation was younger, and accepts AI-assisted contributions within HarbourMasters’ policy.

★ 549 · 2026-11-11 View →
Source port Fully playable
WIN

Jagged Alliance 2 (JA2 Stracciatella)

ja2-stracciatella/ja2-stracciatella

JA2 Stracciatella: a port of Jagged Alliance 2, the 1999 tactical game, to more platforms, improving its stability, fixing bugs, and providing a platform for mod development. It builds on the source code Strategy First released in 2004 under its own license, and continues the project Tron started in 2006 to clean up that code and make it portable, with over 7,000 commits in its original repository; today it’s written in C++ and Rust, with some Lua, and in 2021 it had 30% less code than the original. The name is a nod to the ice cream: it keeps the “vanilla” game with improvements mixed in like the chocolate pieces. It adds a launcher, high resolutions, new hotkeys, touch controls, a “Dead is Dead” mode that saves for you in a single slot, unlimited named saves, the built-in map editor, debug screens, and support for the Wildfire maps through a mod. Much of the game data lives in external JSON files that are easy to edit. It supports the Dutch, English, French, German, Italian, and Polish releases and both Russian ones. Version 0.22.0 (September 28, 2025) added JSON patches for mods and moved armor, explosives, and NPC script records to external files, with at least 38 bugs fixed, 19 of them from the original game; 0.22.1, from October 2025, fixed one bug. There are builds for Windows (32- and 64-bit), Linux (AppImage and Flatpak), macOS, and Android, plus nightly builds. 8 of its last 100 commits, from September 2026, list Claude as a co-author. The repository also includes, as a mod, the Simplified Chinese localization: the game’s text and fonts in that language.

You needA full, clean install of your own copy of Jagged Alliance 2 (not one with the 1.13 mod), for example from GOG or Steam’s Jagged Alliance 2 Gold, whose files are in the JA2Classic subfolder; in the launcher you pick the folder and the language version. For the Wildfire maps, Wildfire and the conversion mod too. Plus Windows, Linux, or macOS.

★ 549 · 2026-11-09 View →
Switch Experimental
NSW

The Legend of Zelda: Tears of the Kingdom (NotRexed)

NotRexed/SkyboundTotk

An experimental static recompilation project of the base game version 1.0.0 for Windows x64 and Linux x86-64: the AArch64 code is translated to C ahead of time and compiled on your PC, a runtime implements the services the game expects, and the renderer translates the graphics work and shaders to WebGPU (wgpu-native). It is not a general Switch emulator. The README warns of graphical problems and incomplete compatibility, and that some graphics translation still happens at run time; a contribution added version 1.2.1. F6 tries to adjust the camera and HUD to wider screens and is off by default. It has no published releases: you build it with build.bat or from source. 21 of its 32 commits list Claude as a co-author.

You needYour own unmodified copy of base version 1.0.0 (or 1.2.1), with exefs and romfs already extracted into the project’s game folder (it doesn’t extract .nsp or .xci). Plus 64-bit Windows 10 or 11 or x86-64 Linux with Vulkan, Python 3.10 or newer with lz4, Visual Studio 2022 Build Tools on Windows, clang, clang++ and lld, and at least 45 GB free in addition to the dump.

★ 546 · 2026-10-31 View →
Port (decomp) Playable
N64

Super Smash Bros. (BattleShip)

JRickey/BattleShip

Port of the N64 Super Smash Bros. to PC, Mac, and Linux, with full modding support.

100% decompiled
★ 541 · 2026-11-10 View →
PS2 Playable
PS2

Gran Turismo 4

moesuito/gt4-staticrecomp

A static recompilation of Gran Turismo 4 (NTSC-U) for Windows x86-64: the game’s code is translated ahead of time into C++ and compiled to native code, including every VU1 and VU0 microprogram, and the PS2 hardware is reproduced in software. It is what the README calls a hybrid recompilation: the image goes out through Vulkan with PCSX2’s GSdx renderer in a separate process, which the launcher downloads, while an in-house one (CoreGS 2.0) is in development. It advertises a locked 60 FPS at 100% game speed in the scenes it tests, 1080p by default and up to 8K, widescreen and ultrawide, custom texture packs, a crash-safe memory card, and gamepads through SDL3. It ships an installer and a launcher that set the game up from your disc. Version 1.3.0-rc6 (October 26) is a test build; 1.2.5 is from the same day. 51 of its last 100 commits list Claude as a co-author.

You needYour own .iso image of Gran Turismo 4 USA v2.00 (SCUS-97328). 64-bit Windows 10 or 11, a processor with SSE4.1, a graphics card with Vulkan 1.2, and about 6 GB free (the launcher keeps a 5.3 GB copy of your image).

★ 535 · 2026-11-11 View →
Port (decomp) Playable
GBA

⑂ Fork of MatheoVignaud/tmc

The Legend of Zelda: The Minish Cap (Project Picori)

999sian/tmc

Project Picori: a native PC port (Linux, Windows, and macOS) of The Minish Cap, built on the zeldaret/tmc decompilation. 8 of its last 100 commits list Claude as a co-author.

★ 533 · 2026-10-20 View →
Native layer Playable
PS4

⑂ Fork of aarvsn/Ryty

Gran Turismo Sport

mlgprorektm8/RyGT

RyGT: Gran Turismo Sport for PS4 (CUSA03220, update 1.69) as a native Windows program. It isn’t emulated: its converter turns the game’s executable into GTSport.exe, the code runs directly on the CPU, and RyGT’s libraries replace the PS4 system ones; graphics go to Vulkan through the renderer of shadGT, a shadPS4 fork, built as the game’s video output library. It’s a fork of Ryty, a general tool for porting PS4 and PS5 executables, with everything this game needs. Boot, menus, car and track selection, races (at 42–60 fps, depending on the cars on screen), results, sound, controllers, and two-player split screen work; online features don’t. The livery editor works offline with scripts generated from your files with Nenkai’s tools, and the Lewis Hamilton Challenge is unlocked. The launcher converts the game from your dump and offers AMD FSR 3.1 or FSR 1, and DLSS if you add your own NVIDIA files. The latest test builds add an experimental native renderer, racing wheels and pedals with force feedback, and Linux through Proton. 47 of its 100 commits list Claude as a co-author. The latest stable build is from October 18.

You needYour own decrypted Gran Turismo Sport PS4 dump (CUSA03220) with update 1.69, plus the system modules and fonts from your own PS4’s firmware. Plus 64-bit Windows (or Linux with Proton 10 or later, in the test builds) and a Vulkan 1.3 graphics card. No game or firmware files are included.

★ 532 · 2026-10-25 View →
Source port Fully playable
DOS

Doom / Doom II (DSDA-Doom)

dsda-org/dsda-doom

DSDA-Doom: a Doom source port, the successor of PrBoom+ in the Boom line, which builds on the source code id Software released in 1997 and adds tools for recording and playing back demos, with a focus on speedrunning and quality of life. It was created by kraflab, who maintained it from 2020 to 2024; it’s now maintained by Fabian Greffrath, the author of Crispy Doom and Woof!, and four other developers. Besides Doom, it plays Heretic and Hexen, compatible with their original demos, and supports MBF21, UDMF, UMAPINFO, and DSDHacked. It has a console with scripting, full controller support, a palette-based OpenGL renderer, rewind, a strict mode for speedrunning, advanced TAS tools, and debugging features for testing maps; there’s also a dedicated launcher, dsda-launcher, in a separate repository. Version 0.30.0 (September 29) moved UMAPINFO to revision 3, with Heretic support, removed ZDoom MAPINFO support, added mouse navigation in the menus, and brought back the ENDOOM window; the latest, 0.30.1 (October 9), lets you choose the audio output device. There are builds for 64-bit Windows (Windows 7 and later), Linux (AppImage), and macOS (universal binary).

You needThe IWAD from your own copy: doom.wad, doom2.wad, tnt.wad, or plutonia.wad for Doom, Doom II, and Final Doom; heretic.wad for Heretic; or hexen.wad, plus hexdd.wad for its expansion, for Hexen. It also recognizes the free Freedoom IWADs and the Chex Quest ones. Plus 64-bit Windows, 64-bit Linux, or macOS.

★ 526 · 2026-11-08 View →
Port (decomp) Playable
PS2

⑂ 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.

★ 523 · 2026-11-11 View →
PS1
PS1

Tomb Raider: Chronicles (TOMB5, PS1)

TOMB5/TOMB5

A C decompilation of Tomb Raider: Chronicles (Core Design, 2000) based on the final PlayStation (NTSC, SLUS_013.11) and PC releases, since the original source code was lost. It doesn’t aim for code that matches the original 1:1, only for the same behavior; function, variable, and structure names come from debug symbols (.SYM and .MAP), TRosettastone 3.0, and GAMEWAD.OBJ. Its stated goal was to decompile everything up to the title screen and then move on to in-game code. Besides the PS1 build, it builds PSXPC_N: the PS1 code for Windows and Linux (32-bit x86) on a layer that emulates the console hardware, meant for debugging and reading the files from your disc. There’s also code for the PC release with DirectX 7 (PC_N). Its latest Windows builds are from October 2020 and its last commit from March 2021. The repository includes, as MIPS assembly, the disassembly of parts of the PS1 executable (about 470 KB).

★ 520 · 2022-02-03 View →
Switch 2 Experimental
NS2

Pokémon Pokopia (drakolordx7)

drakolordx7/switch2-recomp

Pokopia Recomp: a static recompilation of Pokémon Pokopia, for Switch 2, into a native Windows program. It builds on nxrecomp, the same author’s Switch recompiler, with code from Ryujinx, Mesa, yuzu, Eden, and other Switch recompilations. The launcher compiles the game on your PC from your copy, in about 7 minutes, and then builds the shader cache, which takes one to two hours and can be paused. These are test builds: 0.1.0 (November 2) was tested through the opening and the first area, and the rest is untested. 0.1.1, from the same day, fixed fog, water, and other animated effects, brought the mouse to the menus, and added DLSS, DLAA, and FSR 3. The middle mouse button toggles the Joy-Con 2 mouse mode for placing items, and F1 opens the in-game settings.

You needYour own extracted copy of Pokémon Pokopia for Nintendo Switch 2, version 2.0.1a. 64-bit Windows 10 or 11, a GPU with Vulkan 1.3, and 16 GB of RAM.

★ 517 · 2026-11-04 View →
Fan remake Experimental
WIN

Dungeon Keeper 2 (OpenKeeper)

tonihele/OpenKeeper

OpenKeeper: an open-source, cross-platform remake of Dungeon Keeper 2 and its engine, written in Java with jMonkeyEngine. Its goal is to reimplement the whole game, version 1.7 with the three bonus packs, with few or no changes and using the original assets, so you need the game to play; later on it could get fan-made graphics, which would allow a standalone version, and new features. It includes a converter that turns the assets from your install into the engine’s format. It has been in development since 2014 and has no stable releases: it publishes a development build that is updated as changes come in, the latest on October 20, and it can also be run from source with Gradle. Since September it has added a minimap, a full-screen map, ceilings, visual effects, the level-won movies, and an in-game options menu. Two of its last 100 commits, from September, list Claude as a co-author.

You needYour own installed copy of Dungeon Keeper 2; the project targets version 1.7 with the three bonus packs. Plus, to run it from source, the Java JDK 25 and an internet connection; Arch Linux has an AUR package.

★ 516 · 2026-11-10 View →
Source port Fully playable
MAC

Bugdom

jorio/Bugdom

Bugdom, Pangea Software’s 1999 Mac game, updated for Windows, macOS, and Linux by Iliyas Jorio with Pangea’s approval, after Pangea offered to let them port it once their Nanosaur port was done. The original used QuickDraw 3D, which never went past Mac OS 9, so until this port, playing it required a PowerPC Mac running OS 9. Version 1.3.0 (December 29, 2020) made it work on modern systems at any resolution beyond the original 640×480, with widescreen touch-ups and built-in save and settings dialogs, and 1.3.1 replaced the QuickDraw 3D code, which had been running on Quesa, with a renderer made for the game. Later releases added smoother movement at high frame rates, controller-driven menus, an option to constrain the picture to 4:3, Retina and Apple silicon on the Mac, and ARM64 Linux; the latest, 1.3.4 (January 3, 2024), fixed gameplay differences that showed up above 100 fps. Since then the code has moved to SDL 3, not yet in a release. It fixes gameplay bugs but aims to stay faithful to the original, with no changes to its design. The downloads, free or pay-what-you-want on itch.io, include the whole game, which the author publishes under the CC BY-NC-SA 4.0 license with permission from Pangea Software.

You needNo copy needed: the game is published in full with permission from Pangea Software, and each download already includes its data. Plus Windows, macOS, or Linux (x86-64 or ARM64).

★ 514 · 2025-03-08 View →
Switch
NSW

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. 4 of its last 100 commits list Claude or Devin as a co-author.

16% decompiled
★ 514 · 2026-11-11 View →
Library Stable

XenosRecomp

hedge-dev/XenosRecomp

Converts Xbox 360 Xenos GPU shaders to HLSL. A companion to XenonRecomp.

★ 511 · 2026-03-12 View →
Xbox 360 Playable
360

FIFA Street (2012)

samuelit0davila/fifa-street-pc-port

ReStreet: a recompilation of the Xbox 360 version for Windows, built with the ReXGlue SDK, with free online play on community servers (Europe and South America). It comes with a one-file installer and a launcher with friends, chat, and rooms that bring both players to the same lobby, plus an in-game friends guide. Since 2.0 it uses a new graphics engine based on AnDr3zF’s “Deck” port, with Direct3D 12 and Vulkan, FSR 1, up to 4x internal resolution, ambient occlusion, MSAA, and FXAA. The installer includes the generated game binaries, but not the ISO or the game files. Online play is still in beta. Its author states it was developed with help from ChatGPT, OpenAI Codex, and Claude Code.

You needYour own FIFA Street (2012) Xbox 360 ISO. Plus 64-bit Windows 10 or 11, a Direct3D 12 or Vulkan graphics card, 8 GB of RAM, and about 12 GB of free space.

★ 509 · 2026-10-31 View →
Source port Fully playable
WIN

FreeSpace 2 (FS2Open)

scp-fs2open/fs2open.github.com

FreeSpace Open (FSO): the continuation of the FreeSpace 2 source code that Dave Baranec, one of its developers, released in 2002, maintained ever since by the FreeSpace Source Code Project. The released code lacked parts such as the PXO multiplayer code and video playback; over the years the project added a new multiplayer network system, glow and shine mapping, OpenGL, deferred lighting with shadows (3.7.4, 2016), FFmpeg video playback, physically based rendering, TrueType fonts and Unicode text, a libRocket-based interface, a Lua scripting API, IPv6 multiplayer, and dozens of new mission operators (SEXPs). The current code also includes a Vulkan renderer alongside the OpenGL one and virtual reality through OpenXR, plus the FRED2 and qtFRED mission editors. Many mods and total conversions are built on it. Releases come for Windows (x86, x64, and, from 26.2, ARM64), Linux (x86-64 and ARM64), and macOS (Intel and Apple silicon); the latest stable release is 26.0.1 (September 15), and 26.2.0 is at the release-candidate stage (RC2, October 19). Its wiki recommends installing it, along with mods, through the Knossos.NET manager. 44 of its last 100 commits list Claude as a co-author, and one lists Codex.

You needThe files from your own copy of FreeSpace 2 (it’s on GOG and Steam). FreeSpace 1 is played through the FreeSpace Port mod, which needs FreeSpace 2 installed. Plus Windows 7 or later, Linux, or macOS.

★ 507 · 2026-11-11 View →
Fan remake Playable
DOS

One Must Fall 2097 (OpenOMF)

omf2097/openomf

OpenOMF: a from-scratch C reimplementation of the engine of One Must Fall 2097, the robot fighting game by Diversions Entertainment, published by Epic MegaGames for MS-DOS, that uses the original’s data files. The team built it through a mix of disassembly, memory inspection, and trial and error, and aims for the closest possible compatibility with the original: it supports its tournament saves, scoreboard files, and REC recordings. It was started because the original multiplayer ran over IPX and was a pain to set up: OpenOMF replaces it with rollback netcode over UDP. It has an OpenGL renderer, every mode (one player, two players, and tournament), and mod support. It calls itself an alpha, with nearly everything implemented and tournament mode fully playable. Version 0.8.6 (July 5) added mods packed as ZIP files that replace sprites, backgrounds, and portraits, also at 2x or 4x, and change robot, arena, and tournament attributes (most are disabled in netplay), music mods in OGG or Opus, with remixes by Shady Monk and DeBisco included, an optional 1024-color palette, scaling filters, rival pilots who spend their money in tournaments, and an AppImage build; since then it has published a rolling test build, last updated on October 21. There are builds for Windows (x64 and ARM64), Linux (AppImage, .deb, .tar.gz, and Flathub), and ARM macOS 14 or later. The downloads include the original game’s data files, since the game was later released as freeware; the project’s build process downloads them from omf2097.com.

You needNo copy needed: One Must Fall 2097 was later released as freeware, and OpenOMF’s builds already include its data files. If you build it yourself, you need those files in the resources folder. Plus Windows, Linux, or macOS 14 or later on Apple silicon.

★ 506 · 2026-11-10 View →
Mod Usable
WIN

Phobos

Phobos-developers/Phobos

Phobos: a community-made engine extension for Command & Conquer: Yuri’s Revenge, with new features and fixes aimed at mod makers. It’s a DLL (Phobos.dll) that SyringeEx, an extended, open-source version of Syringe, injects into the game’s executable, gamemd.exe: its code hooks into specific addresses in the binary, found by disassembling it. It’s designed to accompany Ares, the other major engine extension, without introducing incompatibilities, but doesn’t need it to work, and it’s compatible with the CnCNet 5 spawner. On its own it changes almost nothing beyond a few fixes: its features are enabled from each mod’s INI files and documented on its website, in Chinese too. They include new projectile trajectories, shields, damage multipliers, a building production queue, new orders for aircraft, parabombs, and dozens of fixes for bugs in the original game. It started in 2020, and its first stable release came out in February 2021. The latest stable release is 0.4.0.2 (January 28), and the latest pre-release, 0.5-alpha2 (October 10), bundles SyringeEx’s Syringe.exe. The README warns that the project isn’t maintained actively enough and is looking for maintainers, though it has received about a hundred commits in the last six weeks. Its contributing guide encourages using AI coding agents (GitHub Copilot, Cursor, and similar tools) to write hooks, review code, and write documentation, and the repository includes instructions for them; none of its last 100 commits lists an AI as a co-author.

You needYour own copy of Command & Conquer: Red Alert 2 with the Yuri’s Revenge expansion for PC. Phobos.dll, Phobos.pdb, and SyringeEx’s Syringe.exe (0.1.0.2 or later) go in the folder with gamemd.exe, and the game is launched through Syringe.exe or Ares’s RunAres.bat. Installing Ares too is recommended for the full feature set. Saves don’t carry over between Phobos versions. Plus Windows.

★ 504 · 2026-11-11 View →
Xbox 360 Playable
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.

★ 500 · 2026-10-30 View →
Launcher Usable
SNES

Zelda 3 Launcher

RadzPrower/Zelda-3-Launcher

A Windows tool, written in C#, that bundles into nearly one click the steps to download, extract, compile, and launch snesrev’s A Link to the Past reimplementation. The button goes from Download to Building and then to Launch; Restore redoes the whole process and Update flags a change in the zelda3 repository. It does not include the game: it asks for a legitimate copy of the US ROM (SHA-256 66871d66be19ad2c34c927d6b14cd8eb6fc3181965b6e517cb361f7316009cfb). Version 1.3.7.0 (October 20), a .NET modernization, is the latest release; the previous one, from October 7, updated SDL2.

★ 495 · 2026-10-20 View →
Fan remake Playable
WIN

Counter-Strike (CS16Client)

FWGS/cs16-client

CS16Client: a reverse-engineered Counter-Strike 1.6 client, designed for mobile platforms and others the game doesn’t officially support, that runs on Xash3D FWGS, the Half-Life-compatible engine. It was started by a1batross and is maintained by Velaron. Besides the client library, it builds the server library, with ReGameDLL_CS, for your own games, the YaPB bots, with navigation graphs for the official maps that it downloads at build time, and the menu. It adds crosshair options (color, size, thickness, gap, dot, T shape, and dynamic crosshair), HUD color, centered weapons, and weapon sway, plus touch controls. It publishes continuous builds; the latest is from October 18, and this month’s changes fixed the HUD’s scoreboard and money counter. There are builds for Windows (x86 and x64), Linux (i386 and x86-64), and macOS (Apple silicon and Intel), the macOS ones untested, plus Android and PS Vita. The repository, and with it the downloads, also includes files for the game: four training maps (tr_1, tr_1a, tr_2, and tr_3) with 25 voice lines, 487 bot radio sounds with their profile and chatter files, and menu graphics and sounds.

You needYour own copy of Counter-Strike on Steam: its valve and cstrike folders, copied into the Xash3D FWGS folder, which must be the latest development build. Plus Windows, Linux, or macOS.

★ 491 · 2026-11-09 View →
Source port Playable Stalled · 6 months
MAC

Nanosaur

jorio/Nanosaur

A port of the Nanosaur source code that Pangea Software released in 1999, updated for macOS, Windows, and Linux with Pangea’s permission. To carry it over, the author wrote Pomme, a partial reimplementation of the Macintosh Toolbox API; the first release rendered with a fork of Quesa (an implementation of QuickDraw 3D) and since 1.4.2 it has its own renderer. It adds arbitrary resolutions and fixes gameplay bugs without changing the game’s design. Unlike almost every project in the catalog, the repository includes the Data folder with the game’s audio, models, images, and movies, released by its owner. The code is licensed CC NC-BY-SA 4.0. The latest version is 1.4.4 (February 5, 2023), with packages for macOS, Windows, and Linux (x86-64 and ARM64 AppImages).

You needNo copy of the game is needed: the data comes with the port, released by Pangea Software. Just macOS, Windows, or Linux.

★ 478 · 2026-04-27 View →
Source port Playable

Vanilla Conquer

TheAssemblyArmada/Vanilla-Conquer

Vanilla Conquer: a portable version of the first-generation Command & Conquer engine that runs Tiberian Dawn and Red Alert on Windows, Linux, macOS, and the BSDs with SDL and OpenAL. It builds on the Tiberian Dawn and Red Alert source code EA released alongside the Remastered Collection and aims to keep the games as they were at release, working as a drop-in replacement for the original executables (vanillatd and vanillara) with bug fixes, compatibility fixes, and quality-of-life improvements. It also builds both games’ DLLs as mods for the Remastered Collection, which makes it useful for Remastered mod development. It includes a tool for MIX files. There are no numbered releases: it publishes development builds for Windows (32- and 64-bit), Linux, and macOS with every change, the latest on July 16. The README links to the editions EA released as freeware: the Command & Conquer Gold ISOs (GDI and NOD) on ModDB and the Red Alert CD through EA’s archived page, plus the official Red Alert demo.

You needThe files from your own copy of the classic games: you copy vanillatd.exe or vanillara.exe (on Windows, along with SDL2.dll and OpenAL32.dll) into the game folder. The freeware Command & Conquer Gold and Red Alert releases work, and the Red Alert demo is fully playable; data from the Remastered Collection, The Ultimate Collection, or The First Decade isn’t supported yet. The Remastered mods need your copy of the Remastered Collection. Plus Windows, Linux, or macOS.

★ 474 · 2026-07-16 View →
Xbox Playable
XBX

Splinter Cell: Double Agent

TGP482/SCDA-XBERecomp

A native 64-bit Windows port of the Xbox version, built with XboxXBE-Recomp, the same author’s tool, which was first made for this game. On first launch it compiles the game’s code for your machine. It replaces the original 640×480 with your monitor’s resolution and adds a 20–200% render scale, a 45–140° field of view, frame rates beyond the 30 fps cap, HDR, up to 8x MSAA and SMAA, shadows up to 8192×8192 that reach farther, ambient occlusion, and a Shader Model 3 mode with the effects of Chaos Theory’s PC version. Co-op plays online by connecting to an IP address, over LAN, or in split screen, with a higher update rate and less delay than the original, and Versus also works online. It has keyboard and mouse with raw input and SDL3 controller support. V2 came out on October 18.

You needYour own copy of Splinter Cell: Double Agent for Xbox, as an ISO or extracted; building it requires the extracted files (default.xbe, sc4_adv.xbe, and the Default, Media, and adv folders). Plus 64-bit Windows 10, a CPU with SSE4.2, a Direct3D 12 graphics card, and about 6 GB of free space.

★ 471 · 2026-11-01 View →
Mod Usable
WIN

MadnessPatch

Wemino/MadnessPatch

An unofficial patch for the PC version of Alice: Madness Returns: a DLL (dinput8.dll) you copy next to the game’s executable, with every option in MadnessPatch.ini. It makes Alice, the enemies, the camera, and PhysX objects behave at any frame rate exactly as they do at 30 fps, fixes crashes and endless loading screens during map transitions, and removes the pillarboxing on ultrawide and the letterboxing on 16:10, adjusting the field of view. It adds an in-game achievement list with the Xbox 360 and PS3 versions’ achievements, PlayStation and Switch controllers through SDL3 with matching button prompts, 2x to 16x MSAA, supersampling, fog fixed with anti-aliasing on, cutscenes upscaled with FSR 1, textures always at full resolution, windowed and borderless modes, a frame rate limit, safer saving with a backup, audio moved to XAudio 2.9 so it isn’t lost when the output device changes, the Complete Edition content unlocked, the developer console, and mod loading from loose files, plus fixes to the game’s scripts and maps, such as the Chapter 1 softlock on the Hatter’s elevator. 4.0.1 came out on October 21.

You needYour own copy of Alice: Madness Returns for PC, from Steam or the EA app. Plus Windows; if the game doesn’t start with the patch, update the Visual C++ (x86) redistributable.

★ 470 · 2026-10-31 View →
Mod Usable
XB1

Forza Horizon 2 Extra Options

RokkuDayo/ForzaHorizon2_ExtraOptions

A tweaks mod for the Xbox One version of Forza Horizon 2 when it runs on PC through Azimuth or Mezcal, another translation layer. Its DLLs, placed next to Azimuth.exe or next to the game executable, check that executable and patch it in memory. It adds changing cars from the pause menu, autodrive to your GPS destination, a drift camera like Forza Horizon 4 to 6’s, field-of-view sliders for every camera, removable roofs, lights, turn signals, and hazards on every car, a category with every stock rim, an unrestricted photo mode, 4K liveries, a custom gamerpic, and a “mediapc” folder for replacing files without touching the originals. Most of it is set in the game’s own menus. By default it also skips the intro videos and Azimuth’s save checks, and grants all DLC and VIP status. Version 0.2.98 (October 17) works only with Azimuth 0.9.10. The author warns that fake installers using the mod’s name carry a keylogger. Its author states Codex was used to write the DLL, and that the research was done by hand.

You needYour own copy of the Xbox One version of Forza Horizon 2, running through Azimuth (0.2.98 needs 0.9.10) or Mezcal. On Linux, with Wine or Proton, add WINEDLLOVERRIDES="winmm.dll=n,b".

★ 467 · 2026-11-11 View →
Xbox 360 Playable
360

Tekken 6 (Ekspym)

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 about 3 to 10 minutes, depending on the CPU. It’s built for online matches: the game starts straight into the fight, the first player to win three rounds takes the match, and there’s MMR-based ranked matchmaking, a leaderboard, a history of your last 100 matches, and custom character looks. Since 2.3.2 it has a practice mode, and 2.3.4 (October 20) added Tekken 8-style frame data and the move list. The launcher updates itself, and most updates don’t require rebuilding the game. The source code is published in a separate repository (Ekspym/tekken6-native-online-source), without the full history: each release is added as one commit. Its author credits mahmoud-mess’s Tekken 6 recompilation for faster recompiled code. 3 of its 4 commits list Claude as a co-author.

You needYour own Tekken 6 Xbox 360 disc image, the USA and Europe release, revision 1 (.iso or the extracted disc folder); the launcher refuses other versions. Plus 64-bit Windows 10 or 11, a DirectX 12 graphics card, and about 10 GB of free space (6.7 GB of game data plus the build). Both players must use the same version.

★ 467 · 2026-11-11 View →
Fan remake Playable
GBC

⑂ Fork of bryanthaboi/gen1recomp (Gen1Recomp)

Pokémon Gold / Silver / Crystal (Gen2Recomped)

UNDERdecoded/Gen2Recomped

Gen2Recomped: a native Lua/LÖVE recreation of Pokémon Gold, Silver, and Crystal, forked from Gen1Recomp, which is also in this catalog. As in the original, the engine, script VM, and map behavior are hand-written, and the data, graphics, and sound are decoded from your ROM when you import it. On top of Gen1Recomp’s engine it adds its own Generation II half (the Gold and Silver script VM, Johto and Kanto, day and night, breeding, the Pokégear, shinies, and held items) and has gone further since: it also imports FireRed and Emerald (alpha), Platinum, HeartGold, SoulSilver, Black, and White (pre-alpha), and the Polished Crystal and Prism romhacks. Around the games there’s a Monster Walker inspired by the Pokéwalker, map and save editors, machine translation into 25 languages, cloud saves, the DRAMATIC_SHAPE voxel renderer, and link play over UDP. There are builds for Windows, macOS, Linux, Steam Deck, Android, and iOS, plus homebrew Switch, Xbox in Dev Mode, and the Anbernic RG34XXSP. The Generation II components aren’t open source but source-available. 65 of its 378 commits list Claude as co-author. Version 0.8.45 came out on October 20.

You needYour own dump of Pokémon Gold, Silver, or Crystal (revision 0 or 1) for Game Boy Color, or of another supported game, which the importer checks by SHA-1 before creating anything; it’s only needed at import. Plus Windows, macOS, Linux, Android, or iOS; to run it from source, LÖVE 11 and Python 3.

★ 465 · 2026-11-09 View →
Switch Experimental
NSW

Super Smash Bros. Ultimate (WindowSmash)

OpenSmash-Ultimate/WindowSmash

WindowSmash: an experimental native Windows port of Switch version 13.0.5, the game’s last update, built with its own static recompiler and runtime. The recompiler finds the functions in the AArch64 code (NEON included), also those in the fighter modules, which are loaded when the game asks for them, and translates them to C, which Clang compiles on your PC; the runtime implements the system services the game uses, turns its graphics into Direct3D 11 and its shaders into HLSL, compiled the first time each one appears (a tool can prepare them ahead of time). An installer sets up Python, the compiler, and SDL3 if they’re missing, finds your files, applies the 13.0.5 update, and builds the game, which takes from 30 minutes to a few hours; the repository publishes no prebuilt game. It supports up to eight controllers plus the keyboard, windowed, borderless, or fullscreen at 16:9, the DLC fighters you own, and a tool that unlocks the base-game roster on your save. Online play uses Local Wireless through an internet relay, with open rooms, lobby codes, or player-hosted rooms, and the game’s own Online mode is being tested against a server that’s part of the project, with no connection to Nintendo. According to the project, menus and matches run, but much of it hasn’t been widely tested; complete matches between two PCs, for example, haven’t been fully verified. It can also be built, experimentally, on Linux, using DXVK on Vulkan, and on Apple silicon Macs, with a Metal renderer of its own. It’s a separate project from the OpenSmash-Ultimate recomp (ssbu-recomp), which adapted part of its network code and its lobby design with permission; both repositories now live in the same GitHub organization. 64 of its last 100 commits list Claude as a co-author.

You needYour own dump of Super Smash Bros. Ultimate at version 13.0.5: the game (ideally 1.0.0) with its 13.0.5 update as an .nsp, a dump with 13.0.5 already merged in, or the game installed and updated in yuzu or Ryujinx; DLC is optional. Also your own console’s keys (prod.keys and title.keys) and firmware, which the fonts come from. Plus 64-bit Windows 10 or 11, a CPU with AVX2, a DirectX 11 graphics card, 16 GB of RAM recommended, and about 60 GB free plus room for your files (about 17 GB). Linux and macOS 14.5 or later on Apple silicon, experimentally.

★ 462 · 2026-11-03 View →
Recompiler Beta

gb-recompiled

arcanite24/gb-recompiled

A static recompiler for Game Boy and Game Boy Color ROMs. It analyzes banked LR35902 code and emits portable C projects linked with a shared SDL2 runtime for video, audio, input, save data and timing; whatever the analysis did not compile falls back to an interpreter. Latest release: 0.1.0, August 3. The project contains no ROMs. 2 of its last 100 commits list Claude as a co-author.

★ 459 · 2026-09-10 View →
PS1
PS1

Crash Team Racing (CTR-tools)

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.

★ 457 · 2026-07-05 View →
Source port Fully playable

DarkPlaces

DarkPlacesEngine/DarkPlaces

DarkPlaces: a game engine based on Quake’s. It began as a Quake mod and, when id Software released the engine’s source code, LadyHavoc turned it into an engine of its own, which adds modern rendering features, extends QuakeC, the language the game logic is written in, and supports more map and model formats while staying compatible with Quake mods. It runs Quake and its two expansions, The Scourge of Armagon and The Dissolution of Eternity, mods such as Nehahra, Quoth, Arcane Dimensions, or Quake 1.5, and standalone games built with it, such as Nexuiz, Xonotic, Transfusion, or Steel Storm; the game is picked with a command-line option or by renaming the executable. Its features include real-time bump-mapped lighting and shadows, improved with .rtlights files; redesigned smoke, blood, and explosion effects, decals, fog, and skyboxes; replacement textures, JPEG included; Ogg Vorbis audio tracks instead of the CD ones; surround sound up to 7.1; and a server browser. Its latest published release, from 2014, was re-uploaded by the project to GitHub in December 2023, though it advises against it for new projects. Since 2021 it has been developed on GitHub, with Linux x86-64 builds in its continuous integration; the most complete builds, for Windows, Linux, and macOS, are the ones published in Xonotic’s engine packages, though the project points out it has no special relationship with Xonotic.

You needThe files from your own copy of Quake (the id1 folder with its .pak files) and, for the expansions, their hipnotic and rogue folders; standalone games built with DarkPlaces come with their own data. Plus Windows, Linux, or macOS; to build it, GCC or Clang with SDL2 (on Windows, through MSYS2 and MinGW).

★ 456 · 2026-11-05 View →
Port (decomp) Fully playable
WIN

Oddworld: Abe's Oddysee / Abe's Exoddus (R.E.L.I.V.E.)

AliveTeam/alive_reversing

R.E.L.I.V.E.: a fan-made, open-source engine that replaces the executables of the PC versions of Oddworld: Abe’s Oddysee and Abe’s Exoddus, Digital Dialect’s ports (AbeWin.exe and Exoddus.exe). It started as reverse engineering: the team decompiled those executables’ machine code and spent years rewriting the output into readable code, fixing bugs along the way; to avoid regressions it records full playthroughs with a stable build and replays them on development builds, which flag any desync. According to the project, both games can be played through in their entirety with it, though bugs, crashes, and differences from the original can still occur. It fixes over a hundred bugs in the originals and the stuttering cutscenes, runs in a window, supports controllers without third-party tools and any resolution, and has keys for the screen filter, keeping the aspect ratio, and fullscreen, plus quicksave and quickload in Exoddus. The team also made a new level editor that replaces Paul’s Level Editor; levels edited with it don’t work in the original engine. It isn’t compatible with the Abe HD mod, which comes from a different team. The latest stable release is 1.0.9 (March 21, 2025), for Windows (32- and 64-bit) and Linux (.deb), also on the AUR; development continues, and in August it moved to SDL3.

You needYour own PC copy of Abe’s Oddysee or Abe’s Exoddus, from Steam, GOG, or disc (the early disc release too); relive.exe and the SDL DLL go in the game’s folder. Plus Windows, Linux, or macOS (with SDL installed through Homebrew).

★ 452 · 2026-10-26 View →
Fan remake Fully playable
DOS

Warcraft II (Wargus)

Wargus/wargus

Wargus: Warcraft II: Tides of Darkness and its Beyond the Dark Portal expansion on Stratagus, a free real-time strategy engine. The repository holds the importer, which on first launch asks for your copy of Warcraft II and extracts and converts its data (graphics, sound, music, videos, and campaigns), and the Lua scripts that recreate the game. It looks and sounds almost exactly like Warcraft II, with very similar gameplay and slight enhancements in the style of StarCraft and other more modern strategy games. It runs on Windows, Linux, and macOS, plays in high resolution with OpenGL shaders to change the look, has LAN and online multiplayer, and lets you tweak many game parameters in Lua or from the command line. The latest stable release is 3.3.2, from July 2022, and development builds are made from every commit. On macOS you use a GitHub Actions build and, until its own extractor works properly there, the data is extracted with a third-party script.

You needYour own copy of Warcraft II: Tides of Darkness, with Beyond the Dark Portal if you want its campaign; the importer recognizes, among others, the DOS CD release and the Battle.net Edition. Plus Windows, Linux (an Ubuntu PPA and openSUSE packages), or macOS.

★ 451 · 2026-11-11 View →
Xbox 360 Fully playable
360

Forza Horizon (Dyotson)

FH1-ReImagined/ForzaHorizon1-ReImagined

“Forza Horizon 1: ReImagined”: a static recompilation of the Xbox 360 version for Linux and Windows, with the ReXGlue SDK and its own patches. It’s a separate project from Pinyon Shift: it builds on the same author’s Halo: Reach recomp, and takes only a few pieces from Pinyon Shift, such as the HDR presenter. The launcher generates and compiles the game on your machine from your copy, in about 4 minutes on 8 cores; no game binaries are published. The single-player game has been played through, from the opening drive to the end of the festival. It includes Title Update 4 with Horizon Rally and the 1000 Club, all 23 DLC packs, 60 to 144 fps (up to 240) without changing physics or timing, keyboard and mouse, racing wheels, ultrawide, FSR, DLSS and DLAA on NVIDIA, and saves from Xenia Canary. Since Xbox Live is gone, it ships Forza Live, a server you can host yourself, with a public instance: online races, Horizon World (a shared open world for eight players), leaderboards, Rivals, car clubs, and the Message Center. The launcher is experimental, and the macOS build for Apple silicon is source-only. v0.1.24 (October 19) added a photo gallery to the launcher. About 60 of its commits list Claude as a co-author.

You needYour own copy of Forza Horizon for Xbox 360 (title 4D5309C9), base version: the Games on Demand package or the disc 1 ISO, any printing; optionally Title Update 4 (for Horizon Rally and the 1000 Club) and your DLC. Plus x86-64 Linux or 64-bit Windows 10 or 11, a Vulkan 1.3 graphics card, about 4 GB of free RAM, and about 15 GB of disk space.

★ 446 · 2026-11-10 View →
PS3 Playable
PS3

inFAMOUS

whompay/inFAMOUSreborn

An unofficial native Windows port of the European PS3 release (BCES00220), by static recompilation with ps3recomp: the PowerPC and SPU code is translated to C/C++ and graphics go through Direct3D 12. An installer takes your disc image or folder, checks for Python and the C++ build tools and offers to install them, regenerates the recompiled code from your copy, and builds it on your machine. Updates download only what changed. It plays with a controller, as on the console, or with keyboard and mouse, and F10 opens the settings for VSync, frame cap, and resolution. On CPUs without AVX2, the installer builds a slower compatibility version. Version 1.0 came out on October 18.

You needYour own European copy of inFAMOUS for PS3 (BCES00220), as an image (if encrypted, with its .dkey next to it) or a folder with PS3_GAME; if you only have the encrypted EBOOT.BIN, RPCS3 to decrypt it. Plus 64-bit Windows 10 or 11, a Direct3D 12 graphics card, a CPU with SSE4.1, Python 3.10 or later, the Visual Studio 2022 Build Tools with Clang, about 10 GB of free space, and 16 GB of RAM.

★ 446 · 2026-10-23 View →
Native layer Experimental
NS2

Pokémon Pokopia (Pokopia Native)

xFractals/pokopia-native

Pokopia Native: a tool that builds, from your copy of Pokémon Pokopia for Switch 2, a native Mac app and an iPhone app. It isn’t an emulator: on top of nxnative, the game’s ARM64 code runs directly on the Apple chip and the graphics go through Metal. It supports updates 2.0.0 (v327680) and 2.0.1 (v655360), checks that the copy is one of them, and needs no keys. The first build takes about an hour, nearly all of it the game’s 3,800 shaders; later ones take a couple of minutes. On iPhone it runs at 30 fps, as the Switch 2 does in handheld mode, but the app only starts when signed with a paid Apple Developer Program account; there is also a Windows builder that prepares the iPhone app. Its author says they played until after the first wake-up with no issues. The latest release is 1.0.3 (November 3). 14 of its 22 commits list Claude as a co-author.

You needYour own copy of Pokémon Pokopia for Nintendo Switch 2 with update 2.0.0 (v327680) or 2.0.1 (v655360), dumped as exefs and romfs folders; the base game alone isn’t enough. An Apple silicon Mac (M1 or later) with about 20 GB free, Xcode 27 with its Metal tools, Python 3.12, and .NET 10; for the iPhone, also a paid Apple Developer account.

★ 443 · 2026-11-09 View →
Switch Fully playable
NSW

⑂ Fork of valentderah/totk-pc-recomp

Astral Chain (captainj-sparrow)

captainj-sparrow/astral-chain-pc-recomp

A static recompilation of Astral Chain, the 2019 Switch game, into a native Windows x86-64 application with a Vulkan renderer, built on the pipeline of TotK Recomp, Valiantsin Dzerakh’s Tears of the Kingdom recompilation, which is also in the catalog. Its installer extracts the game’s data, merges the 1.0.1 update, lifts the code to C, and builds astralchain.exe on your PC, so the result contains the game and is for your own use only; it ships no game data and no code derived from it. The README says it is playable through the story, with its audio and save data, and that outside testing (Reddit, YouTube) has taken it from the intro to the credits with no known visual issues. It runs at 60 fps by default (with a 30 fps option and a cutscene speed fix), with custom resolutions, FSR 1 upscaling up to 4K, anisotropic filtering up to 16x, an in-game settings menu (F1), keyboard, mouse, and gamepad with remapping, rumble, and gyro, and mods and cheats in the emulator formats. Shaders are built during play; preparing shaders at install and a Linux release remain planned. It published seven releases between November 3 and 4; the latest, 0.3.0, adds 60 fps and the 1.0.1 update. There is another Astral Chain recompilation in the catalog.

You needYour own copy of Astral Chain for Switch, dumped from your console: the base game (version 1.0.0, XCI or NSP) and the 1.0.1 update (NSP), and your keys (prod.keys). 64-bit Windows 10 or 11 (x86-64 with at least SSE4.2), a Vulkan 1.3 graphics card, about 14 GB for the installed folder, and about 11 GB of temporary space while the update is merged.

★ 442 · 2026-11-11 View →
Port (decomp) Playable
PS1

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.

★ 438 · 2026-11-01 View →
PS3 Experimental
PS3

God of War: Ascension (arnaldolima1)

arnaldolima1/gow-ascension-pc

Ascension: an experiment in static recompilation of the European PS3 release for Windows, with a fork of ps3recomp that translates the main processor’s and the SPUs’ code to C++. It isn’t playable from start to finish yet: it gets from boot to the first level, with Kratos in chains, but the level runs at about 9 fps (the main menu at about 28), and the bottleneck is the recompiled SPU code. It has two renderers: RPCS3’s RSX code (Vulkan or OpenGL), which draws the game correctly, and its own Direct3D 12 one. A launcher in Portuguese, English, and Spanish covers video, keyboard, mouse, and controller controls, nine languages with subtitles, save backups, and mods; one of them builds Brazilian Portuguese from your US disc. There’s no release yet. It’s a sibling of the same author’s ports of the PSP God of War games. 93 of its last 100 commits list Claude as a co-author.

You needYour own European copy of God of War: Ascension for PS3 (BCES-01741, version 1.00), taken from your disc, with EBOOT.BIN decrypted using RPCS3 or your own keys file; for the Brazilian Portuguese mod, your US disc too. To build it, 64-bit Windows 10 or 11, Visual Studio 2022 (clang-cl), CMake, Ninja, the Vulkan SDK, and 16 GB of memory; the first build takes 20 to 40 minutes.

★ 428 · 2026-11-10 View →
Xbox 360 Experimental
360

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).

★ 427 · 2026-11-05 View →
Source port Fully playable
WIN

Super Mario Bros. X (TheXTech)

TheXTech/TheXTech

TheXTech: a direct continuation of the Super Mario Bros. X 1.3 (SMBX) engine, the fan-made platformer written in Visual Basic 6 for Windows, built from its source code, which was released as open source. Its author converted all of it to C++ with SDL2, aiming for an accurate reproduction, so much of the code is identical to the VB6 original. It fully reproduces the SMBX 1.3 engine, except for its editor, including many of its logic bugs (the ones that crashed or froze the game are fixed), so old levels and episodes play the way they did in the original, without Wine outside Windows and on ARM and MIPS processors too. It starts almost instantly, uses 80–150 MB of memory instead of the original’s 600–800 MB, and adds UTF-8 file names, PNG graphics, multiple checkpoints, per-episode and per-level music and sounds, a GIF recorder, LunaScript (an implementation of LunaDLL’s Autocode language), and, since 1.3.6, a built-in editor you can use with keyboard, mouse, controller, or touch screen; LunaLua and SMBX2 content aren’t compatible. Version 1.7.4 (October 5) changed the version numbering and added iOS, tvOS, and Haiku, and the latest, 1.7.4.1 (October 18), lets some graphics exceed their original sizes in levels made for TheXTech. There are builds for Windows, Linux, and macOS, plus Android, iOS, Switch, Wii, Wii U, 3DS, and Vita. The project forbids using AI to generate code for contributions. The “Super Mario Bros. X” downloads include the SMBX 1.3 assets (graphics, music, and sounds), others include Adventures of Demo, a fan game set in raocow’s A2XT universe, and both also come in a browser version; there are asset-free executables as well.

You needNo copy is needed: SMBX 1.3 was a free game, and the “Super Mario Bros. X” downloads already include its assets. The asset-free executables work with the folder of an SMBX 1.3 install, with its graphics converted to PNG. Plus Windows (32- or 64-bit, or ARM64), Linux, or macOS.

★ 427 · 2026-11-11 View →
Launcher Beta

RecompLauncher

elripalda/RecompLauncher

Launcher for finding, installing, updating, and playing PC recompilations and ports, with the recomplauncher.com catalog. It installs each project from its author’s GitHub release and checks the download against GitHub’s checksum; for the projects that support it, it sets up the game from your disc image or game folder, and authors can add a recomplauncher.json to their release for one-click setup. It shows games with more than one project only once, installs Thunderstore mods in one click for the recomps that have a community there, backs up your saves before every update and keeps them in the cloud with a free account, and has a Big Picture mode for playing with a controller on a TV and player reports on how each game runs. It started as RecompStore, a homebrew store for jailbroken PS5s: it announced the jump to PC on October 26, 2026, and released its first beta on the 30th, for Windows and Linux, with macOS announced. It is written in Rust with Tauri. It is unrelated to ReComp Launcher, by ZakyPew. All 11 of its commits list Claude as a co-author.

★ 425 · 2026-11-11 View →
N64
N64

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.

★ 424 · 2026-10-01 View →
Xbox 360 Experimental
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).

★ 424 · 2026-10-11 View →
Xbox 360 Experimental
360

Fable II (Fable2Recomp)

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).

★ 423 · 2026-09-12 View →
Fan remake Playable
DOS

Jazz Jackrabbit (OpenJazz)

AlisterT/openjazz

OpenJazz: a free, open-source version of Jazz Jackrabbit, Epic MegaGames’ 1994 platformer, that uses the original game’s files. AJ Thomson started it on August 23, 2005, and released the first playable version on January 15, 2006, and networked multiplayer followed in 2009. It has been on GitHub since 2014, where Carsten Teibes maintains it and has merged the ports to other platforms. According to the project, it’s compatible with every released version of Jazz Jackrabbit, from the shareware ones to the CD edition with The Lost Episodes, though its FAQ warns that the physics aren’t exactly the original’s and that fan-made levels can’t always be finished. Version 20260218 (February 18) added SDL3, brought back the scaling options, fixed networking on Windows, and added builds for Switch, Android, and Mac (by Mac Source Ports); the latest, 20260301 (March 1), centered the menus, added a HUD like the ones in first-person shooters, and made Jazz’s and the enemies’ health depend on the difficulty. Since then it has gained the ability to save games and debug and cheat menus. There are builds for 64-bit Windows and Linux, plus the browser and several consoles and handhelds; it also builds on macOS and BSD. The browser version linked from its README (openjazz.github.io) includes the shareware versions of Jazz Jackrabbit 1.1, Holiday Hare, and Holiday Hare ’95, which Epic MegaGames released as shareware, along with their distribution license.

You needThe files from your own copy of Jazz Jackrabbit, not Jazz Jackrabbit 2: the free shareware version, the Christmas Edition, Holiday Hare ’95, Jazz Jackrabbit CD with The Lost Episodes, the Complete edition, or GOG’s Jazz Jackrabbit Collection, which the author says is fully compatible, all work. They go next to the executable or in a folder passed as a command-line argument. Plus Windows, Linux, macOS, or BSD.

★ 422 · 2026-09-01 View →
Source port Fully playable
DOS

Quake (ezQuake)

QW-Group/ezquake-source

ezQuake: a modern client for QuakeWorld, the version of Quake built for online play, based on the Quake and QuakeWorld source code id Software released in 1999. It combines the features of the other modern QuakeWorld clients and is geared toward competitive play: modern graphics, rich menus, multiview, QuakeTV support, a built-in server browser, a recorded games browser, MP3 player control, customization of every graphical element including the HUD, and extensive scripting. It runs on Windows, Linux, macOS, and FreeBSD with SDL2, and comes with only the bare minimum of game media. Version 3.6.9 (March 1) brought the modern renderer to macOS, and work in October continues on the renderer, with interpolation between model frames and particles that behave the same at any frame rate. 63 of its last 100 commits list Claude as a co-author.

You needThe pak0.pak and pak1.pak files from your own copy of Quake, in the id1 subfolder; you can also unzip ezQuake into an existing Quake install. Plus 64-bit Windows, x86-64 Linux, or macOS.

★ 422 · 2026-11-10 View →
Xbox 360 Playable
360

Call of Duty 3 (FrankHUN88453)

FrankHUN88453/CoD3Recomp

CoD3Recomp: a static recompilation of the Xbox 360 version with XenonRecomp. All 19,462 functions of the PowerPC code are translated to C++, all 179 kernel functions the game imports are implemented, and a Direct3D 11 renderer built for PC draws with the game’s own shaders translated to HLSL. It covers the campaign only, since the multiplayer executable hasn’t been recompiled yet: all fifteen levels load and play, and finishing a mission leads into the next, with sound, films, and checkpoints. It renders at your window’s resolution, with resolution scaling, a 21:9, 32:9, or window-fitting aspect ratio, a 65–100 field of view, 2x–8x MSAA and FXAA, shadows up to 4096, and the most detailed models at any distance; in levels the frame rate is uncapped (about 100 fps where the console ran at 60). It plays with a controller or with keyboard and mouse with raw input, in the game’s own menus too, which show your keys instead of the buttons, and it brings back the multiplayer’s sprint. The options are on a VIDEO page in the game’s own menu and in a separate menu (F11). Version 0.5.0 (October 21) is a single executable that updates itself. All 159 of its commits list Claude as co-author.

You needAn image of your own Call of Duty 3 Xbox 360 disc, the US and European release (XGD1, XGD2, XGD3, and trimmed images all work); setup checks that the disc’s default.xex is the same size as the one that was recompiled, and extracts the game to a folder you choose. Plus 64-bit Windows and a Direct3D 11 graphics card.

★ 417 · 2026-10-21 View →
Port (decomp) Playable
N64

GoldenEye 007 (Project Midas)

murkantor/Project-Midas

Project Midas: a work-in-progress GoldenEye 007 port for Windows and Linux built on the N64 decompilation. It reads the game data from your own US cartridge. It has widescreen, mouse look, modern controller support, and in-game settings, plus player profiles, lifetime multiplayer stats, and custom multiplayer weapon sets. Co-op, netplay, and mod loading are in development. Its author states that Claude was used to make it.

You needAn image of your own US GoldenEye 007 cartridge. There are builds for Windows, Linux, and Steam Deck; the Linux one needs 32-bit SDL2 and OpenGL.

★ 417 · 2026-11-08 View →
Port (decomp) Playable
GC

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.

★ 416 · 2026-11-09 View →
PS3 Fully playable
PS3

Demon's Souls (JonathanDC64)

JonathanDC64/Soulbrandt

Soulbrandt: a native Windows and Linux port of the US (BLUS30443) and European (BLES00932) PS3 releases, by static recompilation with a fork of ps3recomp: the game’s PowerPC and SPU code is translated to C ahead of time, and graphics go through DirectX 12 or Vulkan. 0.1.1 is an alpha, but the game can be beaten from start to finish. It offers 30 to 240 fps or unlocked with the game’s timing fixed, resolution up to 4K, ultrawide and 16:10, HDR, FXAA or SMAA, turning off depth of field and motion blur, Souls-on-PC-style keyboard and mouse, Xbox controllers, DualSense and DualShock 4, remappable controls, a movable HUD, rolling in any direction while locked on, an optional stat respec in the Nexus, trophies, and an updater that keeps your saves. It has online play on its own server, with messages, bloodstains, ghosts, co-op, and invasions. Setup builds the game on your PC from your copy. 58 of its last 100 commits list Claude as a co-author.

You needYour own copy of Demon’s Souls for PS3, US (BLUS30443) or European (BLES00932) release, version 1.00, as a folder with PS3_GAME (ISO files aren’t supported yet), and RPCS3 to decrypt its files, or the 27 files you decrypted yourself. Plus 64-bit Windows 10 or 11 with a DirectX 12 GPU, or x86-64 Linux with glibc 2.35 or newer and Vulkan; an SSE4.1 CPU, about 4 GB free for the build, and a connection during setup.

★ 413 · 2026-11-11 View →
Xbox 360 Playable
360

Gears of War 2 / Gears of War 3 / Gears of War: Judgment (COGBox)

Shagg88/COGBox

Native Windows versions of Gears of War 2, Gears of War 3, and Gears of War: Judgment for Xbox 360, made by static recompilation (with a preview of the first Gears of War since 0.3.0), with a launcher called COGBox that sets up your copy of each game and starts it. The Xbox 360 code is translated ahead of time to C++ and compiled into Windows programs; the hardware parts are supplied by its own renderer on Direct3D 12 (or Vulkan, experimental), which offers resolution from 1x to 4x, SMAA, FSR, DLSS, and XeSS, high frame rates, HDR10, ultrawide, split screen (in Gears 2), keyboard and mouse, and DLC and zip mods. The author says it is playable with a few hiccups: in Gears 2 every chapter plays in testing, and Gears 3 and Judgment are playable; on SteamOS (via Proton) there are texture glitches. Since 0.3.0 (October 31) releases are labelled pre-release. The Windows download is a zip of about 510 MB with the already compiled programs, which we haven’t checked inside; the README says it includes no game content. 88 of its 93 commits list Claude as a co-author.

You needYour own copy of each game: Gears of War 2 (US disc, version 0.0.0.5, plus Title Update 6), Gears of War 3 (disc plus Title Update 6), and Gears of War: Judgment (disc plus Title Update 4), as an .iso image, Games on Demand copy, or folder; for the Gears of War preview, the disc plus Title Update 5. 64-bit Windows 10 or 11 with Direct3D 12 and about 8 to 16 GB free per game if COGBox unpacks the image.

★ 411 · 2026-11-07 View →
Xbox 360 Playable
360

The Darkness (portingpete)

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.

★ 411 · 2026-11-11 View →
Recompiler Usable

psxrecomp

RetroPortingToolKit/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.

★ 409 · 2026-11-10 View →
Native layer Playable
PS4

Dragon's Crown Pro

saulob/dragons-crown-pro-pc

An unofficial native port of Dragon’s Crown Pro, Vanillaware’s PS4 beat ’em up, to Windows and, experimentally, to Linux and the Steam Deck. It belongs to the Bloodborne port family: the game’s original x86-64 code runs directly on the CPU, with a runtime that replaces the PS4 system libraries, and the graphics go to Vulkan through a renderer derived from shadPS4; according to the README, its loader, runtime, and video core come from gow3_pc (now SpartanPort) and its descendants. The launcher installs the game straight from your .pkg file after checking the version and the eboot.bin hash, and looks for new releases of the port. It offers render resolutions from 480p to 4K, aspect ratios from 16:10 to 32:9 (which for now stretch the picture, since the game is laid out for 1280×720), SMAA, anisotropic filtering, FSR 1 with RCAS sharpening, windowed or borderless mode, a choice of menu and subtitle language, Japanese NPC voices on the US release, offline local trophies, cheats, local multiplayer with up to four controllers, and Xbox button prompts; the game runs at its own 60 fps and has no online play. v0.7.0 (October 21) added an arachnophobia mode that redraws the giant spiders, keyboard rebinding, and the US 1.01 update. The Xbox prompts and the redrawn spider are applied by two patches bundled with the port that modify textures inside the game’s archives in your installed copy. The project states that AI tools were used for code analysis, development, debugging, and documentation, and 3 of its 69 commits list Claude as a co-author.

You needYour own decrypted Dragon’s Crown Pro PS4 .pkg file, from a supported release: US (CUSA10454) 1.00, with the optional 1.01 update; Japanese (CUSA07001) 1.00, 1.02, or 1.03; or Asia and Hong Kong (CUSA10209) 1.00 or 1.02. US 1.00 is the most tested. About 6 GB of free space for the installed game and, to see the trophy list, your own Trophy Key. Plus 64-bit Windows 10 (1903 or later) or 11, or x86-64 Linux with glibc 2.31 or later (experimental), and a Vulkan 1.3 graphics card. No game files are included.

★ 406 · 2026-11-08 View →
N64 Fully playable
N64

Star Fox 64

sonicdcer/Starfox64Recomp

Starfox 64: Recompiled: a static recompilation with N64Recomp and RT64 as its renderer, for Windows, Linux (ARM64 and Flatpak too), and macOS. It was made alongside Starship, the decompilation port, and the two projects coexist on different technologies. You load your ROM from the menu and start playing, with no extraction step. It keeps the N64’s graphical effects without hacks, runs at any frame rate (your monitor’s by default) and any aspect ratio, ultrawide included, with an option to keep the HUD at 16:9, and has settings menus you can use with mouse, controller, or keyboard, low input lag, instant loading, and mods. 1.0 came out on December 24, 2025 with a development mod (level select, cheats, and debug options), and the latest is 1.0.3 (December 30, 2025). sonicdcer’s repository was down for a while and is available again; the downloads are on GitLab.

You needYour own North American Star Fox 64 ROM, version 1.1 (Rev A). Plus a graphics card with Direct3D 12.0 (Shader Model 6), Vulkan 1.2, or Metal (at least a GeForce GT 630, Radeon HD 7750, or Intel HD 510) and, on x86-64 PCs, an SSE4.1 CPU; on a Mac, Apple silicon or a 7th-gen Intel with macOS 13.

★ 406 · 2026-08-11 View →
Native layer Experimental
PS4

The Order: 1886 (theorder1886-port)

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. 76 of its last 100 commits list Claude as a co-author.

You needYour own dump of the PS4 version (CUSA00035, version 01.02). Windows 10 or 11.

★ 405 · 2026-11-11 View →
Recompiler Usable

xboxrecomp

sp00nznet/xboxrecomp

A public static recompilation toolkit for original Xbox games: it translates every function of the XBE executable’s x86 code into C, which compiles into a native program for Windows, and also for Linux and macOS (x86-64 and ARM64). A Python pipeline parses the XBE, disassembles it, identifies library functions, recovers calling conventions, and generates the C. Its runtime libraries reimplement the Xbox kernel, Direct3D 8 on Direct3D 11, sound, input, USB, and video playback; parts of the audio processor and the NV2A GPU come from xemu. It was built with Burnout 3: Takedown as its reference title and is behind several ports in this catalog, such as Burnout 3, Mercenaries, Blinx 2, Jet Set Radio Future, Ninja Gaiden Black, and SSX Tricky. It’s at 0.15.0 (October 19). Its author states it was built with Claude Code.

★ 402 · 2026-11-06 View →
Switch Experimental
NSW

Metroid Dread

yozander2009-stack/Metroid-Dread-Recomp

A single Windows executable that sets up, configures, and runs a native PC build of your own copy of Metroid Dread 2.1.0. It is the SwitchRecomp runtime (by MZ Labs) with a Metroid Dread front end: a first-run setup that compiles the game with a bundled GCC, a Play and settings screen, and an in-game menu. The renderer is ScarletNX’s native Vulkan renderer, vendored in the repository, with the project’s own DLSS code. The repository contains no Nintendo files: only anchored patches applied to the C that setup generates from the player’s ExeFS, and a manifest of RomFS file names, sizes, and hashes used to verify it. The README warns that it is a work in progress and that the 0.x builds are early previews, with crashes and rough edges. Version 0.5.0, from October 30, reached Linux and the Steam Deck, where it was tested, with a self-updating AppImage. It states that large parts of the project were written with Claude; 38 of its 41 commits list Claude as a co-author.

You needYour own dumped copy of Metroid Dread 2.1.0 for Nintendo Switch, with both parts: the ExeFS (the game code) and the RomFS (the data, with the 2.1.0 update merged in). A RomFS alone is not enough. Windows, or Linux and the Steam Deck since 0.5.0, with its AppImage.

★ 398 · 2026-11-11 View →
GameCube
GC

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.

100% decompiled
★ 394 · 2026-10-20 View →
GameCube
GC

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. 10 of its last 100 commits list Claude as a co-author.

53% decompiled
★ 387 · 2026-11-11 View →
GameCube
GC

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. One of its last 100 commits lists Cursor as a co-author.

★ 384 · 2026-10-02 View →
GameCube
GC

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.

99% decompiled
★ 382 · 2026-10-20 View →
Port (decomp) Playable
PS2

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.

★ 382 · 2026-10-22 View →
Native layer Fully playable
XBX

Black (Spark198rus)

Spark198rus/black-pc

An unofficial native Windows port of the Xbox version, independent from TGP482’s recomp and built a different way: nothing is recompiled. Since the Xbox has an x86 CPU, black.exe loads the default.xbe from your copy and runs the original code directly on the PC’s CPU; what gets replaced is what the game uses from the console: the kernel, Direct3D 8 (on Direct3D 9), DirectSound (on XAudio2), and the controller library. It offers any render resolution, anti-aliasing, 16:9 widescreen (the game’s own mode) or 4:3, an adjustable field of view, 60 fps by default or the original 30, mouse look, keys bound to the game’s actions, XInput controllers, room reverb, skippable movies, and auto-aim off by default. Its settings live in the game’s own menus (Options > PC SETTINGS and the pause menu). It also fixes flickering seams on destructible objects and a grid pattern in the blur effects, which the Xbox’s low resolution hid. At 60 fps something may still run at the wrong speed, on-screen prompts show Xbox controller buttons, and 3D sound is approximate. On Linux it runs through Wine 9 and DXVK. Its README says the game is fully playable. Version 0.2.0 (October 14) is the only release so far, and its README says it was developed with Claude Code.

You needYour own copy of Black for Xbox, NTSC-U release (title 45410083), dumped to an ISO and extracted with extract-xiso into a game folder; default.xbe must match the SHA-256 given in the README. The European PAL release is supported in the code since October 21, not yet in a published release. Plus 64-bit Windows 10 or 11 (the program is 32-bit) and a Direct3D 9 (Shader Model 3) graphics card; on Linux, Wine 9 or later with DXVK and a Vulkan 1.1 card.

★ 379 · 2026-11-10 View →
Port (decomp) Playable
PS2

Street Fighter III: 3rd Strike (3SX)

crowded-street/3sx

3SX: a native port of Street Fighter III: 3rd Strike, a continuation of 3s-decomp, the matching decompilation of the PS2 version. It’s neither a recomp nor emulation: it’s C code running directly on your machine, with SDL3. It aims to be the ultimate version of 3rd Strike, with first-class support for Windows, macOS, and Linux, rollback netcode through GekkoNet, and an option to restore the arcade balance that the PS2 version changed (still in development and unstable). You can set fullscreen, how the internal 384×224 buffer is scaled (sharp pixels, integer, or square pixels for CRTs), a scanline filter, and drawing the characters in front of the HUD, as in Street Fighter IV. The goals for 1.0 are a stable PC experience, easy online play, automatic updates, and the arcade ROM as the only dependency. In October it kept restoring arcade behavior and fixing training mode and CPU matches. Right now there are no releases on GitHub, so you have to build it. The repository includes data tables taken from the game, written as C code, among them those of its sound system (about 2.5 MB).

You needYour own copy of Street Fighter III: 3rd Strike or Street Fighter Anniversary Collection for PS2: the startup wizard asks for it, or you copy THIRD/SF33RD.AFS from the disc into the resources folder by hand. Arcade balance also needs the arcade ROM, sfiii3nr1.zip. Plus Windows, macOS, or Linux.

★ 379 · 2026-11-09 View →
Port (decomp) Fully playable
N64

⑂ Fork of sm64pc/sm64ex

Super Mario 64 (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.

★ 379 · 2026-07-16 View →
Source port Fully playable
DOS

Blake Stone (BStone)

bibendovsky/bstone

BStone: an unofficial source port of the Blake Stone series, Aliens of Gold and Planet Strike, built on the source code Apogee released; its engine derives from Wolfenstein 3D’s. It supports Aliens of Gold versions 1.0, 2.0, 2.1, and 3.0, full or shareware, and Planet Strike 1.0 and 1.1. It offers the original software rendering at high resolution or a hardware 3D renderer (OpenGL 2.0 or 3.2, OpenGL ES 2.0, and, since 1.3.0 on December 21, 2025, Vulkan), a widescreen mode, a texture upscaling filter, replacement of wall, floor, ceiling, and sprite textures with PNG or BMP images, rebindable controls, 3D sound through OpenAL, separate sound effect and music volumes, emulated AdLib music (with DOSBox’s OPL code or Nuked OPL3), and mod loading with the --mod_dir option. The latest release is 1.3.4 (May 27), which fixed audio decoding with Nuked OPL3; there are builds for 32- and 64-bit Windows and Linux, and experimental ones for macOS.

You needThe files from your own copy of Blake Stone: Aliens of Gold (.BS6) or Planet Strike (.VSI); with the GOG or Steam versions you just extract BStone into any folder, and with others, next to the game files. The shareware version of Aliens of Gold (.BS1) is free and works too; the project offers it on its website. Plus Windows, Linux, or macOS (experimental).

★ 375 · 2026-08-08 View →
DOS
DOS

Duke Nukem II

lethal-guitar/Duke2Reconstructed

A complete reconstruction of Duke Nukem II’s source code (Apogee Software, 1993) from the disassembly of the original executable, in commented C and assembly. It builds with era-appropriate tools, such as Borland C++, into a binary that’s byte-for-byte identical to the original after LZEXE compression. It was made by the author of Rigel Engine, the reimplementation for playing on modern systems that’s also in this catalog, building on the reverse engineering done for that project. It’s meant to document and preserve the code and to make modified versions that run on DOS; for playing on a modern PC, the author points to Rigel Engine. It includes no game data.

★ 374 · 2025-04-13 View →
Wii U Experimental
WIIU

The Legend of Zelda: Breath of the Wild (Wii U)

ryderclanky/BotW-Native

A static recompilation of the Wii U version (1.5.0) into a native Windows program with a Vulkan renderer: the PowerPC code is translated to C++ and runs on a Cafe OS runtime, and Cemu’s Latte GPU layer draws through Vulkan. There is no emulator or JIT. The README calls it work in progress, not a full-game release: with the USA 1.5.0 version, the opening, audio, the title screen, loading a save, combat, the map and fast travel, and Hateno Village with its NPCs and shops work at about 60 fps; a European copy with DLC was verified through the title scene, without a full play-through. Some effects, parts of the controller mapping and some cutscene text are unconfirmed. v0.1.2 (October 31) is the latest of three releases.

You needYour own copy of Breath of the Wild for Wii U, USA or Europe, with update v208 (1.5.0), as an already extracted folder with code, content and meta (the SHA-256 of code/U-King.rpx must be ba58da5b95ce929e005d058ceb08b9b2788d1ab2bbc8a6c189bbadca0bb34d30); base game, update and DLC must come from the same region. Plus Windows 10 or 11 and a GPU with a Vulkan 1.1 driver; to build, MSYS2 with UCRT64 (MinGW gcc).

★ 368 · 2026-10-31 View →
Source port Playable

FTEQW

fte-team/fteqw

FTEQW: an advanced, portable Quake engine that grew from the Quake source code id Software released and plays several id Tech games, plus the games other developers have made with it. It supports Quake and its mission packs, QuakeWorld, Quake II and its mission packs, Quake III Arena and Team Arena, and Hexen II and its expansion; Half-Life and Half-Life 2 run through the Rad Therapy project. It finds games installed through Steam on its own, including the Quake and Quake II re-releases, as well as the classic Linux game folders. It renders with Direct3D 8, 9, or 11, OpenGL, or Vulkan, with a material system that accepts HLSL and GLSL shaders and video presets that make the games look like the originals or more modern, with real-time lighting. It has split-screen for Quake and most of its mods, Opus or Speex voice chat, a server browser covering every protocol it supports, a dedicated server, games with hundreds of players, IPv4 and IPv6, CD music replacement with Vorbis, MP3, WAV, or FLAC files, plugins (FFmpeg, Bullet or ODE physics), and its own QuakeC compiler, FTEQCC, which can run in-game, with a debugger. It runs on Windows, Linux, OpenBSD, and other systems, on x86, x86-64, ARM, and PPC64LE, and also on Android and the web. The builds for Windows (64- and 32-bit) and Linux (x86-64 and x86) are downloaded from its website; the GitHub repository is its official mirror, and its latest change is from June 4.

You needThe files from your own copy of one of the games (Quake, Quake II, Quake III Arena, or Hexen II, with their expansions if you have them), with the engine copied into the game’s folder; it also finds Steam installs on its own. For Quake II with the 64-bit build of the engine you also need 64-bit game logic, which the project recommends taking from Yamagi Quake II. Plus Windows, Linux, or another supported system.

★ 366 · 2026-11-02 View →
Xbox 360 Playable
360

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).

★ 366 · 2026-09-02 View →
Native layer Fully playable
PS4

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). 15 of its 30 commits list Claude as a co-author.

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.

★ 363 · 2026-11-05 View →
Fan remake Playable
DOS

Star Wars: TIE Fighter

elyosh/OpenTIE

OpenTIE: an open-source reimplementation of Star Wars: TIE Fighter for Windows, macOS, and Linux that runs on the original game’s data. It supports the 1995 Collector’s CD-ROM edition for DOS and the 1998 Windows release, and with both installed it can combine the 1995 menus, cutscenes, and adaptive iMUSE music with the 1998 flight engine and 3D models, the combination it recommends; each part is chosen separately. It reimplements the iMUSE soundtrack, which shifts with what happens in the mission, and can play it on an emulated Roland SC-55 (with your own ROMs), with OPL3 FM synthesis, or with FluidSynth and a SoundFont of your choice. It has a classic and a modern graphics mode, toggled with TAB; the modern one adds shadows, ambient occlusion, bloom, motion blur, MSAA, FSR 3.1.4, and HDR. Flight can be simulated at up to 240 Hz, or with each edition’s original timing, and is played with mouse and keyboard (including a virtual-stick mode), gamepad, joystick, or HOTAS, with remappable keys. It imports your existing pilot files. Version 0.0.7 (October 4) rewrote much of the code to follow the original more closely and fixed an original bug that kept Star Destroyer turrets from firing. It’s still in development, and bugs and differences from the original are still possible.

You needA complete installation of your own copy of Star Wars: TIE Fighter, the 1995 Collector’s CD-ROM or the 1998 Windows release, or both; the Special Edition is sold on GOG and Steam. For music on the emulated Roland SC-55, its ROMs too. Plus a 64-bit system with a modern graphics card: x86-64 Windows (Direct3D 12 or Vulkan), macOS 13 or later (Metal; the published build is for Apple silicon), or x86-64 Linux with glibc 2.35 or later (Vulkan).

★ 362 · 2026-10-04 View →
Native layer Playable
PS4

Gravity Rush Remastered (LucaPazienza)

LucaPazienza/gravityrush_pc

A native Windows port of Gravity Rush Remastered for PS4 (CUSA01113). It isn’t an emulator: the game’s original x86-64 executable runs directly on the processor, a runtime written for this port replaces the PS4 system libraries, and the graphics go to Vulkan through the shadPS4 video core. With 0.1.8 (October 23, 2026) the whole story has been played from start to finish, with sound and saves. It renders at up to 4K, with high-quality shadows, anisotropic filtering, and FXAA, TAA, FSR 3.1, or DLSS for anti-aliasing or upscaling. It supports controllers through SDL3, keyboard and mouse, the touchpad, and the DualSense gyro, which steers the gravity camera as on the PS4. The launcher comes in English, Italian, French, German, and Spanish, and finds and installs new versions by itself. It builds on the God of War III port and grew out of a fork of the PS4 MediEvil port. It has only been tested on Nvidia graphics cards, and trophies aren’t saved yet. The first preview came out on October 17, and the first official release, 0.1.2, on the 18th.

You needYour own copy of Gravity Rush Remastered for PS4, as an unpacked game folder (eboot.bin, sce_module, and sce_sys) that you prepare with your own tools; no game files are included. It was tested with the European release CUSA01113, version 01.00, and the resolution and shadow patches only apply to that one. Plus 64-bit Windows 10 (1903 or newer) or 11 and a graphics card with Vulkan 1.3.

★ 356 · 2026-11-06 View →
Xbox Fully playable
XBX

Mortal Kombat: Shaolin Monks

OAleex/OpenShao

A PC port of the Xbox version by static recompilation with XboxXBE-Recomp: the original Xbox code runs natively. There are Windows builds, with Direct3D 12, and since 0.2.0 (October 19) Linux builds too, with Vulkan. Its author reports finishing the whole campaign, though some graphical issues remain; Mortal Kombat II and The Suffering demo, both on the disc, don’t run. It adds resolution and render scale settings, display modes, keyboard and mouse, and remappable controller buttons. It has six languages with their voice acting, some of them as separate language packs, and an official mod catalog, the Krypt, that the launcher installs and updates. It states that AI is used for analysis, code changes, debugging, tests, and documentation, reviewed by the maintainer.

You needYour own copy of Mortal Kombat: Shaolin Monks for Xbox, US or European release (ISO, XISO, ZIP, extracted folder, or default.xbe). Plus Windows 10 (1903 or later) or Linux (glibc 2.38 or later), an x64 CPU with SSE4.2 and POPCNT, and a Direct3D 12 or Vulkan 1.3 graphics card.

★ 356 · 2026-11-10 View →
Switch Playable
NSW

Bayonetta 3

Zexyen/Witch-Time

An unofficial static recompilation for PC, in the spirit and architecture of B2recomp: the game’s AArch64 code is translated to C on your PC from your dump and runs on a reimplemented system layer (threads, file system, input, audio, and NVN on Vulkan). It isn’t an emulator. The README’s status table says it boots and plays, at 60 fps in the parts tested (Tokyo and Shibuya), with occasional short hitches; menus and cutscenes run at 30 by default and can run at 60; the default resolution is the game’s own 1600x900 and can be raised up to 4K with a scale factor. It supports controllers and keyboard with mouse (the keyboard tested only with synthetic events), and has an in-game PC settings panel. The releases bring their own compiler, the already built runtime and the build tool, for Windows and Linux; v0.4.5 is from October 31. 69 of its last 100 commits list Claude as a co-author.

You needYour own dump of Bayonetta 3 in one folder with exefs (main, sdk, subsdk0, rtld, main.npdm, plain NSO files) and romfs (the .pkz archives and movie/), extracted with your own tools; the project decrypts nothing and its verify step only accepts the build named in the code. Plus 64-bit Windows 10 or 11 or x86-64 Linux, with a Vulkan driver (and OpenGL on Linux).

★ 350 · 2026-11-11 View →
Fan remake Playable
DOS

The Settlers (Freeserf)

freeserf/freeserf

Freeserf: an open-source reimplementation of The Settlers (also known as Serf City), Blue Byte’s strategy game, that uses the data from the original’s DOS or Amiga version and loads its saved games too. Version 0.4 (October 4), the first release since 0.3 in 2019, moved the project to SDL3, fixed many game logic bugs by comparing it with the Amiga original, and added the original’s special click and ambient sounds; 0.5, the next day, added the Amiga original’s AI for opponents in missions and custom games, the castle’s emergency program, the six tutorials, the end of the game, zoom, autosave, and an option to mix graphics, sounds, and music from different versions. Since then it has added translations of the texts and a TrueType font made from the DOS original’s. The DOS version’s MIDI music plays through a free SoundFont, TimGM6mb, which is included. There are builds for Windows (32- and 64-bit), Linux, and macOS. About 50 of its last 100 commits, from October 4 to 6, list Claude as a co-author.

You needThe data files from your own copy of The Settlers: from the DOS version, the SPAE.PA, SPAD.PA, SPAF.PA, or SPAU.PA file, depending on the language, or from the Amiga version, the gfxheader, gfxfast, gfxchip, gfxpics, sounds, and music files. They go next to the executable or in ~/.local/share/freeserf, and data from several versions can be installed together. Plus Windows, Linux, or macOS.

★ 347 · 2026-10-23 View →
Mod Beta Stalled · 1 year
WIN

Romanov's Vengeance (Red Alert 2)

MustaphaTR/Romanovs-Vengeance

A third-party OpenRA mod, based on OpenRA’s Red Alert 2 mod, that aims for a Red Alert 2 with balanced multiplayer, OpenRA’s own improvements, and others taken from more recent Command & Conquer games. It installs like any other mod made with the OpenRAModSDK, and its releases bundle the engine: installers and portable builds for 32- and 64-bit Windows, a Linux AppImage, and a macOS DMG. On first launch it copies Red Alert 2’s and Yuri’s Revenge’s base files and music from your copy of the game. It includes new community-made artwork for units, buildings, icons, and animations, with each author credited, and expanded terrain sets. Its author warns that it’s still in development: even the playtest builds have bugs, a few features of the original game are missing, some artwork is a placeholder, and the planned custom campaign has barely been started. The latest release is playtest-20241215 (December 15, 2024), and the last commit is from July 2025.

You needYour own copy of Command & Conquer: Red Alert 2 and Yuri’s Revenge: Red Alert 2’s files can be copied from an English disc (Allied or Soviet), and both games’ files from a The First Decade, Origin, or Steam install. The music is optional. Plus Windows, Linux, or macOS.

★ 346 · 2025-07-26 View →
Mod Usable
WIN

VorpalFix

Wemino/VorpalFix

An unofficial patch for the 2011 remaster of American McGee’s Alice, the one designed to be launched from Alice: Madness Returns; it doesn’t work with the 2000 version. It’s a DLL (winmm.dll) you copy next to alice.exe, without overwriting any game file, configured through VorpalFix.ini and its own in-game menu. It lets the game start on its own, without Madness Returns, and fixes the weapon sounds and Cheshire Cat summon the remaster broke, the “Hard Disk Full” error with more than 2 TB free, crashes when saving at resolutions such as 1366×768, remastered textures for several characters that didn’t load because of typos in their files, models rendered black and lost shading in some areas, and fog banding. In widescreen it keeps the menus, videos, and HUD in proportion and adjusts the field of view. It adds PlayStation and Switch controllers through SDL3 with gyro aiming and button prompts, raw mouse input and side buttons, anisotropic filtering, MSAA and supersampling, models always at full detail, borderless mode, a frame rate limit, the HUD placed as in the Xbox 360 and PS3 versions, those versions’ title screen, switching between the remastered and original models, language selection (English, German, French, or Spanish), the developer console, and faster saving. On Steam Deck and Linux it works through Proton with a launch option. 4.2.1 came out on October 22.

You needYour own copy of the 2011 remaster of American McGee’s Alice for PC; the 2000 version won’t work. Plus Windows, or Linux and Steam Deck through Proton.

★ 346 · 2026-11-07 View →
Game-specific engine Playable
WIN

Command & Conquer: Red Alert 2 / Yuri's Revenge (VERA20K)

YuriPlanet/vera20k

VERA20K: a community rewrite in Rust of gamemd.exe, the Yuri’s Revenge engine, which uses the original game’s files. It aims to keep the original’s gameplay, look, and atmosphere while adding bigger battles (up to 30 players and 20,000 units on 500×500 maps), familiar RTS features, and a built-in multiplayer client. Today skirmishes are playable on Windows, Linux, and macOS, with base building, harvesting, combat, and saving; campaigns launch but support is incomplete, and LAN and online multiplayer are available in source builds on macOS and Linux. According to the README, most of the code is written by AI coding agents, which study the original engine with Ghidra and check the result with comparison tools. The latest release, 0.2.1 (October 23, 2026), has an installer for 64-bit Windows, a .dmg for Apple silicon macOS, and a Linux AppImage. Licensed GPLv3. The repository includes data comparing against the original game’s behavior (the tools folder, about 760 MB).

You needYour own copy of Command & Conquer: Red Alert 2 – Yuri’s Revenge; the installer looks for the game’s folder. 64-bit Windows, Apple silicon macOS, or x86-64 Linux.

★ 341 · 2026-11-11 View →
GameCube Playable
GC

Luigi's Mansion

rob646464/luigis-mansion-recompiled

Luigi’s Mansion Recompiled: a native port for Windows and Linux. On first launch it asks for your disc image, and its own recompiler translates the game’s main.dol to C++ and compiles it with the bundled clang in about 20 to 60 seconds; function boundaries come from the lm-decomp decompilation’s symbol map, and the GameCube SDK functions are replaced with host implementations on Aurora. It runs at any resolution, in Hor+ widescreen and ultrawide with the HUD anchored to the screen edges, and keeps game logic at 30 updates per second with interpolated in-between frames up to 320 fps, VRR-aware. It reproduces GameCube rendering accurately (EFB copies, depth textures, real-time shadows, indirect effects, 6-bit blending) and precompiles shaders before the game starts. It adds optional enhanced lighting (per-pixel and colored lights, soft shadows, a realistic flashlight, bloom), the European Hidden Mansion with its boss changes if you also supply the European disc, restored unused content that’s off by default (the two-player mode is unfinished), a model viewer, and difficulty settings. Version 1.1 (October 21) added automatic updates, new ambient occlusion, and a CRT filter with several signal types. 554 of its 641 commits list Claude as co-author.

You needYour own Luigi’s Mansion disc image for GameCube, US (GLME01) or European (GLMP01), or both, which is recommended to get all the content; ISO, GCM, RVZ, WIA, GCZ, CISO, NFS, and TGC are accepted, and other revisions or modified images are rejected. Plus 64-bit Windows 10 or 11 with Direct3D 12, or x86-64 Linux with glibc 2.34 or later and Vulkan, and about 2 GB of free space.

★ 340 · 2026-11-05 View →
Source port Fully playable
DOS

Doom / Doom II (Woof!)

fabiangreffrath/woof

Woof!: a continuation of Lee Killough’s Doom source port MBF (Marine’s Best Friend) for modern systems, part of the Boom/MBF line, which builds on the Doom source code id Software released in 1997. It’s developed from WinMBF, Team Eternity’s 2004 Windows port of MBF, and many of its improvements, the network code among them, come from Chocolate Doom; it’s maintained by Fabian Greffrath, the author of Crispy Doom. It draws at any resolution up to your display’s native one, with dynamic resolution scaling to hold the frame rate you choose, in widescreen, uncapped with frame interpolation, and with an adjustable field of view. It adds voxels, 3D audio up to 7.1 with HRTF, several music backends (MIDI, FluidSynth, and an emulated OPL3), gamepads with rumble, gyro, and flick stick, and mouselook. It has Vanilla, Boom, MBF, and MBF21 compatibility levels, loads MBF.EXE saves, and supports recent modding formats such as UMAPINFO, DEHEXTRA, DSDHacked, UDMF, and ID24. Version 16.0.0 (September 8) moved to SDL3 and added rewinding, a minimap, a custom skill menu, and macOS builds.

You needThe IWAD file from your own copy of Doom, Doom II, or Final Doom (doom.wad, doom2.wad, tnt.wad, or plutonia.wad); the free shareware doom1.wad works too, as do the free Freedoom IWADs. It finds Steam and GOG installs on its own. Plus Windows 7 or later, Linux (as an AppImage), or macOS.

★ 338 · 2026-11-09 View →
N64 Playable
N64

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).

★ 338 · 2026-09-19 View →
N64 Playable
N64

Conker's Bad Fur Day (sciaschi)

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).

★ 336 · 2026-11-04 View →
N64 Playable
N64

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).

~70%
★ 336 · 2026-11-08 View →
Launcher Experimental
PS1

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. One of its last 100 commits lists Claude as a co-author.

★ 335 · 2026-11-11 View →
Xbox 360 Playable
360

Midnight Club: Los Angeles (mzzvxm)

mzzvxm/LARecomp

LARecomp: a static recompilation of Midnight Club: Los Angeles Complete Edition for x86-64 Windows, built on the ReXGlue SDK. It boots to the menu, free roam and races work, and saves load. It runs properly above 30 fps: instead of the usual Xenia unlock, which makes the game run fast, it feeds the simulation the real frame time, and it adjusts the camera and suspension so they behave the same at any frame rate. It has an in-game settings menu with eight tabs, a wizard that installs the game from your ISO, save import from Xenia and RPCS3, a radio with your own MP3s, a mod loader, and access to the German and Italian translations. It doesn’t publish builds: it’s built with ReXGlue SDK 0.10.0 and Clang. Known issues remain, such as visible dithering on shadows and foliage.

You needThe extracted files from your own copy of Midnight Club: Los Angeles Complete Edition for Xbox 360 (default.xex and the xarchive files). To build it, x86-64 Windows with ReXGlue SDK 0.10.0, CMake 3.25 or later, Clang, and Ninja.

★ 335 · 2026-11-09 View →
Fan remake Experimental
DOS

Ultima Underworld / Ultima Underworld II (UnderworldGodot)

hankmorgan/UnderworldGodot

UnderworldGodot: an engine recreation of Ultima Underworld and Ultima Underworld II in Godot, written in C#, that supersedes the earlier Unity-based project and reboots the code to work more like the original games did. It builds on years of reverse engineering by other fans, whom it credits. Its author calls it pre-alpha, “an interactive map viewer with a lot of game logic implemented,” and warns not to expect it to be playable as normal. It already has full conversations, almost all triggers and traps, bartering, inventory, spells with the original logic, melee and missile combat, NPC AI and pathfinding, character creation, leveling up, an automap with notes, cutscenes, swimming, death and resurrection, speech and sound effects, and music synthesized in real time from the original XMI files through an emulated MT-32 or CM-32L (with your own ROMs), a bundled free SoundFont, or FM synthesis. Loading saves is fully supported, saving only partly. It publishes test builds for Windows and Linux, the latest, build 31, on June 20; on Apple silicon macOS it builds and runs. Its policy rules out AI-upscaled or AI-generated assets; two of its last 100 commits list Claude or Cursor as a co-author.

You needThe files from your own copy of Ultima Underworld, Ultima Underworld II, or both: the game folder with the DATA, CRIT, CUTS, and SOUND subfolders (in the GOG versions, the game.gog file is an ISO image you need to open or extract first). For MT-32 or CM-32L music, the ROMs from your own synthesizer. Plus Windows or Linux; on macOS, by building it with the .NET version of Godot 4.3.

★ 335 · 2026-11-05 View →
GameCube
GC

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.

100% decompiled
★ 334 · 2026-10-06 View →
Xbox 360 Fully playable
360

Burnout Revenge (shipa-2)

shipa-2/Xerenge

Xerenge: a static recompilation of the Xbox 360 version. The PowerPC code is translated to C++ ahead of time and linked into a native executable, with no interpreter or JIT, on the project’s own fork of the ReXGlue SDK as its system layer; an earlier line, now frozen, used XenonRecomp with a runtime of its own. By default it draws with plume, the project’s own renderer, which takes the game’s Direct3D calls and uses its shaders translated ahead of time from your disc; Xenia’s GPU emulation remains available as a reference. According to the project, it’s fully playable: races at 60 fps (Crash mode at 30, as on the console), complete audio including the soundtrack, and the intro videos. It renders at the window’s resolution, in ultrawide, with optional FXAA, SMAA, and CAS sharpening, frame generation for 90–120 Hz displays, and an option to lift the frame cap. Online play works out of the box through a shared lobby server, or your own, and on a LAN without any server. There are installers for Windows, Linux, and Apple silicon Macs that ship the game already built and only ask for your disc image, plus an Android build. Version 0.4.7 (October 17) added the US release and fixed online games with three or more players. 194 of its 557 commits list Claude as co-author, and another 8 list Cursor.

You needAn image of your own Burnout Revenge Xbox 360 disc, the European release (SHA-256 34c1bd4d549c2c53f29d814fa5e5d1c04c533c5ca0c39e57b6c2538f44ff59b4) or the US one (SHA-256 7abf689f52b70666ba92052bd157cfcae9ed6290dae298fbf639baa1d169f92b); other regions and the beta aren’t supported. Plus a Vulkan graphics card, on Windows, x86-64 Linux, or an Apple silicon Mac; Intel Macs aren’t supported.

★ 333 · 2026-11-08 View →
Recompiler Experimental

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. 24 of its last 100 commits list Claude as a co-author.

★ 332 · 2026-11-11 View →
Port (decomp) Playable
N64

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.

98% decompiled
★ 327 · 2026-11-08 View →
Source port Fully playable
WIN

⑂ Fork of electronicarts/CnC_Generals_Zero_Hour

Command & Conquer: Generals – Zero Hour (Zero Hour Reforged)

olcayseygan/CnCGeneralsZH-Reforged

Zero Hour Reforged: Command & Conquer: Generals – Zero Hour rebuilt from the source code Electronic Arts released in February 2025, moved to Visual Studio 2022 and 64-bit and, since October, to SDL3 for macOS and Linux, with no Wine or Proton. It renders with Direct3D 11 or 9 on Windows, Metal on macOS, and Vulkan on Linux and Steam Deck, with an uncapped frame rate and more of the battlefield on ultrawide screens. It fixes about sixty bugs EA shipped in 2003, most of them found by automated tests, and changes the game: the skirmish AI finally builds a base and scouts without seeing through the fog of war, vehicles accelerate and brake, each kill’s veterancy is shared among everything that damaged the target, and there’s a balance pass, a new command bar, much faster pathfinding and effects, the base game’s 481 original textures at four times the resolution of Zero Hour’s, new shadows and lighting, an option to go back to the 2003 look, and Turkish and German text. LAN multiplayer works; internet play and gamepads don’t yet. On Windows, a launcher installs it over your game, backing up what it replaces, and keeps it up to date; on macOS and Linux it’s built with a single command. The latest release, v3.2.0 (October 20), locked matches to 60 steps a second with an optional Turbo mode and opened every campaign mission. Its website says code changes are made with AI assistance, and 87 of its last 100 commits list Claude as a co-author. The repository also includes modified versions of game data files, such as the skirmish AI scripts and the interface screens, and on Windows the build script downloads a pack of upscaled game art from the repository’s own releases, which on macOS and Linux is copied by hand or left out.

You needAn installation of your own copy of Command & Conquer: Generals – Zero Hour along with the original Generals (Zero Hour uses the files of both), preferably the 1.04 release from Steam or the EA app; the project includes no game files. On macOS and Linux it finds installs in Steam libraries, ~/Games, /Applications, and CrossOver and Whisky bottles on its own, and a script lays the games out from a disc or an ISO, though the discs carry 1.00. Plus 64-bit Windows, macOS (Apple silicon or Intel), or x86-64 Linux.

★ 326 · 2026-11-11 View →
Fan remake Fully playable
DOS

Commander Keen in Goodbye, Galaxy! (Omnispeak)

sulix/omnispeak

Omnispeak: an open-source reimplementation of Commander Keen episodes 4, 5, and 6, written in C99, that aims to be a pixel-perfect, bug-for-bug clone of the original games and is compatible with the DOS version’s saved games. It runs on Windows and Linux, and there are ports to MS-DOS and other systems. It adds improved scaling, with optional aspect ratio correction, overscan border, and integer scaling, much better controller support, with remappable buttons and a “modern” mode that makes diagonal movement easier, QuickSave and QuickLoad on F5 and F9, and OPL chip emulation with DOSBox’s or Nuked OPL3, or real AdLib or OPL2 cards on Linux and MS-DOS. Keen 6’s “Impossible Bullet” glitch and its copy protection question can be turned off in its settings. The latest release is 1.1, and there’s a preview build with basic mod support, where mods change text, sprite actions, and game values through variable files. The repository includes, for each episode and version, data the original keeps inside its executable: the headers and compression dictionaries for graphics, sound, and maps, the tile info, the sprite actions, and all of the game’s text.

You needThe GAMEMAPS, EGAGRAPH, and AUDIO files from your own copy of Keen 4 v1.4 EGA, Keen 5 v1.4 EGA, or Keen 6 v1.4 or v1.5 EGA, together with the files from the project’s data folder that match your version; the Steam and GOG releases are 1.4. Other versions, such as the CGA ones, the v1.0 releases, the FormGen or GT Interactive retail versions, and the Keen 6 bundled with the id Anthology, will likely crash. The free shareware release of Keen 4 v1.4 is on the author’s website. Plus Windows (32- or 64-bit) or Linux.

★ 320 · 2026-10-27 View →
Xbox Playable
XBX

Ninja Gaiden Black

gamboozino/ngbrecomp

A native Linux and Windows port of the US Xbox release by static recompilation with an adapted version of xboxrecomp, with its own Vulkan renderer that takes the game’s Direct3D calls instead of emulating the GPU. It runs at a steady 60 fps even on the Steam Deck, with render resolution up to 10x, anisotropic filtering, MSAA, sharper shadows, and 4:3, 16:9, 16:10, and 21:9 aspect ratios. It adds keyboard and mouse with on-screen key prompts, rebindable controls, mouse support in menus, skippable movies, options to unlock difficulties and costumes, and cheats. On first launch it installs the game from your disc image. The Ninja Gaiden arcade cabinet in Han’s bar doesn’t work, since on the disc it’s a separate program. There’s an experimental Apple Silicon Mac build you have to compile yourself. 9 of its last 100 commits list Claude as a co-author.

You needYour own US (NTSC-U, title ID 5443000D) Ninja Gaiden Black Xbox disc, as an image or extracted. Plus 64-bit Windows 10 or 11 or 64-bit Linux (glibc 2.35 or later), with Vulkan 1.3, and about 6 GB of free space.

★ 320 · 2026-11-08 View →
Switch Playable
NSW

The Legend of Zelda: Tears of the Kingdom (daniel-madrid-07)

daniel-madrid-07/weeping-of-the-empire

Weeping of the Empire: a native Tears of the Kingdom for Windows and Vulkan, made by static recompilation. The game’s ARM64 code is recompiled ahead of time to x86-64 on your PC, a runtime answers the Switch’s system services, and graphics run on Vulkan; it isn’t an emulator. It supports game version 1.0.0 and, in beta, 1.4.3, and imports saves from later versions by converting them to 1.0.0. It offers 30 to 240 fps or unlocked, any resolution and ultrawide, HDR and VRR (not measured), DLSS, FSR 3.1 and frame generation, keyboard and mouse, Xbox, PlayStation, and Switch controllers, an in-game settings menu (F10), RomFS mods made for emulators, ExeFS code patches, and Atmosphère cheats. The author measured performance on one PC only (a Ryzen 7 9800X3D with an RTX 5080) and warns of lighting differences in parts of the Depths, stutter the first time a place is visited, and a graphics-device-loss crash it hasn’t been able to reproduce. Its installer downloads an optimization profile and a shader list (hashes and render states) made on the author’s PC while playing, which LEGAL.md details. The README states that most of the code is written by AI coding agents directed by one developer. The latest release, 0.1.9.1, is from November 4, one of 15 published; there is also an unchecked Linux test build.

You needYour own copy of Tears of the Kingdom 1.0.0 dumped from your console (.nsp or .xci; also .nsz, .xcz, or an unencrypted .nup, which needs no keys) and your own keys (prod.keys). For the 1.4.3 beta, also your dump of the 1.4.3 update. Optional: your console’s firmware, for the Korean and Chinese fonts. 64-bit Windows 10 or 11, a Vulkan 1.3 GPU, an NTFS drive with about 15 GB free (Setup says if it needs more; one install peaked at about 39 GB), and 30 to 60 minutes to install by its own estimate. Linux and Steam Deck through Proton are experimental and untested.

★ 315 · 2026-11-07 View →
Port (decomp) Fully playable
DOS

Supaplex (OpenSupaplex)

sergiou87/open-supaplex

OpenSupaplex: a 1:1 reimplementation in C and SDL of Supaplex, the 1991 puzzle game, whose source code was lost; fans disassembled it, fixed bugs, and added features (the so-called SpeedFix), and OpenSupaplex recreates that version. It only changes what’s needed to play with a controller and to port it to any platform, and new features that alter the game must be optional. There are builds for Windows, Linux, and macOS, as well as PSP, PS Vita, PS2, PS3, Nintendo DS, 3DS, Wii, Wii U, Switch, and RISC OS. Its tests replay thousands of level solutions recorded by players to check that it behaves like the original, and in October it kept tweaking details to match it. Version 7.2 (March 22) added Nintendo DS, RISC OS, and PS2 and moved the music to MOD and the sound effects to WAV to use less CPU; the latest is 7.2.2 (March 30). Two of its last 100 commits list Copilot as a co-author. Supaplex is freeware, and the repository includes the original game’s files and level packs, plus the disassembly of the executable (about 670 KB) and an IDA database with it.

You needNo copy needed: Supaplex is freeware and the game files are included. 64-bit Windows, Linux, or macOS.

★ 314 · 2026-10-23 View →
N64 Fully playable
N64

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).

★ 313 · 2026-03-25 View →
Port (decomp) Fully playable
N64

GoldenEye 007 (jkdansereau)

jkdansereau/goldeneye-pc-port

A native GoldenEye 007 port for Windows, Linux, and Steam Deck built on the N64 decompilation (n64decomp/007), which its repository starts from: the game’s reconstructed C code is compiled for your PC, and a software RSP adapted from the Perfect Dark port translates its graphics to OpenGL. On first launch it extracts textures, audio, models, levels, and text from your ROM. According to its author it’s fully playable, with a few known issues: all 20 missions and the credits run without crashes, and the whole campaign was played start to finish on 0.4.0. It has native widescreen with the HUD at the screen edges, a steady 60 fps even on an Intel HD 3000, 2–4 player split-screen on every multiplayer map, mouse aiming in N64 or FPS style, modern controllers with rumble, rebindable controls, the N64’s and the Xbox release’s control styles, adjustable field of view and draw distance, up to 16x MSAA, an “Original N64” mode, and an in-game options menu, and it loads saves from emulators such as Project64. Version 0.5.0 (October 7) added split-screen and brought fog, water, and zoom closer to the N64. Its author states it was developed with AI coding agents (Claude Code and a local open-weight model) directed by one person, and that the project is also a study of that process. Like the decompilation it starts from, the repository includes the game’s level data (geometry, collision, and mission scripts) and all of its text as C code, about 25 MB.

You needYour own US (NTSC-U) GoldenEye 007 ROM for N64 in .z64 format (SHA-1 abe01e4aeb033b6c0836819f549c791b26cfde83), copied as data/ge007.ntsc-final.z64; European and Japanese ROMs don’t work yet. Plus 64-bit Windows 10 or 11 or x86-64 Linux with glibc 2.31 or later (Steam Deck included), and a graphics card with OpenGL 3.0. There’s no macOS build yet.

★ 311 · 2026-11-01 View →
Port (decomp) Playable
GC

⑂ Fork of projectPiki/pikmin

Pikmin

SSunnKing/Open-Nectar---Pikmin-Native-PC-Mobile-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. 54 of its last 100 commits list Claude as a co-author.

You needYour own Pikmin disc (GameCube): US Rev 1 or European.

100% decompiled
★ 311 · 2026-11-11 View →
Fan remake Experimental
WII

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).

★ 310 · 2026-11-08 View →
PS2
PS2

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.

83% decompiled
★ 309 · 2026-11-06 View →
Source port Fully playable
DOS

Doom / Doom II (Odamex)

odamex/odamex

Odamex: a Doom source port focused on online multiplayer, with a client/server architecture, that aims to keep the original gameplay while adding many enhancements. It builds on the source code id Software released in December 1997, by way of Sergey Makovkin’s CSDoom 0.62, which itself came from Marisa Heit’s ZDoom 1.22. It supports up to 255 players, with lag compensation (unlagged, plus client-side interpolation and prediction), and besides classic deathmatch and co-op it has team deathmatch, capture the flag (three-way too), Horde, Survival, Last Man Standing, and Attack & Defend, with warmup, rounds, and a player queue for competitive play. It has compatibility settings to emulate vanilla Doom, Boom, or ZDoom physics, plays back vanilla demos, records netdemos with playback controls, removes most of the original engine’s static limits, and supports most Boom and MBF features, the Hexen map format, DeHackEd, BEX, DEHEXTRA, MBF21, and ACS. It renders in true color, widescreen, up to 8K, and at uncapped frame rates, loads WADs on the fly and downloads them from within the game, and comes with its own server, odasrv, and Odalaunch, a launcher that lists servers. Version 12.0.0 (December 26, 2025) added DSDHacked, which opens up mods such as Eviternity II and Legacy of Rust; the latest, 12.3.0 (August 6), added a 90 fps option, mouse navigation in the menus, a free camera for netdemos and for players out of lives in Survival, and ZDoom’s stacked sector portals. There are builds for Windows (an installer plus 32- and 64-bit portable builds), Linux (Flatpak for x86-64 and ARM64), and macOS.

You needThe IWAD from your own copy of Doom, Doom II, or Final Doom; the free Freedoom IWADs and the Chex Quest IWAD work too. Plus Windows, Linux, or macOS.

★ 308 · 2026-11-11 View →
Port (decomp) Playable
PS1

Yu-Gi-Oh! Forbidden Memories (Recompiled)

Unchiga/Yu-Gi-Oh-Forbidden-Memories-Recompiled

A native port for Windows, Linux, and Apple silicon macOS of the US release (SLUS-01411), built from a hand-made decompilation: all 1,134 of the game’s C functions match the original executable byte for byte, building on memories-decomp. Despite the name it isn’t a static recompilation, and it’s the successor to the same author’s PSXRecomp-based recomp. It renders at up to 4x internal resolution, in widescreen and with HD text, and with 3D Monsters face-up monsters stand on the field as their battle models. It has a mod system (new cards past the original 722, fusions, card effects, textures, music, gameplay tables) and the FM Editor to make mods without writing JSON, plus save slots, save states, a fusion helper, card drop rates, rebindable controls, and importing saves from emulator memory cards. Separately, it publishes Forbidden Memories HD as an optional download, a pack of redrawn cards, frames, and portraits. The latest stable release is 0.3.0 (October 11), and 0.3.1-preview.1 (October 18) adds a tower mode for mods. There’s also an Android build. 6,862 of its 9,353 commits list Copilot or Claude as a co-author. The repository also includes the text of the five European releases, taken from the PAL discs, to play in English, French, German, Italian, or Spanish.

You needYour own disc image of the US release of Yu-Gi-Oh! Forbidden Memories for PS1 (SLUS-01411), the .bin. Plus Windows, Linux, or Apple silicon macOS; building it on Linux takes gcc and Python 3.

★ 308 · 2026-11-11 View →
Source port Fully playable

Doomsday Engine

skyjake/Doomsday-Engine

Doomsday Engine: a port of id Software’s Doom and Doom II and Raven Software’s Heretic and Hexen with enhanced graphics, meant to refresh these games’ technology while keeping their gameplay. It’s written in C++ on Qt 5 and OpenGL, and the three games’ extensions live together in the libgamekit library. It has game profiles with add-on selection, an in-game overlay with settings and the console, particle effects and dynamic lights, bloom and vignette, geometry-based ambient occlusion, 3D models for objects (FBX and MD5), skyboxes, an upscaling texture filter, and stereoscopic rendering modes. 3D sound with reverb comes through the FMOD plugin, and it supports MP3 music and MIDI with FluidSynth (Unix only). In multiplayer it discovers LAN servers, has a master server for public games, and a tool for running servers in the background. The latest stable release is 2.3.1, from February 2021; 2.3 improved support for the original Doom render hacks used by TNT: Evilution and The Plutonia Experiment and expanded Doomsday Script, its scripting language. Since then only 2.3.2 candidate builds have come out, and the latest commit is from January 2024. There are builds for Windows, macOS, and Linux.

You needThe data files (IWADs) from your own copy of one of the games, such as Doom II; it can find the Steam and GOG releases of The Ultimate Doom, Doom II, Final Doom, Heretic, and Hexen on its own. Plus a graphics card with OpenGL 3.3 and Windows, macOS, or Linux.

★ 307 · 2026-11-02 View →
Xbox 360 Experimental
360

Condemned 2: Bloodshot

psxrestore/Condemned2Recomp

Static recompilation of Condemned 2: Bloodshot, made with ReXGlue.

You needYour own copy of Condemned 2: Bloodshot (Xbox 360).

★ 306 · 2026-11-08 View →
Fan remake Experimental
WIN

Resident Evil 2 (OpenBiohazard2)

OpenBiohazard2/OpenBiohazard2

OpenBiohazard2: an open-source reimplementation of the original Resident Evil 2 (Biohazard 2) engine, written in Go with OpenGL, that uses the files from the PC version. According to its task list, collision detection, event triggers, animation, pre-rendered backgrounds, and depth testing already work; still missing are audio (music and sound), the inventory system, enemy AI, puzzles, door transitions, sprites, and shadows. It’s played with the keyboard. Its only published release is 0.1.0 (May 17, 2024), an initial pre-release build for 64-bit Windows; otherwise it has to be built with Go. In September 2025 and in August, much of the code was reorganized and gained tests, OBJ model export, and debug markers for enemies; the latest change is from August 17. It comes with tools to unpack and convert the game’s files, and the project keeps a separate viewer for Biohazard 2’s scripts.

You needThe files from your own copy of Resident Evil 2 for PC, copied from its install folder into the project’s data folder. Plus 64-bit Windows for the published build, or Go to build it, and a graphics card with OpenGL.

★ 305 · 2026-08-17 View →
Switch Playable
NSW

Animal Crossing: New Horizons

Nycolazs/ACNHRecomp

ACNHRecomp turns the AArch64 code of Animal Crossing: New Horizons into C++ ahead of time and compiles it for your computer; it is not an emulator. The system services the game calls are reimplemented natively and its NVN graphics calls are translated to Vulkan. It is built on the SuperMarioWonderRecomp framework. According to the README, boot, character creation, the opening movie, and free roaming on the island work at 30 frames per second; the first save hasn’t been verified in a full playthrough, native 60 fps isn’t done, and online features are unavailable. Builds exist for Windows, Linux, macOS (Apple Silicon), and Android. The latest, 0.6.0 (October 29), is presented as ready to play with ACNHRecomp-Importer. The README states that nearly all the new code was written by Claude, directed and tested by a person. 81 of its last 100 commits list Claude as a co-author.

You needA folder with the executables and files of your own copy of Animal Crossing: New Horizons for Nintendo Switch (title ID 01006F8002326000; version 3.0.2 recommended, 3.0.3, 2.0.7, and 1.0.0 supported), prepared by you. The project does not decrypt or unpack the game’s containers.

★ 304 · 2026-11-09 View →
Game-specific engine Fully playable
PS2

Gran Turismo 3: A-Spec

matt-pulsipher/GT3-revisited

An open-source reimplementation of the Gran Turismo 3 A-Spec engine for Windows, macOS, Linux, Android, and Meta Quest (VR), called GT3 Revisited. It contains no game data or assets: at run time it reads your .iso image and decodes the assets without extracting them to disk. The README says the whole game is playable: GT Mode with dealers, garage, tuning, licenses, championships, and endurance races with pit stops, Arcade (single race, time trial, 2-player split screen), replays with the TV cameras, movies, music and sound, with the physics checked against the original. It adds online battle for up to 6 players with session codes, and saves that can be imported from and exported to the PS2 original. Version 0.4.1 is from October 29. 18 of its 19 commits list Claude as a co-author.

You needYour own .iso image of Gran Turismo 3 A-Spec. The NTSC-U releases (SCUS-97102 and the PBPX-95503 bundle disc) are verified; other regions are untested. Only .iso images are read. Linux needs a Vulkan driver.

★ 304 · 2026-11-10 View →
N64 Experimental Abandoned
N64

Paper Mario

SMCGames/Paper-Mario-ReCut-Deprecated

“ReCut”: a recompiled port of the papercraft RPG. It boots and supports live texture replacement; it’s AI-assisted, and widescreen never worked. Its author retired it on October 21 and recommends switching to PaperBoat, which has its own entry.

You needYour own Paper Mario ROM (N64, US version), validated by hash.

★ 300 · 2026-10-21 View →
SNES / Super Famicom Playable
SNES

Donkey Kong Country (DKC1Recomp)

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).

★ 298 · 2026-09-19 View →
PSP Experimental
PSP

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.

★ 298 · 2026-11-10 View →
Launcher Beta

LumaNX

Xc1Ym/LumaNX

A third-party graphical app for Apple Silicon Macs that drives nxnative: you import your Switch games (NSP, XCI, NSZ, or XCZ, with updates and DLC), it prepares the code, shaders, and runtime files with validated caches, and you launch them from a library, or generate an unsigned IPA for iPhone and iPad. It also converts between package formats, backs up and verifies saves, and supports Switch Pro, Xbox, and PlayStation controllers through GameController. The engine, native execution, and Metal graphics come from nxnative, which is synchronized once a day, and the app ships a snapshot of it. It also imports, on Mac only and experimentally, decrypted folders of Switch 2 games that nxnative has registered. The README warns that a game preparing successfully doesn’t mean it can be played in full and that iPhone and iPad compatibility hasn’t been validated. Its latest release is 0.3.0, from November 2 (20 in total). None of its last 100 commits list Claude as a co-author. The repository also carries per-game tables from the nxnative snapshot with shader data (hashes and offsets, no shader programs).

★ 293 · 2026-11-10 View →
Native layer Playable
PS4

Bloodborne (macOS)

Wooloomooloo2/bloodborne_mac_port

bloodborne_mac_port: a port to Apple silicon macOS of the native Bloodborne PC port. It runs the game’s original PS4 executable (CUSA03173, version 1.09): its x86-64 code runs directly under Rosetta 2, a lightweight runtime written in C replaces the PS4’s system libraries, and a shadPS4-derived video core translates GPU commands to native Metal (since 0.5.0; MoltenVK before), in a separate arm64 process. The README states it isn’t an emulator and contains no game code. On an Apple M4 Max it boots, lets you create a character and load saves, and runs at a locked 60 fps at 1080p and 1440p (and at native 4K), or upscaled with MetalFX, FSR 3.1, or TAA. According to the README, the current version is mac-v0.5.5 (October 24, 2026), a full release that rolls up the 0.5.4.3 to 0.5.4.5 pre-releases and fixes red flashes, a rare crash, and lifts; the downloads are an app and a package extraction tool. 93 of its last 100 commits list Claude as a co-author. Licensed GPL-2.0.

You needYour own decrypted dump of Bloodborne for PS4 (CUSA03173, version 1.09); no game files are included. An Apple silicon Mac (the README tests on an M4 Max); the game runs under Rosetta 2.

★ 292 · 2026-11-10 View →
Switch Experimental
NSW

Pokémon: Let's Go, Pikachu! / Let's Go, Eevee!

raulzrrs/letsgo-recomp

Let’s Go Recomp: a native Windows port of Pokémon: Let’s Go, Eevee! and Let’s Go, Pikachu! (Switch), made by static recompilation on top of Peiikai’s LAS Recomp: the game’s ARM64 code is translated to C and compiled for your PC, and a runtime of its own stands in for the console (system services, NVN graphics on Vulkan, audio, and controllers). The README warns that the game hasn’t been completed from start to finish on this port yet. Version 0.7.0 (October 24, 2026) has internal resolution up to 4K, SMAA, TAA, or AMD FSR 3.1, ambient occlusion and global illumination, the game’s 30 fps or experimental 60 and 120 fps, frame generation, a 2x-resolution interface, keyboard and mouse, controllers, and LayeredFS mods such as fan translations; it includes catching during wild battles (experimental) and an option to skip the controller selection screen. Online features, the Poké Ball Plus, and the second player aren’t supported. Code under the MIT license.

You needYour own dump of Let’s Go, Eevee! or Let’s Go, Pikachu!, from any region, at version 1.0.0 (the 1.0.1 and 1.0.2 updates are accepted but less tested and lack some options); .xci and .nsp files must be extracted first, and you point it at the folder with exefs and romfs. 64-bit Windows 10 or 11, an x86-64 CPU with SSE4.2 (AVX2 recommended), a Vulkan 1.3 GPU, about 4 GB of RAM, and 6 GB of disk.

★ 290 · 2026-11-07 View →
N64 Fully playable
N64

Quest 64 (Rainchus)

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).

★ 290 · 2026-09-29 View →
Switch Playable
NSW

⑂ Fork of valentderah/totk-pc-recomp

Xenoblade Chronicles X: Definitive Edition

jmars125/xcx-recomp

XCX Recomp: a static recompilation of Xenoblade Chronicles X: Definitive Edition, the 2025 Nintendo Switch release, into a native Windows x86-64 application with a Vulkan renderer. It builds on TotK Recomp, Valiantsin Dzerakh’s Tears of the Kingdom recompilation, which is also in the catalog. Its installer, XCX-Setup, builds the game on your PC from your files, and the result contains the game, so it is for your own use only. The README describes it as early development: starting a new game, cutscenes, and gameplay work on Windows with sound, text, and menus, at 60 fps by default (30 to 360 in the settings; above 60 is experimental). It supports update 2.0.0 and the add-on content, and has an in-game settings menu (F1), a performance overlay (F10), and keyboard, mouse, and gamepad support. The first release came out on October 31, and 0.1.4, on November 1, added a Linux build as an AppImage. 0.1.13 fixed the crash at boot on Linux, which the person who reported it confirmed on a Steam Deck, and fit the interface to ultrawide screens, with the Load Game screen and the models in some menus still stretched. The latest is 0.1.14 (November 2), which gets movies playing on Linux. Mods made for emulators are still planned. According to the README, most of the code and documentation is written by AI coding agents (Claude Code) under its author’s direction, who plays every build and decides what gets merged.

You needYour own copy of Xenoblade Chronicles X: Definitive Edition for Nintendo Switch, dumped from your console: the base game and the 2.0.0 update as NSP files (the add-on content is optional), plus your console’s keys (prod.keys). Windows 10 or later, an x86-64 CPU with AVX2, a GPU with Vulkan 1.3 and VK_EXT_external_memory_host, and about 36 GiB free during setup (20 GiB after). There is also a Linux build.

★ 290 · 2026-11-11 View →
PS Vita Playable
PSV

Killzone: Mercenary

TheLostPantheon/nativ

A static recompilation of the US PS Vita release with Project Nativ, which turns the game into a native program for Windows, macOS, and Linux (Steam Deck included): the game’s code is translated to C and Sony’s libraries are recompiled from your firmware. It supports version 1.00 and the 1.12 update, the recommended one, which is where Botzone and online play come from. Multiplayer and Botzone work online between copies of Nativ, on the same network or over the internet, where they find each other through the public BitTorrent DHT and connect directly; the program itself answers for the game’s login server. It plays with keyboard and mouse or a controller, and with a controller also in the PS TV layout, which moves every touch action to buttons and sticks; otherwise the touch screen is handled with the mouse or a controller cursor. It adds render scaling, 21:9 and 32:9 screens, field of view, scenery and character detail settings, and experimental 60 fps. It’s the game that takes longest to build the first time and to prepare its shaders, a few minutes. 0.1.5 (November 2), the latest release, fixed close-combat takedowns freezing at 60 fps, in Botzone and the campaign, and the HUD flickering at 60 fps; according to the guide, a line of dialogue now and then plays twice.

You needYour own US copy of Killzone: Mercenary for PS Vita (PCSA00107), at version 1.00 or, better, with the 1.12 update: the game folder copied from your Vita, with its license, or its PKG files, whose license Nativ fetches from your Vita over Wi-Fi once. Plus the PS Vita system software update file (PSVUPDAT.PUP), free from Sony’s website. 64-bit Windows 10 or 11, macOS 11 or later on an Apple silicon Mac, or x86-64 Linux, Steam Deck included.

★ 288 · 2026-11-02 View →
Arcade
ARC

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. 56 of its 79 commits list Claude as a co-author.

★ 288 · 2026-11-08 View →
PS Vita Playable
PSV

Shovel Knight

TheLostPantheon/nativ

A static recompilation of the US PS Vita release (1.00) with Project Nativ, which turns the game into a native program for Windows, macOS, and Linux (Steam Deck included): the game’s code is translated to C and Sony’s libraries are recompiled from your firmware. It was the platform’s first proof, and the first release’s notes say this game isn’t enhanced and was mainly a proof of concept. It’s the quickest to build the first time, about two minutes. The 1.08 update (Treasure Trove) isn’t supported yet: the game runs without it.

You needYour own US copy of Shovel Knight for PS Vita (PCSE00640), version 1.00: the game folder copied from your Vita, with its license, or its PKG files, whose license Nativ fetches from your Vita over Wi-Fi once. Plus the PS Vita system software update file (PSVUPDAT.PUP), free from Sony’s website. 64-bit Windows 10 or 11, macOS 11 or later on an Apple silicon Mac, or x86-64 Linux, Steam Deck included.

★ 288 · 2026-11-02 View →
PS2
PS2

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. 3 of its last 100 commits list Claude or Copilot as a co-author.

9% decompiled
★ 288 · 2026-10-26 View →
PS Vita Playable
PSV

Uncharted: Golden Abyss

TheLostPantheon/nativ

A static recompilation of the US PS Vita release (1.00) with Project Nativ, which turns the game into a native program for Windows, macOS, and Linux (Steam Deck included): the game’s code is translated to C and Sony’s libraries are recompiled from your firmware, and the videos play through the firmware’s own MP4 player. The touch screen is handled with the mouse or a controller cursor, the motion sensor with the gyro of a controller such as a DualShock 4 or DualSense, and the F7 key turns on the camera’s light for the puzzles where you hold something up to the light. It adds render scaling with AMD FSR, 21:9 and 32:9 screens, field of view, draw distance, mouse camera control, and experimental 60 fps. The 1.03 update isn’t supported yet: the game runs without it. 0.1.5 (November 2), the latest release, fixed scrambled textures on AMD graphics cards at 2x scale and the black screen that could follow saving after the prologue. According to the guide, voices in cutscenes run about a third of a second ahead of the lips.

You needYour own US copy of Uncharted: Golden Abyss for PS Vita (PCSA00029), version 1.00: the game folder copied from your Vita, with its license, or its PKG files, whose license Nativ fetches from your Vita over Wi-Fi once. Plus the PS Vita system software update file (PSVUPDAT.PUP), free from Sony’s website. 64-bit Windows 10 or 11, macOS 11 or later on an Apple silicon Mac, or x86-64 Linux, Steam Deck included.

★ 288 · 2026-11-02 View →
PS Vita Playable
PSV

Unit 13

TheLostPantheon/nativ

A static recompilation of the US PS Vita release (1.00) with Project Nativ, which turns the game into a native program for Windows, macOS, and Linux (Steam Deck included): the game’s code is translated to C and Sony’s libraries are recompiled from your firmware. It has two-player online co-op between copies of Nativ, on the same network or over the internet, where they connect directly; voice chat and the leaderboards don’t work yet. The Network Pass, the game’s online pass, counts as owned. The touch screen is handled with the mouse or a controller cursor, and it adds render scaling, 21:9 and 32:9 screens, field of view, and experimental 60 fps. The 1.01 update isn’t supported yet: the game runs without it.

You needYour own US copy of Unit 13 for PS Vita (PCSA00014), version 1.00: the game folder copied from your Vita, with its license, or its PKG files, whose license Nativ fetches from your Vita over Wi-Fi once. Plus the PS Vita system software update file (PSVUPDAT.PUP), free from Sony’s website. 64-bit Windows 10 or 11, macOS 11 or later on an Apple silicon Mac, or x86-64 Linux, Steam Deck included.

★ 288 · 2026-11-02 View →
Xbox 360 Playable
360

Peter Jackson's King Kong

TekRantGaming/king-kong-recompiled

A native Windows port of the Xbox 360 version, by static recompilation with the ReXGlue SDK, with a launcher made for the couch. It gets past the “VENTURE” freeze that stops Xenia. It offers up to 8K, any frame rate up to 240 or uncapped, FSR 1 and NIS, ambient occlusion, the original Xbox 360 look or a modern one, up to a 110° field of view, keyboard and mouse, all ten cheats as switches, achievements with pop-ups, and an Add to Steam button. Since 2.0.0, from October 30, it also has a native Linux and Steam Deck build, experimentally. It’s in active development and a full play-through hasn’t been confirmed yet. Its author states it was made almost entirely with Claude Code.

You needAn image of your own Peter Jackson's King Kong Xbox 360 disc, USA/Europe release (Title ID 555307D3, the original version). Plus 64-bit Windows 10 or 11, a DirectX 12 graphics card, and about 7 GB of free space.

★ 287 · 2026-11-09 View →
Fan remake Playable Stalled · 1 year

Ace of Spades (BetterSpades)

xtreme8000/BetterSpades

BetterSpades: an open-source client for classic Ace of Spades (the Voxlap-based 0.75), Ben Aksoy’s online voxel shooter, with no Jagex code at all. It targets modest hardware: it runs on OpenGL 1.1 and OpenGL ES, its author says it performs as well as or better than the original Voxlap client, and it once had a Steam Link build. It has a server list with country flags, local network game discovery, and first-person spectating, and it can open aos:// links like the original client or replace it when copied into its folder. The latest release is 0.1.5 (May 14, 2021), for Windows only; on Linux and macOS you build it, and there are nightly builds. The latest code changes are from July 2025. When building, CMake downloads a resource pack from aos.party, a community site, which the repository doesn’t include because, according to its author, the copyright status of the 0.75 assets is unknown.

You needNo copy needed: Ace of Spades 0.75 was a free game, and the download works on its own, extracted into a new folder. It’s played online, so you need an internet connection. According to its README, Windows 98 or Linux, a 1 GHz single-core CPU, 256 MB of RAM, and a graphics chip with 64 MB (Intel 945GM or equivalent) are enough; on macOS you have to build it.

★ 286 · 2025-07-30 View →
Native layer Fully playable
PS4

⑂ Fork of AjncSystem/ShadowOfTheColossus-PC

Shadow of the Colossus (Oussama268)

Oussama268/ShadowOfTheColossus-PC

A native port of the PlayStation 4 version for Windows 10 and 11. The game’s x86-64 code runs directly on the PC’s processor and the PS4’s GPU is translated to Vulkan; the README states it is not a full emulator but a loader with the system functions the game needs, in the style of bloodborne_pc. Since 0.60.3 the game can be finished from start to end (played through the last colossus, the ending, and the credits), with high-quality textures, PS4 Pro mode, and 60 frames per second. Known issues include crashes at the Maximum texture quality in very wide views and characters glowing white on AMD GCN cards. Version 0.60.6-opt11 (October 24) is the latest release. 67 of its last 100 commits list Claude as a co-author.

You needYour own Shadow of the Colossus dump for PS4: the European release CUSA08809 1.01 or the US release CUSA08034 1.00 (same eboot as the European 1.01); for sound, two modules from your own console. Plus Windows 10 or 11.

★ 286 · 2026-11-10 View →
N64 Playable Stalled · 6 months
N64

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).

★ 284 · 2026-04-30 View →
DS Experimental
DS

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. 32 of its last 100 commits list Claude as a co-author.

You needYour own Metroid Prime Hunters ROM (Nintendo DS).

★ 284 · 2026-11-10 View →
Source port Fully playable

Spearmint

clover-moe/spearmint

Spearmint: a heavily modified version of the Quake III Arena engine, based directly on ioquake3, the port that carries on the source code id Software released, with code from Return to Castle Wolfenstein, Wolfenstein: Enemy Territory, OpenArena, and other projects as well. It was made for creating new games and mods without modifying the engine, so much of its functionality moved into the game code, but it can still play the Quake 3 data: it runs Quake III Arena, Quake III: Team Arena, and Turtle Arena, and progress has been made toward Return to Castle Wolfenstein (multiplayer) and Wolfenstein: Enemy Territory, which don’t work yet. It isn’t compatible with Quake III Arena servers, mods (QVM or DLL files), or demos. For players it adds aspect-correct widescreen, high-resolution TrueType fonts, four-player split screen, improved bot AI, better gamepad support, an Instagib mode, and optional unlagged instant-hit weapons, plus touches such as smoothly sinking corpses and player shadows that follow the model’s animation. The Quake 3 game code lives in a separate repository, mint-arena. Its author stopped active development in October 2018 and only releases occasional fixes: the latest release is 1.0.3, from July 10, 2020, and the main branch, for 1.1, received commits as recently as May this year. Its contribution rules say LLM (“AI”) contributions aren’t wanted.

You needThe pak0.pk3 to pak8.pk3 files from your own copy of Quake III Arena, copied into Spearmint’s baseq3 folder (and Team Arena’s into missionpack to play it); it also works with the free data from the Quake 3 demo, the Team Arena demo, or OpenArena 0.8.8. Plus Windows XP or later (32- or 64-bit), macOS 10.5 or later (PowerPC or Intel), or x86 or x86-64 Linux with glibc 2.7 or later.

★ 281 · 2026-05-25 View →
Native layer Playable
PS4

WipEout Omega Collection

AbdelmoumenDeghbouche/wipeout_pc

A native port of the PS4 version for Windows 10 and 11, in the style of bbport: the game’s original x86-64 code runs on the PC’s processor, a runtime replaces the PS4 system libraries, and the graphics are translated to Vulkan by shadPS4’s video core; there is no CPU emulator. The README calls it playable and in active development: menus and races (HD and 2048) run above 60 frames per second, up to 240, with resolutions from 1080p to 4K and ultrawide, HDR, sound, and a custom soundtrack. PS4 Pro mode is experimental, PSVR mode is not planned, and not every game and event type has been tested. The Linux build is compiled from source and has no package yet. The latest Windows version, 0.2.46, came out on October 29. 7 of its last 100 commits list Claude as a co-author.

You needYour own dump of WipEout Omega Collection from your own PS4, with the folder that contains eboot.bin (the program unpacks the game and its update). Plus 64-bit Windows 10 or 11, a CPU with AVX, and a GPU with Vulkan 1.3.

★ 280 · 2026-11-06 View →
Fan remake Fully playable
WIN

Heretic II (Heretic2R)

m-x-d/Heretic2R

Heretic2R: a reverse-engineered port of Heretic II that replaces the original game’s executable and libraries and runs its data. It supports widescreen with automatic HUD scaling, decouples the rendering frame rate from the network packet rate (with a theoretical maximum of 1000 fps), updates most special effects at the rendering frame rate instead of 20 fps, plays music as OGG, and loads maps faster, plus many bug fixes and cosmetic tweaks so the game plays the way you remember it rather than how it actually played. According to its author, the single-player campaign is fairly well tested and can be completed without major issues; co-op and multiplayer work but are practically untested, and since R4 it can also run as a dedicated server. GameSpy online multiplayer, gamepad support, and HiDPI support aren’t implemented, and frame rates above 60 fps and resolutions above 1080p haven’t been tested. Its saves aren’t compatible with the original’s, and because of API changes neither are Heretic II’s renderers, sound backends, or game libraries. The first release, R1, came out on March 23; the latest is R6 (August 3), for Windows, which finished the compass the original game had left incomplete. The repository also includes, in its stuff folder, a ZIP of about 10.8 MB with the files of Heretic II’s official 1.06 patch (the Heretic II Enhancement Pack) minus its .exe and .dll files, which the README offers for updating your copy instead of the patch’s installer.

You needThe data from your own copy of Heretic II for PC, updated to version 1.06: without it, models, textures, and sounds are missing. Either overwrite the game’s binaries with Heretic2R’s or copy the game’s base folder, minus its .dll files, into the Heretic2R folder. For music, rip the CD’s tracks 2–14 to OGG (track02.ogg to track14.ogg) into the music folder inside base. Plus Windows.

★ 279 · 2026-08-21 View →
Xbox 360 Playable
360

Tekken Tag Tournament 2 (tekken-tag-tournament-2-pc)

shihabal3amri/tekken-tag-tournament-2-pc

A native Windows port of the Xbox 360 version, by static recompilation with XenonRecomp, with graphics, audio, and online code written for PC. An installer builds the game on your PC from your disc image and Title Update 3. It renders from 720p to 4K at 60 fps, has all 59 fighters unlocked, including the 10 that relied on Namco’s servers, and offers online Player Match over Steam, in beta. By default it removes the 2 frames of input delay the original game adds in offline modes. Leaderboards, World Arena, and replays relied on servers that no longer exist. All 10 of its commits list Claude as a co-author.

You needYour own Tekken Tag Tournament 2 Xbox 360 disc image (USA, Europe) and its Title Update 3. Plus 64-bit Windows 10 or 11, a DirectX 11 graphics card, and about 13 GB of free space; for online play, Steam running and signed in.

★ 275 · 2026-11-09 View →
Source port Fully playable
DOS

Doom / Doom II (Eternity Engine)

team-eternity/eternity

Eternity Engine: an advanced Doom source port maintained by James “Quasar” Haley, descended from Simon “fraggle” Howard’s SMMU, part of the Boom/MBF line; most of the recent work is by Ioan Chera. It’s built for players and mappers alike: it has ACS with many of ZDoom’s enhancements; EDF (Eternity Definition File), a language to define and modify monsters, decorations, sounds, text strings, menus, and terrain types; and portals for skyboxes and fake 3D architecture that objects can pass through. It supports practically unlimited resolutions, PNG, ENDOOM and animated startup screens, UMAPINFO, MBF21, and DSDHacked, and plays Master Levels and No Rest for the Living without command-line options. It also runs Heretic, with its rules updated to match the 2025 release, and Hexen and Strife support is in progress. Version 4.06.00 “Nidhogg” (June 13) is a big bug-fix and improvement release, with wall texture scaling, non-power-of-two flats, and new ACS inventory functions.

You needThe IWAD from your own copy of Doom, Doom II, Final Doom, or Heretic. Plus Windows (32- or 64-bit) or macOS (Intel or Apple silicon); on Linux and the BSDs you build it from source.

★ 274 · 2026-11-05 View →
PS3 Playable
PS3

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.

★ 274 · 2026-11-03 View →
Port (decomp) Fully playable
DOS

Syndicate Wars (SyndWarsFX)

swfans/syndwarsfx

Syndicate Wars Fan Expansion: a port of the DOS version of Syndicate Wars, Bullfrog’s 1996 game, to modern systems, continuing the one created by Unavowed and Gynvael Coldwind. It was made by disassembling the original DOS executable and replacing the DOS-specific parts with platform-independent code: SDL for video and input, Vorbis for music, and OpenAL for sound. Whatever hasn’t been remade yet is still the original code, which is being rewritten in C function by function; because of that, according to the project, nothing is missing from the single-player campaign, and some cut and beta features have even been revived. Multiplayer doesn’t work, since the network code is missing. It adds resources that weren’t in the game, such as extra sounds and higher-resolution graphics, fan-made translations, and mouse capture. According to the project it runs on Windows, Linux, and macOS, but only as a 32-bit x86 program. It publishes pre-release builds for Windows, with an installer, and for Ubuntu; the latest, 0.3.8.4358, is from October 5. The installer and the install script copy the files from your CD or disc image and also download from GitHub, from the project’s own repositories, Bullfrog’s original graphics, sounds and voices, and maps and levels, with fixes from the community; the script has no option to skip that download. The repository includes the disassembly of the game’s executable (about 3.7 MB) and the game’s text, in English and seven other languages, as translation files.

You needYour own Syndicate Wars CD for PC or a disc image from a digital store (those from the best-known stores include one of the tested versions); the multilingual European and the US releases have been tested, and German requires the German release. The CD is only used during installation. Plus Windows or Linux on x86 (the program is 32-bit; on Linux, build it or use the Ubuntu package if your system is compatible) or macOS, building it yourself; to convert the CD music to Ogg Vorbis, cdparanoia and oggenc.

★ 274 · 2026-11-05 View →
N64
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. 7 of its last 100 commits list Claude as a co-author.

100% decompiled
★ 273 · 2026-10-20 View →
Fan remake Experimental Stalled · 1 year
WIN

Diablo (DGEngine)

dgcor/DGEngine

DGEngine: an implementation of the Diablo engine, written in C++ with SFML, in which the whole game is described in JSON files, played with the original game’s data files. With them it runs Diablo and its Hellfire expansion; also Diablo Flare, with the free assets of the game Flare, and Diablo Extended, which mixes Diablo’s and Flare’s. From Diablo II it loads the assets, except the level textures. According to its wiki, last edited in May 2021, it reproduces the original menus and lets you enter levels from the town, but nearly everything inside the game itself (items, players, spells) is missing, as is multiplayer. The latest release is 1.2 (December 22, 2023), for 32- and 64-bit Windows and Linux (AppImage, also in a variant with FFmpeg), and the last commit, from July 2025, fixes the build. The repository includes the English text of Diablo’s townspeople dialogue and quests (about 60 KB).

You needThe DIABDAT.MPQ file from your own copy of Diablo; for Hellfire, also hellfire.mpq, hfmonk.mpq, hfmusic.mpq, and hfvoice.mpq. Plus Windows or Linux.

★ 272 · 2025-07-21 View →
Switch Playable
NSW

Metroid Prime Remastered (gminustwo)

gminustwo/primerecomp

PrimeRecomp runs Metroid Prime Remastered, from the Nintendo Switch, natively on Windows, macOS (Apple Silicon), and Linux, including the Steam Deck. The game’s code is statically recompiled from the Switch’s ARM64 to C and compiled for your PC, and the console’s system services and NVN graphics are reimplemented with Vulkan; no emulator runs. It is built on Peiikai’s LAS Recomp, which the README credits for nearly everything that makes it possible. It offers mouse aiming that aims directly, ultrawide and any aspect ratio, 30, 60, or 120 frames per second, Steam Deck presets, gyro aiming, and skippable cutscenes. The README warns of numerous graphics issues. The latest release, 0.0.4 (October 29), is an early beta. 97 of its last 100 commits list Claude as a co-author.

You needYour own copy of Metroid Prime Remastered for Nintendo Switch, version 1.0.0 (no updates), dumped from your console and extracted into a folder holding exefs and romfs. 64-bit Windows 10 or 11, 64-bit Linux with glibc 2.35 or newer, or a Mac with Apple Silicon and macOS 15 or newer; on Windows and Linux, an AVX2 CPU and a GPU with a Vulkan 1.3 driver. About 15 GB free.

★ 270 · 2026-11-09 View →
PS1 Playable
PS1

MediEvil (BlackLabelHQ)

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.

★ 267 · 2026-11-02 View →
Port (decomp) Playable
GC

Metroid Prime 2: Echoes

Odrannnn/MetroidPrime2Port

Echoes Unbound is an unofficial native port of Metroid Prime 2: Echoes, built from PrimeDecomp’s decompilation, with the Aurora platform layer (SDL3 and WebGPU) and the MusyX audio engine; there is no emulator. It runs on Linux, Windows, macOS, and Android, and experimentally on iOS, with the US and PAL GameCube discs and the Metroid Prime Trilogy discs (US and PAL). It adds widescreen with an adapted HUD, render scale, vsync, high frame rates with interpolation, mouse, twin-stick, and gyro aiming, cutscene skipping, optional tweaks such as a fast Morph Ball, save states, suit colors, drop-in mod folders with an HD texture pack, a photo mode, an F1 menu with every setting, and an item randomizer. Version 0.6.6, from October 30, is the latest; the author himself calls it a pre-release. It states that parts of the port were written with AI coding assistants.

You needYour own disc image of Metroid Prime 2: Echoes for the GameCube, US (G2ME01) or PAL (G2MP01), or of the Wii Metroid Prime Trilogy (R3ME01 or R3MP01), as .iso, .gcm, .rvz, .wia, .gcz, .ciso, or .wbfs; no game data is included. x86-64 or aarch64 Linux, x86-64 or arm64 Windows, an Apple Silicon Mac, or arm64 Android.

87% decompiled
★ 267 · 2026-11-11 View →
Xbox Playable
XBX

Jet Set Radio Future (JuMatt)

JuMatt/JetSetRadioFuture-Unleashed

JSRF Unleashed: a static recompilation of the US Xbox release on xboxrecomp. The game’s x86 code is translated into C, and the graphics and audio hardware come from xemu’s models. The main build is for Apple Silicon Macs (with Metal or OpenGL); there are also builds for Linux, Windows (tested only under Wine), iPhone and iPad, and Android (tested only in the Android emulator). Its author calls it playable but early: the opening, the tutorial, and Dogenzaka Hill are the most tested parts, and later areas have seen little testing. It has unstretched 16:9 widescreen, a 1x–4x internal resolution, and SDL controller support. 11 of its last 100 commits list Claude as a co-author.

You needYour own US (NTSC-U) Jet Set Radio Future disc, as an extracted folder with default.xbe or as an ISO image; other regions’ discs won’t work. On Mac, macOS 12 or later on Apple Silicon; on Windows and Linux, OpenGL 3.3.

★ 266 · 2026-11-07 View →
N64 Experimental
N64

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. 2 of its last 100 commits list Claude as a co-author.

You needA Diddy Kong Racing ROM (N64).

★ 264 · 2026-11-08 View →
PS2 Fully playable
PS2

Ratchet & Clank (rac-rs)

AsobiCodes/rac-rs

rac-rs: an unofficial Windows port written in Rust. On setup it translates the PS2 code from your disc into Rust (static recompilation), and that code runs on a PS2 CPU core also written in Rust; graphics, sound, movies, input, and saving are native code written for the port. Only the original functions that need a fix or a PC feature are rewritten in Rust, and changes are tested by playing the same frames on both versions and comparing the game’s memory. According to its author, the whole game is playable from power-on to the end credits, New Game+ included. It adds widescreen, keyboard and mouse, Xbox and PlayStation controllers, three camera styles (the classic one, a static one with free look and strafing, and a smooth one), lock-on, rebindable controls, and a graphics page with quality levels for enhanced lighting, global illumination, ambient occlusion, dynamic shadows, water with waves and reflections, vegetation, particles, sun rays, draw distance, in-between frames, and a sharp HUD; the “Classic” settings keep the PS2 look. Setup downloads its own copy of Rust, Python, and the GNU assembler (about 220 MB), builds the game in about 12 to 30 minutes depending on the CPU, and checks for updates at launch. Version 0.3.0 came out on October 21. Nine of its twelve commits list Claude as co-author.

You needYour own .iso image of the Ratchet & Clank PS2 disc, European v1.00 (SCES-50916) or US v1.00 (SCUS-97199); the US one has had less testing, and the Japanese release and the Platinum and Greatest Hits reissues aren’t supported. Plus 64-bit Windows 10 or 11, about 5 GB of free space (the finished install takes about 3.5 GB), and an internet connection for the first setup.

★ 264 · 2026-11-05 View →
Switch Playable
NSW

⑂ Fork of peiikai/LASRecomp

Pokémon Legends: Z-A (Hexveil404)

Hexveil404/PokeZ-ARecomp

An unofficial native Windows port made by static recompilation: the Switch’s ARM64 code is translated ahead of time to C and compiled for x86-64 on your PC, and the console’s operating system and GPU (NVN) are reimplemented on top of Vulkan. It isn’t an emulator. It is a fork of LAS Recomp by peiikai, the recompiler made for The Legend of Zelda: Link’s Awakening, with 208 commits of its own ahead. It offers 60 fps or 30 as on the console, internal resolution from 25% up to 4x, FSR 1, SMAA or FSR 2, HDR, ambient occlusion, HD texture packs, SDL3 controllers, keyboard and mouse with a mouse camera, a mods manager, and save backups. Linux x86-64 is experimental. v0.1.13 (October 31) is the latest of 22 releases; 96 of its last 100 commits list Claude as a co-author. A separate macOS port, MonZaMac, is based on this project.

You needYour own copy of Pokémon Legends: Z-A 1.0.0, 2.0.0 or 2.0.2, optionally with the Mega Dimension DLC: the already extracted exefs and romfs folders, or a dump of the base game (.xci or .nsp) with the prod.keys from your own Switch. Plus 64-bit Windows 10 (1903 or newer) or 11, an x86-64 CPU with AVX2, a Vulkan 1.2 or newer GPU, 8 GB of RAM (16 GB recommended), and about 12 GB free.

★ 260 · 2026-11-11 View →
Xbox 360 Playable
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.

★ 259 · 2026-10-19 View →
Port (decomp) Playable
PS2

Resident Evil - Code: Veronica X (aikatore)

aikatore/recvx-enhanced-port

recvx-enhanced-port: a native Windows and Linux port of the US PS2 release (SLUS-20184), built on AshfordFamily’s recvx-decomp decompilation. The game’s code and its PS2 platform layer are compiled for PC; the console hardware is emulated at its boundaries and the expensive parts move to native code, and the game reads your disc image in place. It has hor+ widescreen up to ultrawide, up to 8x internal resolution, and in-between frames up to your display’s refresh rate with the game logic at 30 fps; two-player online co-op, with a lobby, join codes, item trading, and its own relay server; an optional third-person mode with free aim; modern controls for the fixed cameras; model swaps to play as other characters and creatures; extra enemies, rearranged placements, a randomizer, and an enemy spawner; unlimited saves as separate files; cheats, extended settings, full control rebinding, PCSX2 HD texture packs (none included), and room mods. Releases are pre-releases; 0.6.5 came out on October 21. Its README says most of the code was written by AI coding agents (Claude and, for parts of the map tooling, Codex), directed and reviewed by its author; 280 of its 289 commits list Claude as co-author. The repository also includes the game’s vector unit microprograms, converted into C tables, which it takes from the decompilation.

You needYour own .iso image of the US Resident Evil Code: Veronica X PS2 disc (SLUS-20184). Plus a graphics card with OpenGL 3.3 and Windows 10 or later (the executable is 32-bit) or x86 Linux with glibc 2.34 or newer and the 32-bit OpenGL, X11 or Wayland, and audio libraries.

★ 258 · 2026-11-09 View →
Xbox Experimental
XBX

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.

★ 257 · 2026-11-09 View →
Recompiler Experimental

PSPRecomp (jessicanataliagta)

jessicanataliagta/PSPRecomp

A static recompilation framework for PSP software, opening up the PlayStation Portable as a recomp platform.

★ 257 · 2026-08-28 View →
Source port Fully playable
WIN

Spelunky Classic (Spelunky Classic HD)

yancharkin/SpelunkyClassicHD

Spelunky Classic HD: a modified version of Spelunky Classic, Derek Yu’s free game, built on the GameMaker source code published in the Humble Weekly Bundle: Play and Create with GameMaker rather than on the original 1.1 release. It moves the game to a current version of GameMaker with builds for several systems and adds aspect ratios up to 21:9 (the original was 4:3 only), better controller support, with controller selection when several are connected, touch controls, instant restart, and translations by contributors, Spanish among them. Derek Yu’s license allows modifying and redistributing the game and its code as long as they aren’t sold. The latest release is 1.2.2 (September 3, 2025), for Windows and Linux (x86-64 and ARM64) and Android; since then the repository has added Greek and updated GameMaker. There’s also a browser version, in a separate repository.

You needNo copy needed: Spelunky Classic is free and its license allows redistributing it modified, so the download includes the whole game. Plus Windows or Linux, on x86-64 or ARM64.

★ 257 · 2026-08-25 View →
Launcher Stable
PS2

OpenGOAL Launcher

open-goal/launcher

A cross-platform launcher for OpenGOAL that makes installing and updating the Jak and Daxter games simple, with built-in support for mods and texture packs. It is built with Tauri v2 and Svelte 5, and the README points to the installation and usage guide on opengoal.dev. It has builds for Windows, Linux (AppImage), and macOS; v2.11.2 is from October 9. The games it handles appear in third-party launcher listings as Jak and Daxter: The Precursor Legacy, Jak II, and Jak 3.

★ 255 · 2026-11-01 View →
Switch Playable
NSW

Super Mario Maker 2 (smm2recomp)

smm2recomp/smm2recomp

SMM2 Recomp: a native port of Super Mario Maker 2 (version 3.0.3) for macOS, iOS/iPadOS, Windows, Linux, and Android, made by static recompilation: the game’s AArch64 code is translated to C and compiled for your platform, and a runtime of its own stands in for the Switch’s system services, with graphics on Metal or Vulkan. What you download is a launcher with the recompiler, not the game: on first start it checks your dump and recompiles the code on your machine. It adds the 100 Mario Challenge from Super Mario Maker 1, a Course World without Nintendo’s servers (with an open-source server you can host yourself or TGRCode’s public archive), SMM1 features as mods with their own switches, co-op in Endless Challenge and 100 Mario, and editing any downloaded course. Version 0.5.1 (October 24, 2026) has packages for Windows x64, Linux x64 and arm64, and Apple silicon macOS. 92 of its last 100 commits list Claude as a co-author. Licensed GPL-3.0.

You needYour own copy of Super Mario Maker 2 with the 3.0.3 update (the game’s NSP or XCI plus the update’s NSP, or their extracted ExeFS and RomFS folders), plus your console’s prod.keys and firmware, which the game’s fonts come from. Windows 10 or 11 x64 with Vulkan 1.3, Linux (x64 or arm64) with SDL3 3.2 or later and Vulkan 1.3, or macOS 15 or later on Apple silicon.

★ 255 · 2026-11-10 View →
Xbox 360 Experimental
360

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).

★ 255 · 2026-11-11 View →
Native layer Playable
PS4

EA Sports UFC 3

GNSB/UFC-3-PS4-PORT-LINUX-WINDOWS

A native Linux and Windows port of the PS4 release (CUSA06534, update 1.14), from the bbport family: it starts from SacredFire, the Crash Team Racing Nitro-Fueled port, which in turn comes from bbport. The original x86-64 code runs directly on the CPU, a dedicated runtime replaces the PS4 system libraries, and a shadPS4-derived renderer translates the GPU work to Vulkan. Its author calls it playable: menus, loading, fights, sound, controller, saves, and Career mode, with blood and sweat on hits. The game asks for 30 Hz and the port ignores it, with limits from 60 to 240 fps or uncapped; the author measures 137–196 fps in fights on Linux with an RTX 4070, and Windows is still behind. It adds PS4 Pro mode (1080p instead of 900p), experimental 2K and 4K, FSR 1 with RCAS sharpening, a language selector, launchers for both systems (an AppImage too), and online play between friends, with a private server hosted by one of the players. 102 of its author’s 226 commits list Claude as a co-author. The latest version is 0.1.14 (October 21), with stability fixes brought in from shadPS4.

You needYour own UFC 3 PS4 dump: the base game folder (CUSA06534, with eboot.bin) and the 1.14 update, which are merged automatically. Plus 64-bit Windows or Linux (on Linux, glibc 2.38 or later and Python 3), a CPU with AVX2, BMI1, MOVBE, and LZCNT (Intel Haswell or newer, or AMD Ryzen), and a Vulkan 1.3 graphics card; 6 GB of video memory or more is recommended. No game files are included.

★ 254 · 2026-10-26 View →
DS
DS

Super Mario 64 DS (sm64ds-decomp)

tangosdev/sm64ds-decomp

From-scratch, byte-matching decompilation of Super Mario 64 DS into C, with a live progress atlas and matching tools.

★ 254 · 2026-11-11 View →
GameCube
GC

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.

14% decompiled
★ 253 · 2026-10-10 View →
Xbox Playable
XBX

Def Jam: Fight for NY (vyanhursky)

vyanhursky/DefJamFFNY-recomp

An unofficial native port for Windows, Apple silicon macOS, and x86-64 Linux (Steam Deck included) by static recompilation of the US Xbox release with xboxrecomp: the executable is translated to C and compiled ahead of time, and an Xbox compatibility runtime supplies graphics, sound, and input. It uses Direct3D 11 on Windows and Vulkan on Mac and Linux. It runs at 60 fps, with 1x–4x internal resolution, windowed or borderless fullscreen, 16:9 and 16:10 widescreen in beta (21:9 and 32:9 experimental), controllers with remapping, rumble, and hot-plugging, keyboard, and up to four local players, with no online play. It has a launcher and an in-game overlay (F1), an option to skip the startup movies, and, from that overlay, EA’s developer menu, which was locked away in the retail build. The installer checks your copy and builds the game on your machine, and can optionally generate 4x HD textures from it. Its README says all game functionality works, though its testing doesn’t cover a full Story campaign. The latest version, 0.10.6 (October 20), introduced a new launcher. Its author states it’s developed with help from Claude Code and Codex.

You needYour own US copy of Def Jam: Fight for NY for Xbox, as an ISO or XISO image or an extracted folder, matching the project’s dump manifest; PS2 and GameCube copies won’t work. Plus x64 Windows (the installer can install Microsoft’s Build Tools if they’re missing), macOS 11 or later on Apple silicon with the Xcode Command Line Tools, or x86-64 Linux; about 12 GB free for the build, plus 15 GB more if you generate the HD textures.

★ 252 · 2026-11-11 View →
Launcher Beta

NeoHabitat

frandallfarmer/neohabitat

Note: this isn’t a PC port. NeoHabitat recreates the server for Habitat, the online world Lucasfilm made for the Commodore 64 in 1986, which ran on QuantumLink, so the original client has somewhere to connect to again. It’s led by F. Randall Farmer, one of the game’s creators, and started in 2017. The game server (Elko, in Java, with the world in MongoDB), a Go bridge that speaks both the 1986 protocol and the new clients’ protocol, and a Node.js web server with Docent, an interactive guide for the player, start together with Docker Compose. The Commodore 64 client is the original software, rebuilt from Lucasfilm’s source code by Gary Lake-Schaal: you play it in the VICE emulator, with packages for Windows (an installer) and macOS that come preconfigured, or by hand on Linux and BSD; it also runs on an Ultimate 64 or a real Commodore 64 with a Wi-Fi modem, and the documentation explains how to point it at your own server. The project has also written a JavaScript web client that needs no emulator, an experimental 3D client, a text client, and bots, among them Sagebot, which runs on a language model and is enabled with an Anthropic API key. It warns that it’s still in development and may be unstable. 29 of its last 100 commits list Claude as a co-author. The repository includes the Commodore 64 client’s disk images (Habitat-Boot.d64 and Habitat-B.d64, in pushserver/public/disks), rebuilt from the original source code The MADE released under the MIT license and modified to skip the QuantumLink step.

★ 251 · 2026-11-09 View →
Xbox 360 Experimental
360

Project Gotham Racing 4 (beatrixzy)

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).

★ 251 · 2026-11-09 View →
Xbox 360 Playable
360

Dragon Ball Z: Budokai 3 (HD Collection)

novapowers0/DBZ-Budokai-3-HD-Collection

A native Windows and Linux port of Budokai 3 as it comes in the Xbox 360 HD Collection, built with the ReXGlue SDK: the PowerPC code is statically recompiled and linked into an executable with its own launcher and a mod system. A single executable carries recompilations of both the US and European releases, recognizes yours by its checksum, and can play straight from the ISO. It adds FSR 1, CAS, FXAA, MSAA, and internal resolution applied live, DLSS and FSR 3 in beta, a frame cap and VRR, an in-game quick menu (F1), rebindable keyboard controls, and a five-language launcher you can drive with a controller. Mods replace or add entries in the AFS archives without touching the originals, which allows model swaps and new characters in their own slots on the select screen; a kit imports characters from Budokai 1, Budokai 2, and Infinite World from your own PS2 ISOs. It also adds modes of its own, all in beta or experimental: the Dragon HUB, tag team fights, online play, a hero mode, and Infinite World and Budokai 2 campaigns that read those ISOs. The latest release is 1.5.1.3 (October 20). The launcher’s Nova’s Mods tab downloads on request, from a private GitHub repository of the author’s, an HD pack by SSGPrinceVegeta with about 5,300 upscaled game textures and some twenty characters and costumes, several with models, moves, and voices taken from other games in the series (Budokai 2, Infinite World, Shin Budokai: Another Road, and Super Dragon Ball Heroes); a separate pack with seven new characters, with models by @ArielPVB, is downloaded from Google Drive. 45 of its 199 commits list Claude as co-author.

You needThe files from your own copy of Dragon Ball Z: Budokai HD Collection for Xbox 360, US or European release: the full ISO, or the Budokai 3 executable (default.xex) and your region’s data files (the .afs archives and the .sfd videos); baserom.md lists their sizes and SHA-256 hashes. Mods need the extracted folder, and the new characters need the US release. To import characters or play the PS2 campaigns, your own Budokai 1, Budokai 2, or Infinite World ISOs. Plus 64-bit Windows or Linux, an x64 CPU with SSSE3, and a Direct3D 12 or Vulkan graphics card.

★ 248 · 2026-11-09 View →
Xbox 360 Playable
360

Naruto: Rise of a Ninja (naruto-rise-recomp)

jorjbarbosa/naruto-rise-recomp

A static recompilation of the Xbox 360 version for 64-bit Windows, built with the ReXGlue SDK. It has two renderers: a native Direct3D 12 one, the default, which translates the game’s graphics calls and presents at 60 or 120 fps by interpolating between logic steps, which keep their original rate; and Xenos, the SDK’s Xbox 360 GPU emulation, as the alternative, with 21:9 and 32:9 ultrawide support. It adds 1x–4x internal resolution, MSAA, FXAA, FSR, DLC, language selection, and a launcher and installer in seven languages that imports your ISO. It’s still in development and its author warns of bugs, crashes, and visual issues. It states that AI tools assist development and that the maintainer reviews every change.

You needThe files from your own copy of Naruto: Rise of a Ninja for Xbox 360, including default.xex, or its ISO. Plus 64-bit Windows, a Direct3D 12 graphics card, and the Visual C++ x64 redistributable.

★ 248 · 2026-11-11 View →
Native layer Playable
PS4

MediEvil (PS4)

bc160201983/medievil_2019_pc_port

A Windows port of the 2019 PS4 MediEvil, the remake of the PS1 game, built on SpartanPort (formerly gow3_pc), the God of War III port from the same family as the Bloodborne one. The game’s original x86-64 code runs directly on the CPU, a runtime written for the port replaces the PS4 system libraries, and shadPS4’s video core translates the GPU work to Vulkan. According to its README, booting, movies, menus, and gameplay work, with sound, saves, and remappable controller and keyboard. It can render the scene at up to 4K and scale it to the game’s 1080p, or output natively at 1440p, 1800p, or 4K, with Unreal Engine 4’s own temporal upscaling, five graphics quality presets, and 60 fps by default (120 and 240 are experimental). Its launcher installs the game from a .pkg, lets you pick any of the game’s languages, turns on the debug menu its developers left in the game, unlimited ammo, patches, and mods, and updates itself; the game fonts it uses are read from your copy. There are no online features, and with native output above 1080p the controller can’t reach some menu items. Version 1.3.5 (October 19) fixed a crash on older AMD graphics cards, and Porticus added support for the 01.02 update. 20 of its last 100 commits, all the ones its author made for this port, list Claude as a co-author; nearly all the others come from gow3_pc’s history.

You needYour own copy of MediEvil for PS4 (CUSA11227, or the European CUSA12982), version 01.00 or with the 01.02 update, as an unpacked folder (eboot.bin, sce_module, and sce_sys) or as a fake PKG; installing from the .pkg needs about 32 GB of free space. Plus 64-bit Windows 10 (1903 or later) or 11 and a Vulkan 1.3 graphics card. No game files are included.

★ 246 · 2026-11-10 View →
Arcade Experimental
ARC

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.

★ 243 · 2026-11-05 View →
Xbox Experimental
XBX

Black (portingpete)

portingpete/Black-2006-Recomp

Black 2006 Recomp: a static recompilation of the Xbox version for Windows, separate from TGP482’s and Spark198rus’s ports and built with xboxrecomp; on Linux it runs through Wine or Proton, and since alpha.2 it can be built entirely on Linux. It draws with Direct3D 11 and has keyboard and mouse, XInput controllers, and native audio. Its launcher checks your disc, copies it, installs any missing tools with winget, and builds the game on your machine; it also has settings, key rebinding, a save editor to unlock missions, and menus in six languages. It adds ambient occlusion (SSAO, HBAO, HBAO+, or GTAO), screen-space reflections in place of the 128×128 environment maps, a wider field of view, a photo mode, checkpoints kept between sessions, an optional crosshair and hit markers, and experimental two-player split screen. It optionally supports the BLACK HD Reimagined texture pack, made for the PS2 version and downloaded separately from ModDB, through a table that pairs 1,161 game textures with the pack’s files. It has been tested through the first mission; the rest hasn’t been played through. The latest published release, 0.1.0-alpha.2, came out on October 14. Its README says it was developed with help from Claude Code and OpenAI Codex. The repository includes translations of the game’s 1,724 menu texts into five languages and subtitles for nine cutscenes, with an English transcript of their dialogue and its translations; the original menu text is taken from your copy.

You needYour own copy of Black for Xbox, the supported release (default.xbe must match the SHA-256 given in the README), as an ISO (XISO or a full Redump dump) or an extracted folder; other releases and the PS2 version won’t work. Plus 64-bit Windows, a CPU with AVX2, and a Direct3D 11 graphics card; building needs Visual Studio 2022’s C++ tools, CMake, Python, and Rust, which the launcher can install. On Linux, Wine or Proton with native d3dcompiler_47.

★ 242 · 2026-11-09 View →
Port (decomp) Playable
GC

Super Mario Sunshine (sms-pc-port)

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. 4 of its last 100 commits list Claude as a co-author.

You needYour own Super Mario Sunshine disc image (GameCube, US version GMSE01).

★ 241 · 2026-11-08 View →
PS2 Playable
PS2

God of War (Vnnc1)

Vnnc1/gow-native-pc

A native Windows port of God of War (PS2, NTSC-U, SCUS-97399), by static recompilation of the MIPS R5900 code to C++ with PS2Recomp. It brings together the work of several authors (among them Waffle565, KIexster, and the Tobiichi port) behind an installer: the launcher downloads the build tools and the runtime, which isn’t stored in the repository, installs your ISO (the original or a recognized fan translation; with several it asks which language you want), and builds the game with profile-guided optimization. Its README says the game is playable but not 100%: it doesn’t reach a locked 60 fps in every scene, only the opening areas have been measured in depth, and known issues remain; it plans texture packs, a Linux port, and ISO mods. It has an in-game menu (F1) with live graphics settings, cheats, and memory card copies, and configurable controls. Version 3.0.1 (October 31) speeds up the VU1 code, from about 51 to 57 FPS on average on the author’s test PC, and 1.0.0, 2.0.0, 3.0.0, and 3.0.1 came out between October 25 and 31. 43 of its 65 commits list Claude as a co-author.

You needYour own God of War ISO (NTSC-U, SCUS-97399) or a recognized fan translation. 64-bit Windows 10 or 11, an x86-64 CPU with SSE4.2, 8 GB of RAM (16 GB recommended while building), a GPU with OpenGL 4.3 or newer (otherwise a slower software renderer is used), under 10 GB free as an estimate, and an internet connection to download the runtime and the tools, which download themselves (Visual Studio isn’t required).

★ 240 · 2026-11-10 View →
N64 Abandoned
N64

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.

★ 239 · 2026-05-10 View →
Port (decomp) Playable
DS

Kingdom Hearts 358/2 Days

Yokimitsuro/khdays-port

A native PC port of Kingdom Hearts 358/2 Days built on khdays-decomp, the same author’s matching decompilation of the Nintendo DS game. The decompilation’s C code is compiled for the PC, and the port supplies what the DS hardware did underneath: graphics, sound, input, the game card, interrupts, and the system calls of its SDK. No DS machine code runs, since it has no ARM interpreter. According to the project, the whole game works: Story Mode with its movies and cutscenes, Mission Mode, combat and magic, the shop, and saves, which are compatible with DS saves. It draws the picture with Direct3D 12 or Vulkan, with the 3D at up to eight times the DS resolution, anti-aliasing, 16:9 or 16:10 widescreen, a picture at the monitor’s refresh rate while the game still runs at 30 frames, and a single-screen mode with a rearranged HUD. It has keyboard and mouse, controller support, and rebindable controls, optional enhancements such as camera control with the right stick or the mouse and the Kingdom Hearts II button layout, 99 save slots with autosave, an option to retry a mission from the pause menu, and Mission Mode multiplayer over a local network or over the internet through a matchmaking server, which is included so you can host your own. Mods can replace textures, models, 2D graphics, sounds, and videos and add Lua scripts, and the repository includes khdays-studio, a tool to make them. With your copies of Kingdom Hearts HD 1.5+2.5 ReMIX and HD 2.8 Final Chapter Prologue, its tools build menus, HUD, and screens in the style of those collections and play their HD videos. For now there’s only a 64-bit Windows build, with an installer; Linux and macOS are planned. The latest release is 0.1.3 (October 19). Its author states that AI-assisted coding tools were used.

You needYour own European Kingdom Hearts 358/2 Days ROM for Nintendo DS (YKGP), which the installer checks by its SHA-256 and also finds where KH Melon Mix keeps one inside the Kingdom Hearts HD 1.5+2.5 ReMIX folder. For the HD pieces, optionally, your copies of Kingdom Hearts HD 1.5+2.5 ReMIX and HD 2.8 Final Chapter Prologue, from Steam or the Epic Games Store; the HD videos take about 6.5 GB. Plus 64-bit Windows and a graphics card with Direct3D 12 or Vulkan.

★ 239 · 2026-11-09 View →
Source port Fully playable
DOS

Buzz Aldrin's Race into Space (Race into Space)

raceintospace/raceintospace

Race into Space: the free software version of Buzz Aldrin’s Race into Space, the strategy game about the space race between the United States and the Soviet Union, a computer adaptation of Fritz Bronner’s Liftoff! board game developed by Strategic Visions and published by Interplay, on floppy disks and, in 1994, on CD-ROM. It builds on the source code released in 2005 and has been reworked since then. It’s played against the AI or against another person by email (PBEM). 2.0.0 (March 27, 2025), the latest stable release, moved the project from SourceForge to GitHub, converted the code from C to C++, removed the leftover copy protection, fixed the music and many bugs, changed the turn order of play-by-email games so each player plays two turns in a row, and gave both sides the same budget modifiers. Version 2.1, in development, fixes launch movies and replaces the images of the Soviet LK lunar lander with more accurate ones. There are builds for Windows, Linux (.deb, .rpm, and .tar.gz), and macOS. The repository includes all of the game’s data except the music, which, over copyright concerns, is kept in a separate “nonfree” repository it can be added from by hand; according to the 2.0.0 notes, the macOS build has no music, unlike the Windows and Linux ones.

You needNo copy of the game is needed: the project is distributed under the GPL and includes the game’s data, except for the music, which is added separately. Plus Windows, Linux, or macOS; on macOS, sdl12-compat has to be installed with Homebrew, and it builds on macOS 15 or later with Apple silicon.

★ 238 · 2026-10-31 View →
Xbox 360 Playable
360

Midnight Club: Los Angeles (holdmysocks)

holdmysocks/mcla-recomp

A static recompilation of Midnight Club: Los Angeles Complete Edition for Windows, Linux, and jailbroken PS5, built with the ReXGlue SDK and with fixes ported, with permission, from LARecomp. On Windows with Direct3D 12, the career, races, garage, and upgrades play with audio and a controller, at 30 fps by default and 60, 120, or uncapped as options; on Linux with Vulkan it builds and plays, tested by one user. It doesn’t publish a compiled game: a script extracts what it needs from your ISO, installs any missing tools, and generates the recompiled code on your machine. The pause menu adds display settings.

You needAn ISO of your own Midnight Club: Los Angeles Complete Edition for Xbox 360, USA/Europe release (Title ID 545407F8). On Windows, 64-bit Windows 10 or 11 with Direct3D 12 and about 20 GB of free space; on Linux, Clang 20 and Vulkan 1.3.

★ 238 · 2026-10-30 View →
Xbox 360 Experimental
360

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).

★ 235 · 2026-11-11 View →
Xbox 360 Playable
360

Need for Speed: Most Wanted (madelrandel-blip)

madelrandel-blip/NFSMW-Recompiled

A static recompilation of the Xbox 360 version (title ID 454107D9), built with the ReXGlue SDK: the PowerPC code in default.xex is translated to C++ ahead of time and compiled for x86-64, and the SDK provides the kernel calls, the file system, audio, input, and the translation of the Xenos GPU to Direct3D 12. The project calls it “playable, with rough edges”: it gets through the prologue into free roam, and it has mostly been tested on an Intel Iris 540 integrated GPU, at 18–38 fps at 854×480. Nearly all of its fixes are patches to the SDK: the audio decoder deadlock that left the game silent and froze it on returning to the menu, v-sync and a frame limiter, which the SDK lacked, and an adjustable 0–200% game speed. A Windows launcher takes the ISO, extracts it on first use, and lets you pick the window size, internal resolution up to 4x, windowed or fullscreen, a frame cap, and the graphics API. Vulkan renders black on Intel GPUs and multiplayer doesn’t work. The latest Windows release is 0.0.2 (September 18); the newest one, from October 8, is Android-only. Although the README says otherwise, the repository includes the C++ generated from the game’s default.xex, over 130 MB of it, and the Android build carries a cache of 136 of the game’s shaders extracted from its ZZDATA0.BIN file.

You needAn ISO of your own copy of Need for Speed: Most Wanted for Xbox 360, Spanish PAL release, or the extracted folder; the English PAL and NTSC releases don’t work for now. Plus 64-bit Windows 10 or 11 and a Direct3D 12 graphics card (feature level 11_0); without one it tries WARP, Windows’ software rasterizer, which is very slow. Building it requires Visual Studio 2022 Build Tools, CMake 3.28, Ninja, Clang 20, and Python 3.10 or later.

★ 234 · 2026-11-10 View →
Native layer Playable
PS4

Unicorn Overlord

hachi23/unicorn_overlord_pc

vwport: the PS4 version of Unicorn Overlord running natively on Linux and Windows. It’s neither an emulator nor a decompilation: the game’s original executable runs directly on the CPU, a runtime written for this game implements the roughly 700 PS4 system functions it uses, and graphics are turned into Vulkan by the shadPS4 video core with the port’s own multi-threaded draw pipeline. It builds on the God of War III port and the bloodborne_pc approach. With the Asian release and its 1.04 English update, the prologue, chapter 1, and its first battle have been played, and saving and loading work; it hasn’t been played to the end yet, and runs at about 50–60 fps on a mid-range laptop. The game’s own options gain a PC section with display mode, render resolution, FSR 1, sharpening, and PlayStation, Xbox, or Nintendo button icons. Version 1.0.0 came out on October 19. 63 of its last 100 commits list Claude as a co-author.

You needYour own dump of the Asian PS4 release (CUSA36381) with the 1.04 update merged in, as a folder with eboot.bin, sce_module, sce_sys, and the .CPK files (about 7 GB); it’s the only supported version. Plus 64-bit Linux or Windows 10 (1903 or later) or 11, and a Vulkan 1.3 graphics card.

★ 234 · 2026-11-10 View →
PS2 Experimental
PS2

God of War (KIexster)

KIexster/god-of-war-recomp

A native PC port of God of War (PS2, NTSC-U, SCUS-97399), by static recompilation of the SCUS_973.99 executable to C++ with PS2Recomp, compiled into a Windows program. Since October 2026 it uses the runtime of Waffle565’s native port, which replaces every piece of PS2 hardware with native code: the CPU, VU1, and the IOP modules are compiled ahead of time, the GS is drawn with an OpenGL renderer at double internal resolution, and files are read from the extracted disc instead of the ISO. The repository only holds what is specific to the game (the map of 6,414 functions, the recompiler configuration, patches, and tools), no game files and no generated C++. According to its README it boots, loads its data, and reaches gameplay with keyboard or gamepad (menus, new game, and the fight on the ship, with HUD) at exact game speed; 60 fps isn’t reached in heavy scenes yet, an intermittent hang of the window thread is under investigation, and a full playthrough is pending. It states it was made with AI (Claude Code and OpenAI Codex); 49 of its last 100 commits list Claude as a co-author.

You needYour own copy of God of War for PS2, NTSC-U (SCUS-97399), from which the disc’s files are extracted (about 8.5 GB). 64-bit Windows 10 or 11, Visual Studio 2022 Build Tools with C++, Git, and Python 3, about 20 GB free, and 16 GB of RAM recommended.

★ 232 · 2026-11-06 View →
Xbox Playable
XBX

Darkwatch (linkssy2)

linkssy2/DarkwatchDarkerEdition

Darkwatch: Darker Edition: an unofficial Windows port of the Xbox version, built with TGP482’s XboxXBE-Recomp, with the game’s code statically recompiled and Direct3D 12 graphics. A launcher imports your ISO, rebuilds the character archives on your machine, and prepares the shaders. It adds mouse-friendly menus, rebindable controls, mouse aiming, Xbox, PS4, and Switch controllers with matching prompts, widescreen, internal scale, separate world and weapon field of view, MSAA, and anisotropic filtering, and it fixes script bugs at high frame rates. It enables the War Train chapter and the Splitter grenades still on the disc, lets you pick Jericho or Cassidy in the campaign, and adds beta local split-screen co-op. Version 0.4 came out on October 21; according to the README, the full campaign and co-op haven’t been tested start to finish yet, and some issues remain open. The Windows download includes the game’s code, already recompiled and compiled, and 68 images of the menus, HUD, font, and mission previews redrawn in high resolution from the game’s artwork, and the launcher cover is the original box art edited with an image generator. Since 0.4 it also offers, as a separate optional download of about 4.9 GB, an HD texture pack for the game whose 1,176 textures, according to its metadata, were matched against a replacement texture pack for the PS2 release (SLES-53564).

You needYour own Darkwatch disc image for Xbox, from the supported North American revision, as a full ISO or a trimmed XISO: the launcher checks its 23 files and rejects other revisions, and default.xbe must match the SHA-256 72fc8033e01df4f22c703121cfd160969c642b18e841248224fc97a8f32050d7. Plus 64-bit Windows 10 (1903 or later) or 11, .NET Framework 4.8, an x86-64-v2 CPU (with SSE4.2 and POPCNT), a Direct3D 12 graphics card with feature level 11_0, and at least 5 GB free per import, plus the HD pack if you install it.

★ 231 · 2026-11-08 View →
Source port Fully playable

Mr.Boom

Javanaise/mrboom-libretro

Mr.Boom: a port to modern systems of the MS-DOS game Mr.Boom, a Bomberman clone for up to eight players by Remdy Software; its DOS version 3.0 (1997–99) is still a free download on the project’s website. The original assembly source, kept in the repository under an MIT license from Remdy Software, was converted to C with the asm2c tool. It runs as a libretro core on every RetroArch platform (Windows, Linux, macOS, Android, Switch, PS3, Raspberry Pi, and many more) and also as a standalone SDL2 program, or SDL 1.2 on the Atari Falcon. It has up to eight players, bomb pushing, remote-control bombs, kangaroo riding, team modes (color, sex, or “Skynet”), netplay through RetroArch, and, new in this version, computer-controlled bots written in C++ with behavior trees. The latest release is 5.5 (May 19, 2024), as source code; Windows binaries are on the website, and there are packages for many Linux distributions and for Homebrew on macOS. One of its last 100 commits, the one adding the ARM64 Linux build in March 2026, lists Claude as a co-author.

You needNo copy needed: Mr.Boom is a free game by Remdy Software and all its data is included. For the libretro core, RetroArch; the SDL2 version runs on its own on Windows, Linux, and macOS.

★ 231 · 2026-10-25 View →
Source port Fully playable
DOS

Quake (Chocolate Quake)

Henrique194/chocolate-quake

Chocolate Quake: a minimalist Quake port that aims to preserve the original experience of version 1.09 (WinQuake) and earlier DOS releases, following the same philosophy as Chocolate Doom. It reproduces their behavior with high accuracy, original bugs and quirks included, and input, rendering, and timing are designed to feel the way they did back then, with no hardware acceleration or modern visual effects. What it adds is just what modern systems need: 64-bit support, modern controllers and five-button mice, a video menu with 15 fullscreen and windowed modes, music from MP3, Ogg, FLAC, or WAV files in place of the CD tracks, and, on quitting, the DOS version’s end screen. Parts of the sound and input code come from QuakeSpasm Spiked. 2.0.0 (December 14, 2025) added multiplayer, and the latest, 2.1.0, reworked part of the code to make it more portable and changed where it looks for the game on Linux and macOS. It publishes no releases on GitHub: on Windows and Linux it’s built from source, and signed macOS builds are published by Mac Source Ports.

You needThe data from your own copy of Quake, the id1 folder with its PAK files; the shareware pak0.pak is enough. On Windows the folder goes next to the executable, and on Linux and macOS in its user data folder, though another one can be set with -basedir. Plus Windows, Linux, or macOS.

★ 231 · 2026-09-07 View →
Source port Fully playable
N64

Doom 64 (Doom 64 EX+)

atsb/Doom64EX-Plus

Doom 64 EX+: a community continuation of Samuel “Kaiser” Villarreal’s original Doom 64 EX, which aims to faithfully recreate the Nintendo 64 experience with modern features. It uses the IWAD from Nightdive’s official 2020 remaster (the ROM-dump-based IWADs of older versions no longer work) and supports its “Lost Levels,” PWADs, KPF files, and the remaster’s mods. It swaps FluidSynth for FMOD Studio for audio, adopts SDL3, announces secrets when found, supports maps past MAP40, and has shaders for the N64’s three-point filtering. On November 5, 2025 its author declared it “done and complete,” invited forks, and archived the repository. The latest release, 5.2.0.0 (October 20, 2025), has packages for 64-bit Windows and a .dmg for macOS. Code under the Doom Source License.

You needThe IWAD from your own copy of the official DOOM 64 remaster (Nightdive, 2020), from Steam or GOG; the game looks for it by itself in the GOG (Windows) and Steam (Windows and Linux) folders. Windows, macOS, or Linux; the audio uses FMOD.

★ 230 · 2025-11-05 View →
Mod Usable
WIN

sc2kfix

sc2kfix/sc2kfix

sc2kfix: a plugin for SimCity 2000 Special Edition for Windows 95 that makes it run properly on Windows 7 to 11 and under Wine or Proton, fixes bugs in the original game, adds quality-of-life features, restores missing content, and optionally enables new gameplay features. It’s a single DLL, winmm.dll, copied next to simcity.exe along with the libraries that ship with it. It’s also a reverse engineering project for the engine: many of the game’s internal functions are reimplemented, and the findings are documented in a wiki under CC BY-SA. It fixes palette-cycling animations, which froze on truecolor displays, crashes and corruption in the load and save dialogs, military base growth, rail and highway connections to neighboring cities after loading a save, bond credit ratings, and SCURK on Windows 11 24H2; it restores the intro, the WillTV interviews, and music that never made it into the random playlist, and replaces the original installer, which no longer works. It adds a settings dialog, real-time city growth with seasonal and weather effects, a dark mode for the underground view, a New City dialog with more varied terrain, SimCity 3000-inspired terrain colors, and a map preview, the floating status widget from the Mac and DOS versions, sound rebuilt on SDL3 (MIDI through FluidSynth, MP3, and music and effects volume), higher-quality construction sounds taken from other versions of the game, backups when saving, configurable hotkeys, cheats from other versions, a developer console with Lua, Lua scripts, and DLL mods. Everything that isn’t from the original can be turned off individually. The latest release is Release 11b (August 28). The project, part of the OpenCity Foundation, states that it uses no generative AI and rejects contributions made with it.

You needYour own copy of SimCity 2000 Special Edition for Windows 95 (1996): the SC2K folder from the CD’s WIN95 folder, copied somewhere writable; for the intro and WillTV, the .SMK videos from the CD’s DATA folder in a MOVIES folder. The 1995 CD Collection release is deprecated and no longer gets updates. Plus Windows 7 to 11, or Linux with Wine or Proton, with winmm set to “native, then builtin”.

★ 230 · 2026-10-16 View →
Port (decomp) Fully playable
WII

Mario Strikers Charged

previouslevelgames/recharged

Recharged: a native port for Windows, Linux, Steam Deck, and macOS (Apple silicon and Intel) built on mscharged-decomp, the same author’s decompilation, whose code produces the same machine code as the retail game when built with the original Wii compiler. It’s neither an emulator nor a recompilation of the PowerPC binary: that code is compiled for PC with several hundred reviewed patches that only adapt it to a modern compiler and to 64-bit, and Recharged supplies what the Wii used to: graphics go through Aurora and Dawn on Vulkan, DirectX 12, or Metal, the DSP audio is processed natively, and the disc is read straight from the image. Every offline mode is there, with up to four players in any mix of keyboard and mouse, gamepads (with gyro as the pointer), and real Wii Remotes over Bluetooth or a DolphinBar. It renders 3D at the window’s resolution, in 16:9 or 4:3 with an optional wider view for wider screens, with MSAA, FXAA, or SSAA, and runs at 60, 120, or 144 fps, your monitor’s refresh rate, or uncapped without changing game speed; it loads Dolphin HD texture packs. It fixes four bugs of the original and has optional tweaks, all off by default except one that settles loose-ball contests fairly: skip the intro, fast menus, no Mega Strikes, unlock everything, CPU vs. CPU, mirror matches, and robot goalies, among others. A launcher checks your image, keeps every setting in one place, and updates the program. Online play isn’t in the published releases yet: a 1.1.0 test build (October 22) enables the game’s original online code. The latest release is 1.0.14 (October 21).

You needYour own copy of Mario Strikers Charged for Wii as an .iso, .rvz, or .wbfs image: the US release (R4QE01, revision 1) or the European one, Mario Strikers Charged Football (R4QP01, revision 1 or 2); the Japanese and Korean releases don’t work yet. The optional Super Team also needs your Super Mario Strikers image for GameCube. Plus 64-bit Windows 10 or 11, x86-64 Linux (the regular package is built on Ubuntu 26.04; the Steam Deck one works on older distributions), SteamOS 3.7 or later, or macOS on Apple silicon or Intel (macOS 15 or later), and a graphics card with Vulkan, DirectX 12, or Metal.

★ 229 · 2026-11-11 View →
SNES / Super Famicom Experimental
SNES

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. 31 of its last 100 commits list Claude as a co-author.

You needYour own Mega Man X ROM (SNES).

★ 228 · 2026-11-11 View →
Wii
WII

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.

28% decompiled
★ 228 · 2026-10-20 View →
Wii

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.

59% decompiled
★ 227 · 2026-10-15 View →
GBA Playable
GBA

Final Fantasy Tactics Advance (Jorge262007)

Jorge262007/FFTARecomp

FFTARecomp: a native recompilation of Final Fantasy Tactics Advance for Windows, Linux, Steam Deck, and Android, based on JRickey’s gba-recomp. A one-click installer recompiles the game from your ROM, and no console BIOS is needed. It adds widescreen (16:10 to 32:9), zoom, video and audio options, fast forward with three audio modes, a redesigned menu, adjustable text bubbles, XInput gamepad support, and, experimentally, mouse and touch controls. Version 3.0 (October 18) brought the Android build, European ROM support, and a much lighter installer. It’s still a work in progress. One of its 29 commits lists Claude as a co-author.

You needYour own Final Fantasy Tactics Advance ROM, US or European release. Plus Windows 10 or 11, x86-64 Linux, a Steam Deck, or Android.

★ 226 · 2026-11-01 View →
Xbox 360 Fully playable
360

Saints Row

whompay/SaintsReborn

Saints Reborn (formerly SaintsRowPC): an unofficial native Windows port by static recompilation with the ReXGlue SDK, which translates all of the game’s PowerPC code to C++ and reimplements the Xbox 360 kernel, GPU (on Direct3D 12), audio, and input. The repository holds nothing from the game: the installer takes your disc image or game folder, downloads the build tools (about 1.5 GB, no Visual Studio needed), and builds the game on your machine in 10 to 60 minutes; updates only rebuild what changed. According to its author, it’s playable from start to finish: the intro videos, the character creator, the whole story, side missions, and free roam, with sound. It has co-op for the story and free roam over LAN, by direct IP, or online with a join code, and online matches (Quick Match, Custom Match, ranked) through Epic Online Services; on October 19, co-op grew to up to 12 players in one shared world. With the bundled 60 fps mod it runs at 60 fps and above (capped at 30, 60, 90, or 120, or uncapped), it renders at twice the original resolution by default, and it has its own options menu for resolution scale, shadows, and mouse sensitivity. Keyboard and mouse follow Saints Row 2 on PC, the prompts switch between controller and keyboard, and V toggles a first-person view. It includes Whompay’s Mod Loader, with mods that replace files, run Lua scripts, or hook C/C++ code into the game. The latest version, 1.2.2, came out on October 2.

You needYour own Saints Row Xbox 360 disc, as an .iso image or a folder with default.xex and packfiles; only the disc version the port was made with is supported, and the installer warns if your default.xex differs. Plus 64-bit Windows 10 or 11 and a Direct3D 12 graphics card; a manual build takes about 15 GB of free space and 16 GB of RAM. On CPUs without AVX2, a compatible build is made.

★ 226 · 2026-10-28 View →
N64
N64

Harvest Moon 64 (hm64-decomp)

harvestwhisperer/hm64-decomp

A full C decompilation of Harvest Moon 64 for N64, in its US and Japanese versions: every function, the data, and the rodata of the main code section, and every library function, plus a custom language (DSL) for cutscenes and dialogue that compiles to the game’s bytecode. It builds ROMs identical to the originals, and the text is extracted from your ROM and converted back to the game’s format during the build. It supports shiftability, and for mods it recommends starting from its dev and dev-qol branches. It comes with tools to extract sprites, animations (also as GIFs), text, maps (viewable in Blender), and a soundfont with the game’s instruments, and to insert MIDI into songs; its sprite editor, version 0.1.0 (May 26), runs on Windows, Linux, and macOS. It builds with WSL or Docker and on its own only produces N64 ROMs. The repository includes the game’s cutscenes and dialogue, decompiled from their bytecode into that custom language (about 3.6 MB).

★ 224 · 2026-10-14 View →
Native layer Experimental
PS4

⑂ Fork of FelipePrado0/SpartanPort

The Order: 1886 (JulioCacko)

JulioCacko/The-Order-1886_pc

A native port of the PlayStation 4 version for Windows and Linux, forked from SpartanPort. The original x86-64 executable runs on the PC’s processor, the PS4’s system interfaces are reimplemented, and a video core derived from shadPS4 translates the graphics commands and shaders to Vulkan. The README calls it a development preview: the title, menus, cinematics, and gameplay show from copied saves, at about 53 frames per second in the courtyard and 38 in the hotel lobby fight (RTX 3070, 60 FPS mode), but full progression and long-session stability are not accepted yet. On Linux it reaches the menu using software Vulkan. It includes a launcher written in Go, FSR 1 and, on Windows, FSR 3.1 or NVIDIA DLAA. Version 0.2.4 (October 28) is the latest release. 64 of its last 100 commits list Claude as a co-author.

You needYour own dump of The Order: 1886 for PS4 (CUSA00076), with or without update 1.02. Plus Windows or Linux and a Vulkan-capable graphics card.

★ 224 · 2026-11-07 View →
Port (decomp) Playable
PS1

⑂ 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.

★ 223 · 2026-10-31 View →
Xbox 360 Experimental
360

Daytona USA (Subarasheese)

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. 15 of its 36 commits list Claude as a co-author.

You needYour own Daytona USA XBLA package (Xbox 360).

★ 222 · 2026-07-26 View →
Mod
N64

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. 77 of its last 100 commits list Claude as a co-author.

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.

★ 220 · 2026-10-21 View →
N64 Playable
N64

GoldenEye 007 (kholdfuzion)

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.

★ 219 · 2026-07-11 View →
Recompiler Usable

XboxXBE-Recomp

TGP482/XboxXBERecomp

A tool for making unofficial native ports of original Xbox games: it statically recompiles the XBE executable, from x86 to C++, into a 64-bit Windows executable, and implements the Xbox kernel and the XDK libraries (Direct3D 8, DirectSound, XAPI, and XNet) on Windows, with a native Direct3D 12 renderer and XAudio2 audio. Published releases ship no game code: it’s compiled on the player’s machine on first launch, from their own XBE. It was made for Splinter Cell: Double Agent, then used for Black, and today it’s behind other ports in this catalog, such as Shaolin Monks, The Urbz, Marvel Nemesis, and the Lord of the Rings ones. It also includes system link over LAN or by IP, fixes for Bink movies, and a headless mode for testing on Linux.

★ 219 · 2026-11-08 View →
Source port Fully playable
MAC

Mighty Mike

jorio/MightyMike

Mighty Mike, Pangea Software’s top-down action game set in a toy store, updated for Windows, macOS, and Linux by Iliyas Jorio. It came out for the Mac in 1995 as Power Pete and was re-released as Mighty Mike in 2000. It aims to stay as faithful as possible to the original in gameplay and graphics, with a few enhancements: a widescreen mode, an uncapped frame rate with movement interpolation, and twin-stick controller support. Version 3.0.0 (April 12, 2021) made it work on modern systems; 3.0.1 added an option that remaps colors from the Apple RGB profile the game was made for to sRGB, and a maximum windowed zoom setting; and 3.0.2 (January 28, 2023) added its own OpenGL-based renderer and builds for ARM64 Linux and for Mac OS X Tiger on PowerPC, with a Windows-only hotfix on February 5. Since then the code has moved to SDL 3, not yet in a release, and the next version will require macOS 10.13. The downloads, free or pay-what-you-want on itch.io, include the whole game, which the author publishes under the CC BY-NC-SA 4.0 license with permission from Pangea Software.

You needNo copy needed: the game is published in full with permission from Pangea Software, and each download already includes its data. Plus 64-bit Windows, macOS, or Linux (x86-64 or ARM64).

★ 217 · 2026-06-06 View →
GameCube
GC

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.

48% decompiled
★ 215 · 2026-10-25 View →
Xbox 360 Playable
360

Ninja Gaiden II (gamboozino)

gamboozino/ng2recomp

A native Windows and Linux port of the World Xbox 360 release (title 544307D5), by static recompilation with the ReXGlue SDK and XenosRecomp for the shaders. Instead of emulating the GPU, its own Vulkan renderer, inspired by Unleashed Recompiled’s, picks up the game’s graphics calls. It runs at a steady 60 fps, on the Steam Deck too, with render scale from 1x to 8x, up to 8x MSAA, anisotropic filtering, bloom, and 4:3, 16:9, 16:10, 21:9, and 32:9 with the HUD in the corners. It adds keyboard and mouse with the keys’ own pictures in the game’s prompts, Xbox, PlayStation, and Nintendo icons, options from alicenotmech’s Master Edition, skipping the intro and any cutscene, cheats (infinite health and ninpo, difficulties and costumes unlocked), folder mods, and a portable mode. On first run it installs the game from your disc, then asks for Title Update 3 and, if you want, the DLC. Some cutscenes may have a slight audio delay, and mouse support in the menus is still to come. It’s been tested on Linux, the Steam Deck, and Proton, and the author asks for reports from Windows. v0.5.57 (November 7) is the latest of 13 releases. 42 of its last 100 commits list Claude as a co-author.

You needYour own copy of Ninja Gaiden II, World release (544307D5), as an .iso image, a Games on Demand package, or an extracted folder with its default.xex, plus its Title Update 3 (TU_1A461UL_000000G000000.00000000000O4); the Japanese TU3 won’t work. The DLC (Mission Mode and the costumes) is optional. Plus 64-bit Windows 10 or 11 or x86-64 Linux (glibc 2.35 or newer), with an SSE4.2 CPU and a Vulkan 1.3 GPU.

★ 215 · 2026-11-11 View →
Launcher Usable
SNES

Super Metroid Launcher

RadzPrower/Super-Metroid-Launcher

A Windows tool, written in C#, that bundles into nearly one click the steps to download, extract, compile, and launch snesrev’s Super Metroid reimplementation. The button goes from Download to Building and then to Launch; Restore redoes the whole process and Update appears if snesrev’s repository changed. It does not include the game: it asks for a legitimate copy of the US ROM (SHA-256 12B77C4BC9C1832CEE8881244659065EE1D84C70C3D29E6EAF92E6798CC2CA72). Version 1.0.1 (October 23), a .NET modernization, is the latest release; 1.0 came out on March 21, 2023.

★ 215 · 2026-10-23 View →
PS3 Fully playable
PS3

Demon's Souls (timboat)

timboat/demons-souls-recomp

A native Windows port of the US PS3 release (BLUS-30443), by static recompilation with ps3recomp: about 94,000 PPU functions and 12 SPU programs are translated to C/C++ and run on a PS3 runtime with Direct3D 12. It’s a separate project from JonathanDC64’s. The whole game is playable, with sound, music, and movies, though there’s no online play yet. 60 fps is recommended, since sound drifts out of sync above it. It offers 30 to 240 fps or unlimited, VRR, resolution up to 4x and sharper shadows, texture dumping and replacement, glTF model export and import, support for the PC Remaster mod, skipping the intro, keyboard and mouse with a pointer in the menus, remappable keys, XInput controllers, and an updater. On Linux and the Steam Deck it runs through Proton, and on Apple silicon Macs there’s an experimental native Metal build that so far reaches the start of the tutorial. The game is built on your PC with SETUP.bat. The repo includes a patch with fragments of the game’s translated code. 87 of its 97 commits list Claude as a co-author.

You needYour own disc image of Demon’s Souls for PS3, US release (BLUS-30443), as an .iso, a Redump .zip, or a folder with PS3_GAME; if it’s encrypted, also its disc key (the .dkey or Redump’s «Disc Key» line). Setup downloads Python, Git, LLVM, and the PS3 keys published by RPCS3. Plus 64-bit Windows 10 or 11 with a Direct3D 12 GPU and about 14 GB free; through Proton on Linux, about 25 GB.

★ 213 · 2026-11-11 View →
N64 Playable Stalled · 1 year
N64

Duke Nukem: Zero Hour

sonicdcer/DNZHRecomp

Duke Nukem Zero Hour: Recompiled: a static recompilation with N64Recomp and RT64 as its renderer, which its README still calls a work in progress. You load your ROM from the menu and start playing. It has settings menus you can use with mouse, controller, or keyboard, and low input lag. It’s an alpha: 0.0.3 (November 1, 2025) is playable and can save with the Controller Pak, but for now it runs at half your display’s refresh rate (30 fps on a 60 Hz screen), and widescreen and interpolation are still missing. sonicdcer’s repository was down for a while and is available again.

You needYour own North American Duke Nukem: Zero Hour ROM. Plus a graphics card with Direct3D 12.0 (Shader Model 6), Vulkan 1.2, or Metal (at least a GeForce GT 630, Radeon HD 7750, or Intel HD 510) and, on x86-64 PCs, an SSE4.1 CPU.

★ 211 · 2025-11-03 View →
Recompiler Experimental

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.

★ 210 · 2026-10-10 View →
Xbox 360 Playable
360

Forza Motorsport 4 (0herculabs)

0herculabs/hl360-forza4

Forza Motorsport 4 on Windows, with a dedicated launcher, optional Project Forza Plus 4 integration, and experimental direct-drive wheel support. The Xbox 360 game’s PowerPC code is translated to C++ with the ReXGlue SDK and the resulting program runs natively on PC, with a runtime that provides graphics, audio, input, profiles, storage, and content services. The launcher guides you through installing both discs, configuring the game, calibrating a wheel, and installing or removing Project Forza Plus 4, whose archives the user supplies. The README warns that it is a work in progress: menus and races have been demonstrated locally, including with a MOZA R3 wheel and force feedback, but full Career progression, every game mode, long sessions, and other wheelbases still need testing. Playing at 60 frames per second is recommended; the experimental 120 FPS mode causes visual artifacts. Version 0.3.9 is from October 19. One of its 4 commits lists Claude as a co-author.

You needYour own discs of Forza Motorsport 4 for Xbox 360, USA Rev 1 (title ID 4D530910, media ID 33E7B39F, XEX 0.0.0.14): the Play Disc (ISO MD5 2470358250b8566bf5ddc3aaf1b76c68) and the Content Install Disc (ISO MD5 9915d1adaabf3b58441651a70e5e8dbe), as ISO images. Other regions and revisions have not been validated. Windows x64 and a Direct3D 12-capable GPU.

★ 210 · 2026-11-10 View →
PS2 Playable
PS2

Burnout 3: Takedown (gomesvieira)

danielgomesvieira2000/burnout3-pc

A native Windows port of the North American PS2 release, separate from the Xbox version recomps already in the catalog. It’s built with ps2-port-engine, the same author’s tool, which decompiles the game’s program to C++, checks its behavior against the original machine code, and compiles it for x64, with a runtime standing in for the EE, IOP, sound, VUs, and GS, drawn with Vulkan. The game’s code is generated on your machine from your disc image and never committed to the repository. The whole game works: menus, races, crash mode, the World Tour career, saves, sound, and music. It adds resolution up to 4x the PS2’s, widescreen with the HUD kept in place and a HUD editor, 60 or 120 fps or your display’s refresh rate (up to 240) without speeding up the game, FXAA, SMAA, or SSAA 2x, bloom, motion blur, shadow, and particle options, rebindable controls with button prompts for your keys or a PlayStation or Xbox controller, a mouse in the menus, rumble, two-player splitscreen, local network play through the game’s own online mode, your own MP3s in EA Trax, and PCSX2 texture packs. A PC SETTINGS menu takes ONLINE’s place, with the hidden developer menu and a MODS page that brings in Nehalem’s PCSX2 patches, such as km/h, mirror mode, no traffic, or Crash Breaker in every mode. It’s an alpha: online play through EA’s servers doesn’t work, and vertical splitscreen still misplaces part of the HUD. The README points to a Windows zip on the releases page, but none is published right now; the latest tag is 0.6.1-alpha (October 21). Its author states that the port is written by Claude Code under their direction, and its last 100 commits list Claude as a co-author.

You needA disc image of your own North American (NTSC-U) copy of Burnout 3: Takedown for PS2, SLUS-21050; other regions don’t work yet. Plus 64-bit Windows 10 or 11, a graphics card with Vulkan 1.3 (GeForce GTX 900, Radeon RX 400, Intel UHD 600, or newer), and a CPU with AVX2, or an older one with the bundled SSE4 build. To build it, Visual Studio 2022 with C++, Python 3.10 or later, and, optionally, LLVM.

★ 209 · 2026-10-31 View →
Xbox
XBX

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.

59% decompiled
★ 209 · 2026-11-08 View →
PS2
PS2

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.

63% decompiled
★ 209 · 2026-09-17 View →
Mobile Playable
MOB

Castlevania: Grimoire of Souls

BLSNCVS/Castlevania-Grimoire-of-Souls-Recomp

A native Windows port of the Apple Arcade macOS release (1.4.2), by static recompilation: the game’s code, C# compiled with IL2CPP for arm64, is translated to C++ and then to x64 by its own translator (212,294 functions), and runs on Unity’s Windows player with Direct3D 11. The Metal shaders become HLSL, the particle plugin is translated too, and the game’s server is emulated inside the program itself, so it works offline. The story, quests, summons, roster, and upgrades work, with Xbox and PlayStation controllers, keyboard and mouse, every language, a frame cap, VSync, window mode, and resolution in gosr.ini, and a debug menu (F8) with gold, gems, items, and invincibility. There’s no multiplayer. An effect can show up a few frames late the first time. 1.0.7 (November 4) is the latest of 3 releases. The README says AI was used to help with the code.

You needYour own copy of Castlevania: Grimoire of Souls for Mac, version 1.4.2, in its unmodified .dmg: setup takes the game’s data and code from it, and stops if the version doesn’t match. Plus 64-bit Windows 10 or 11 with a Direct3D 11 GPU.

★ 208 · 2026-11-05 View →
Wii Playable
WII

New Super Mario Bros. Wii

WitherBlitz/NSMB-Wii-Multiplayer-Recompilation

A native port of New Super Mario Bros. Wii for Windows, Linux, and Android, made by static recompilation with WiiCompiled: the game’s PowerPC code is translated to C++ ahead of time and compiled for your device, with no emulator, interpreter, or JIT. Graphics go through aurora, on Direct3D 12 or Vulkan. Despite the repository’s former name, it isn’t a decompilation; its author plans to decompile the game later. It adds LAN multiplayer for up to four players across PCs and phones, and online play through Tailscale: every device runs the game and only the inputs travel, in lockstep. It also offers 4:3, 16:9, or a mode that shows more of the level to the sides on ultrawide screens instead of stretching it, internal resolution above 480 lines, menus you can click or tap, rebindable keys, borderless or exclusive fullscreen, V-Sync, and the game in English, Spanish, or French. Version 0.2.2 (October 21) boots and plays, but not every level has been checked yet. Its author states that all the code was written by Claude Opus 5.5, by Anthropic, and that their own role was directing and testing it.

You needYour own US copy of New Super Mario Bros. Wii (SMNE01, revision 1), fully extracted with Dolphin; other regions and revisions are rejected, and in LAN play every player needs their own. Plus 64-bit Windows 10 or 11 with a Direct3D 12 or Vulkan graphics card, or x86-64 Linux with Vulkan and glibc 2.35 or later (Fedora 36, Ubuntu 22.04, Debian 12, or newer); CPUs without AVX2 automatically get a compatibility build. There’s also an Android build (arm64, Android 11 or later, with Vulkan).

★ 208 · 2026-11-08 View →
Port (decomp) Playable Stalled · 6 months
WIN

Midtown Madness

0x1F9F1/Open1560

An open-source reimplementation of Midtown Madness, specifically of build 1560 of the Sneak Preview beta. It is a partial rewrite: the functions not yet rewritten in C++ are provided in assembly (the repository includes game.asm). It aims to allow bug fixes, new features, and porting to platforms the original didn’t support. Notable changes include an OpenGL renderer, SDL gamepad support, and fixes for audio, crashes, input, and stuttering, plus an improved debug menu and text rendering and better performance. According to its documentation it usually runs well without tweaks and needs neither the XP patch nor dgVoodoo. The only version published on GitHub, “Latest Build”, is from April 19, 2023; the repository’s last commit is from April 20, 2026.

You needFiles from your own original copy of Midtown Madness: for a minimal installation only audio.ar, core.ar, and ui.ar are required. Windows (Wine is also mentioned) and a graphics card with OpenGL.

★ 206 · 2026-04-20 View →
Game-specific engine Playable
NES

Zelda II: The Adventure of Link

troyedwardsjr/z2rs

z2rs: a Rust reconstruction of Zelda II: The Adventure of Link that runs on Windows, macOS, and Linux, as well as Android and the browser. It isn’t a standalone reimplementation yet: it runs your ROM in its own 6502 interpreter and, whenever the game calls a routine that already has a Rust version, runs that instead. To check the work, the original game runs in a reference emulator next to z2rs, and the two must match frame by frame in memory, sprites, palette, and picture. Graphics, maps, text, and music are read from your ROM as you play; the repository only holds addresses and sizes, relies on the community disassembly of the game, released under CC0, and its PROVENANCE.md file explains where every file comes from. It adds widescreen with real scenery in the margins (16:10, 16:9, and 21:9), player-painted HD graphics packs at 2x to 8x, two-player co-op with a second Link on one machine or online, save states, fast-forward, controller support, a randomizer that builds a new game from your ROM, and optional enhancements, many inspired by HoverBat’s ZALiA remake. Everything is set up from a launcher. It was released on September 18, and version 0.6.0 (October 22) added optional new areas, among them an island with a town of monsters and an eighth palace, HD animations for enemies and townspeople, and camera zoom.

You needYour own ROM of Zelda II: The Adventure of Link, the US NES release (the No-Intro dump: without the iNES header, CRC32 BA322865 and SHA-1 11333adb723a5975e0ecca3aee8f4747aa8d2d26); it’s the only one accepted. Plus x64 Windows, macOS (Apple silicon or Intel), or x86-64 Linux.

★ 206 · 2026-10-22 View →
Windows Playable
WIN

Command & Conquer: Red Alert 2 / Yuri's Revenge (redalert2-recomp)

sp00nznet/redalert2-recomp

A static recompilation of Command & Conquer: Red Alert 2 and its expansion Yuri’s Revenge, built with pcrecomp, the same author’s toolkit for Windows games: the x86 code of their executables (game.exe 1.006 and gamemd.exe 1.001) is translated to C and compiled on your machine, and each game comes out as its own program. It’s Westwood’s own code recompiled, not a reimplementation like OpenRA. It adds its own Direct3D 11 window, resizable or borderless fullscreen, with sharp, smooth, CRT, nearest-neighbor, or integer scaling; an F10 settings menu; resolutions from 1280×720 to 3840×2160, widescreen and ultrawide, showing more of the battlefield; units, their shadows, and aircraft drawn at twice the resolution from the game’s own voxel models; optional modern controls (left-click to select, right-click to give orders); mods as folders laid over the game’s files without changing them; and LAN multiplayer as shipped. There are native builds for Windows, Linux (a 32-bit program, no Wine), and Apple silicon macOS. Both games pass their 30 automated tests, which cover the menus, skirmishes through to the score screen, and the start of both campaigns, from 720p to 4K. 0.1.0-alpha.1 came out on October 19 with an installer that finds the game, installs the tools, and builds it (30 to 60 minutes the first time), and the latest, 0.1.0-alpha.4, on October 22. 71 of its 72 commits list Claude as a co-author.

You needYour own Steam or EA App (Origin) copy of Command & Conquer: Red Alert 2 and Yuri’s Revenge: the folder with game.exe and gamemd.exe. The project includes and downloads nothing from the game. Plus about 6 GB of free space; on Windows, Windows 10 or 11 and Visual Studio with the C++ tools (the installer installs the Build Tools if they’re missing); on Linux, 32-bit gcc with 32-bit SDL2 and FFmpeg; and on macOS, an Apple silicon Mac.

★ 205 · 2026-10-28 View →
PS3 Fully playable
PS3

Resident Evil - Code: Veronica X HD (kastieloficial)

kastieloficial/RE-Code-Veronica-PS3-HD-Recomp-PC

An unofficial native Windows port of the PlayStation 3 version (the PSN release), made by static recompilation with ps3recomp: the game’s PowerPC (PPU) and SPU code is translated ahead of time into C and C++. It isn’t an emulator and needs neither the PS3 firmware nor RPCS3. It comes with a launcher in 13 languages that stays open as the options menu during play, resolutions up to 4K, FXAA or SMAA, anisotropic filtering, FSR 1 sharpening, 60 fps by interpolating character and object poses while the game logic stays at 30 Hz, FSR 3.1 frame generation up to 120 fps, and speedrun practice tools: its own SRT, room selection, and saving anywhere. Its author finished the game from start to finish on the test PC, but warns of graphics and lighting glitches and that most testing was done on the Japanese version. The README says the download contains no game data, no game executable, and no code generated from it; still, the release ships a prebuilt executable for each region, in a zip of about 291 MB that we haven’t checked inside. It also links an optional community HD texture pack, hosted on Google Drive. It published 18 releases between October 24 and October 29. It states it was made with the help of Claude and Codex; 52 of its last 100 commits list Claude as a co-author.

You needYour own copy of the PSN version 01.00, as a folder (with PARAM.SFO and USRDIR\EBOOT.BIN): the European (NPEB00553) or US (NPUB30467) release with its .rap license, or the Japanese one (NPJB00135, BIOHAZARD CODE: Veronica Kanzenban), which doesn’t need it. Disc versions and updates don’t work. The PKG is extracted with the project’s own tool or by installing it in RPCS3. Plus 64-bit Windows 10 or 11, a Direct3D 12 graphics card, and the Visual C++ Redistributable (x64).

★ 205 · 2026-11-05 View →
Xbox 360 Playable
360

Eternal Sonata

birabittoh/EternalSonataReprise

“Eternal Sonata: Reprise,” a static recompilation of the Xbox 360 version built with the ReXGlue SDK. It runs on the data from either the Xbox 360 or the PS3 version, from any region; since 1.3.1 (October 16) it accepts every PS3 version, and with that data Crescendo and Serenade join the party and fight in battle. Since 1.2.0 (September 18) it uses its own renderer instead of Xenia’s, with builds for Windows, Linux, and macOS, plus an experimental Android one. It offers any resolution and aspect ratio, an unlocked frame rate, keyboard and mouse, local multiplayer with several controllers, and its own launcher with a mod manager. It can also be installed from Goopie, the same author’s launcher.

You needYour own copy of Eternal Sonata, Xbox 360 or PS3, from any region (PAL, US, or Japan). Building the executable yourself requires the Xbox 360 PAL version.

★ 204 · 2026-11-09 View →
PSP Experimental
PSP

God of War: Chains of Olympus / Ghost of Sparta (gow-psp-recomp)

DrummingBird1/gow-psp-recomp

Unofficial native ports of God of War: Chains of Olympus and God of War: Ghost of Sparta (PSP) for Windows, made by static recompilation: every function of the game is recompiled to C, with no emulator. You download a single launcher that finds your disc images, builds each game (the first time it downloads portable tools, llvm-mingw, CMake, and Ninja, about 246 MB), and runs them, with internal resolution of 4K or more, MSAA, anisotropic filtering, FXAA, HDR10, 60, 120, and 144 fps or more, 21:9, keyboard and controllers, saving, and packs to dump and replace textures. 1.2.1 (October 23, 2026) is a preview: every level of both games loads and runs, but neither has had a full playthrough yet. Windows only for now. 29 of its last 100 commits list Claude as a co-author. Licensed GPL-3.0. The repository includes analysis files (JSON and CSV with function fingerprints) generated from both games’ EBOOTs (the re folder, about 7 MB).

You needYour own disc image (.chd or .iso) of the US release of Chains of Olympus (UCUS98653), Ghost of Sparta (UCUS98737), or both; other regions aren’t supported. 64-bit Windows.

★ 203 · 2026-11-07 View →
Native layer Experimental
PS4

The Order: 1886 (TOport)

IgorAugustoHH/The-Order-1886-PC-Port

TOport: The Order: 1886 running natively on Windows 10 and 11. The game runs directly on the PC’s processor, with no CPU emulation; only what differs between the PS4 and the PC is translated, Sony’s system functions and the GPU, whose commands and shaders become Vulkan. A dedicated launcher takes the game folder and starts it. It offers an “Original PS4” mode with the 2.40:1 cinematic camera and black bars, and 16:9 fullscreen options; NVIDIA DLSS in place of the game’s own temporal resolution (DLAA, Quality, Balanced, Performance, and Ultra Performance); a 30, 60, 90, or 120 fps limit; faster texture and lighting loading; shader preloading; 23 PS4 system languages; an in-game menu on the Insert key; a free camera in cutscenes; and PlayStation or Xbox controllers or keyboard. The current version, 0.1.3 (October 19), is a pre-release. On an RTX 2060 the project measures about 45-50 fps in heavy scenes in Original mode. 92 of its last 100 commits list Claude as a co-author.

You needYour own dump of The Order: 1886 (CUSA00785) from a copy you own, with update 1.02 applied (version 01.02): the port checks the version and refuses others. Plus 64-bit Windows 10 or 11 and a Vulkan-capable graphics card; DLSS needs an NVIDIA RTX.

★ 203 · 2026-11-01 View →
GameCube Playable
GC

Eternal Darkness: Sanity's Requiem

griches/EternalDarknessRecomp

A static recompilation of the European GameCube release (GEDP01) for Mac, Windows, and Linux, Steam Deck included. DolRecomp translates the PowerPC code to C, which runs on GXRuntime, providing the CPU state, devices, and GameCube SDK services, and draws through its gxcore renderer, modeled on Dolphin’s GX, on Aurora and Dawn (Metal, Direct3D 12, or Vulkan). On Mac and Linux, the first launch translates your disc and builds the game; on Windows the program comes ready-built, and the graphics, sound, and music come from your disc. It renders at your screen’s resolution, up to 4K, uses the game’s own 16:9 mode with the HUD at the edges, or 21:9, adds in-between frames on 90 Hz, 120 Hz, or faster screens, and adds HDR with calibration, ambient occlusion, glow, baked shadows rebuilt at four times their size, redrawn text, HD texture packs in Dolphin’s format, third- and first-person cameras (beta), a photo mode, four save-anywhere slots, remappable controls, cutscene fast-forward, and a launcher. There’s also a PS5 version in a separate repository. Versions 0.9.4 and 0.9.5 came out on October 19. 260 of its 263 commits carry a Claude Code session link.

You needYour own European disc image of Eternal Darkness for GameCube (GEDP01), as .iso or .gcm; the US disc (GEDE01) isn’t supported. Plus 64-bit Windows, an Apple silicon Mac with macOS 13 or later, or x86-64 Linux or a Steam Deck. HD texture packs are optional and downloaded separately.

★ 202 · 2026-11-06 View →
GameCube Experimental
GC

Super Mario Sunshine (SunPad)

chrissotraidis/sunpad

SunPad: a static recompilation of Super Mario Sunshine aimed mainly at iPhone and iPad, separate from chasem-dev’s decomp-based port already in the catalog, with which it shares no code. A fork of DolRecomp translates the game’s PowerPC code to ARM64 ahead of time, and the rest of the GameCube (graphics, sound, memory, timing, and input) comes from RecompCore, a Dolphin-derived runtime, with Metal graphics and ModernGekko as the base of the integration; on Mac, code that isn’t translated goes through Dolphin’s ARM64 JIT. On PC there’s only the Apple silicon Mac version: since 0.2.2 (October 19), PadMint, by the same author, builds it from your disc and saves it as a zip, or you build it yourself with its scripts; the project doesn’t publish the game ready-built. On Mac it has internal resolution and fullscreen settings, keyboard with default controls, SDL-compatible controllers, and memory card saves. The supported mode is the original 30 fps; the 60 fps mode is for testing only. According to its documentation, on Mac the app has been built, signed, and launched, but gameplay in the plaza, objectives, and saving still have to be checked. There are also iPhone and iPad versions, with touch controls, and an experimental Apple TV version. Its README states that it’s developed with substantial AI assistance for code, tests, documentation, debugging, and maintenance.

You needYour own Super Mario Sunshine disc image for GameCube, US version GMSE01 revision 0, as an uncompressed ISO or GCM; other regions and revisions, modified images, and compressed formats aren’t supported, and the preparation script checks its SHA-256. Plus an Apple silicon Mac (the configured target is macOS 14), full Xcode, PadMint 0.5.5 or later (or CMake, Ninja, Git, and Python 3 to build it by hand), and about 30 GB of free space.

★ 202 · 2026-11-11 View →
Source port Playable

CatacombGL

ArnoAnsems/CatacombGL

CatacombGL: a source port of Catacomb 3-D: The Descent (id Software, 1991) and Softdisk’s Catacomb Adventure Series (The Catacomb Abyss, The Catacomb Armageddon, and The Catacomb Apocalypse, from 1992 and 1993), the four MS-DOS games whose source code Flatrock Software released under the GPLv2. The originals drew in 16 colors in a 320×200 view window; CatacombGL draws them with OpenGL, at widescreen resolutions, with an adjustable field of view and an uncapped frame rate, and moves the player, projectiles, and monsters with floating-point precision. It has configurable keyboard and mouse controls shared by all four games, an automap with four styles (one based on Catacomb 3-D’s debug automap), an option to slide along walls, the camera slightly behind the player as in DOS, and optional music in the Adventure Series, using the Bobby Prince track their data already contained but never played. Sound comes from ReflectionHLE’s, with OPL3 emulation. A selection screen lists the games and detects the Catacombs Pack if you installed it with GOG’s installer. The latest release is 0.5.7 beta (January 4, 2025), for 32- and 64-bit Windows and Linux; since then the code has moved to SDL3 and added controllers, macOS compatibility, and Catacomb 3-D version 1.00, and work is underway on reading DOS saved games. The repository includes, for each game and version, the compression dictionaries for its EGA graphics.

You needThe data files from your own copy: GOG’s Catacombs Pack, with all four games, or, in the code after 0.5.7, Catacomb 3-D version 1.00 from Romero Games’ 2024 physical Big Box releases. The Catacomb Abyss 1.13 is free shareware and is enough to play that game; the project says it differs from the commercial release only cosmetically. Plus Windows 7 to 11 or Linux; macOS, by building it.

★ 201 · 2026-11-07 View →
Port (decomp) Playable
PS2

Downhill Domination

skuza-oss/downhill-revived

Downhill Revived: a native Windows port of Downhill Domination (PlayStation 2, Incognito Entertainment / SCEA, 2003), built on a matching decompilation that compiles back to the original program byte for byte: the port builds that code for PC and replaces the PS2 hardware with native code. dhd.exe holds only the translated code, and at every start it reads strings, tables, and vector unit microcode from your disc image, after checking it is the unchanged original. It offers a native Direct3D 11 renderer (the exact emulation path is kept as a reference), 60 fps with even frame pacing, internal resolution from 1x to 4x, Hor+ widescreen, the game’s movies, a PC SETTINGS menu inside the game’s own options, a sharp font generated in memory, texture packs made for PCSX2, saves as plain files, automatic updates, controllers (Xbox, DualSense, DualShock 4, Switch Pro, 8BitDo, and more), whole races on the keyboard, and 2-to-4-player online races (experimental) on a project server. Version 0.3.1 (October 24) fixes a startup failure when another program held memory the game needs; online rooms only accept the same version. GPL-3.0 license. All 38 of the repository’s commits list Claude as a co-author.

You needYour own copy of the US disc of Downhill Domination (SCUS-97177), dumped by you to an .iso; other regions and modified images aren’t supported. Plus Windows with Direct3D 11.

★ 201 · 2026-11-11 View →
Port (decomp) Fully playable
WIN

Crimsonland

banteg/crimson

Crimsonland rebuilt twice from version 1.9.93, the “Crimsonland Classic” release GOG published in 2011. On one side, a matching decompilation: C/C++ code that Visual C++ 6 compiles back into the original crimsonland.exe and grim.dll, instruction for instruction, and which the project reports as complete; the same code also rebuilds the 1.9.8 shareware release and the free 1.4.0, 1.3.0, and 1.0.2 releases. On the other, a reimplementation in Python and raylib that reproduces the original’s timings, random rolls, and rounding tick by tick, and which is the main PC port: it runs on Windows, macOS, and Linux at any resolution, with borderless fullscreen, local co-op for up to four players on their own controllers, PlayStation, Xbox, and Switch Pro controllers with twin-stick controls, replays of every run that can be verified or rendered to 60 fps video, custom quests written in a language of the project’s own, and an RTX mode with dynamic lighting. It fixes the original’s documented bugs, which can be brought back with --preserve-bugs. The decompilation compiled to WebAssembly also plays in the browser, with two-player online co-op, and there’s a native SDL3 client for macOS and Linux, for now only as continuous integration builds. Its website has a leaderboard where the server replays every run on the recovered code before it counts. Every client downloads the game files from the project’s server on first launch; they are distributed with permission from 10tons and carry the uncompressed original art instead of the game’s JPEG textures. The latest release on GitHub is 0.21.0 (October 22). Its author says the work was done with coding agents, specifically Codex with GPT-5.2.

You needNo copy of the game: the Crimsonland Classic files are distributed with permission from 10tons and download automatically on first launch; the web and native clients also accept your own game folder. For the Python port, uv and Python 3.13 or later, on Windows, macOS, or Linux (on Linux, libX11 too).

64% decompiled
★ 199 · 2026-10-31 View →
N64
N64

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.

100% decompiled
★ 198 · 2026-10-23 View →
Xbox Playable
XBX

The Lord of the Rings: The Return of the King

Shagg88/Athelas

A native Windows port of the US Xbox release by static recompilation with XboxXBE-Recomp, shipped inside the Athelas launcher alongside the Two Towers port and ROTK Fix, a patch for the same game’s PC version. It adds up to 240 fps, with fixes for slowdowns and vanishing enemies at high frame rates, widescreen and ultrawide, sharper text and menus (using the PC version’s if you also have it installed), keyboard and mouse, and two-player co-op on one PC or online by streaming. Its author states it was made with help from Claude.

You needYour own US copy of The Return of the King for Xbox, as an .iso image or extracted. Plus 64-bit Windows 10 or 11 and a DirectX 12 graphics card.

★ 198 · 2026-11-06 View →
Xbox Playable
XBX

The Lord of the Rings: The Two Towers (Athelas)

Shagg88/Athelas

A native Windows port of the US Xbox release by static recompilation with XboxXBE-Recomp. It ships inside Athelas, a launcher for three Lord of the Rings games that also includes the port of the Xbox version of The Return of the King and ROTK Fix, a patch for that game’s PC version. By default it plays as it did on the Xbox, and as options it adds widescreen, higher frame rates, sharper graphics, keyboard and mouse, and an in-game settings menu. It has been reported working on the Steam Deck through Proton. Its author states it was made with help from Claude.

You needYour own US copy of The Two Towers for Xbox, as an .iso image or extracted. Plus 64-bit Windows 10 or 11 and a DirectX 12 graphics card.

★ 198 · 2026-11-06 View →
Xbox 360 Experimental
360

Forza Horizon 2 (Gabrick75)

Gabrick75/fh2-recompiled

FH2 Recompiled: a static recompilation of the Xbox 360 release for ARM64 Android phones and x86-64 Linux, on the ReXGlue SDK: the PowerPC code of default.xex is translated ahead of time to C++, and the Xbox 360 kernel and the Xenos GPU are reimplemented by the SDK, which emulates the GPU on Vulkan. It also has an experimental native renderer, adapted from nfsmw-nx, that draws the GPU commands straight in Vulkan with shaders translated ahead of time from your files; it’s much faster, but still has image errors. It started from the NFSMW Recompiled project. It’s a work in progress: it boots, goes through the menus, and runs races, but on phones it’s far below the console’s frame rate, collisions still fail now and then, and some menu options aren’t implemented. It treats keyboard and mouse as an Xbox 360 controller, with remappable keys; nearly everything else it adds (reading the game straight from the .iso image, graphics settings, frame generation, custom Vulkan drivers, achievements, touch controls) belongs to the Android launcher. The published releases are Android APKs only: on PC it has to be built and run on Linux from source. v0.4.5 (November 5) is the latest of 9 releases, all prereleases.

You needYour own copy of Forza Horizon 2 for Xbox 360, US release (title id 4D530AA4), dumped from your disc as an .iso image. To build it on PC, x86-64 Linux with Clang 20, CMake 3.25 or newer, Ninja, Python 3.8 or newer, and Git, about 20 GB free, and 12 GB of RAM or more.

★ 197 · 2026-11-05 View →
Port (decomp) Playable
N64

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.

★ 196 · 2026-10-15 View →
Windows
WIN

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.

★ 196 · 2026-11-04 View →
Fan remake Experimental Stalled · 11 months
WIN

Fallout Tactics (FreeFT)

nadult/FreeFT

FreeFT: an open-source, real-time isometric action game engine strongly inspired by Fallout Tactics, Australian studio Micro Forte’s 2001 game, that runs on its assets: the graphics, sounds, and maps come from your installed copy of the game. It doesn’t reimplement the campaign: what’s there is a real-time action game on the original maps, with movement, shooting and melee combat, an inventory, enemies with simple AI, multiplayer with bots and a lobby server, and a map and entity editor; the project’s own maps are patches on top of the original game’s. The README warns that it’s far from finished and not actively developed, and that it lacks, among other things, lighting, RPG elements, dialogue, and scripting. It started in 2013 and put out several tech demos, and in 2025 its author updated it to their libfwk library, moved it to CMake, and set up automated Windows and Linux builds on GitHub; the only compiled releases it publishes are old Windows tech demos on SourceForge (the latest from February 2015).

You needYour own installed copy of Fallout Tactics (the README mentions GOG, Steam, and Epic). Its convert program asks for the game’s path and converts the resources in a few minutes; on Linux you point it at the Wine install folder. Plus Windows or Linux, building it with CMake.

★ 195 · 2025-11-29 View →
Source port Fully playable
WIN

Serious Sam Classic (tx00100xt)

tx00100xt/SeriousSamClassic

A port of Serious Sam: The First Encounter (2001) and The Second Encounter (2002), Croteam’s two classic games, built on the Serious Engine 1.10 code that Croteam released under the GPL-2.0 license and on icculus’s Linux port. It builds both games, the dedicated server, and the engine tools (Serious Editor, Serious Modeler, Serious Ska Studio, and others), and runs on Windows, Linux, macOS, FreeBSD, OpenBSD, NetBSD, and Raspberry Pi OS; besides x86 and ARM, it publishes builds for RISC-V, 64-bit PowerPC, s390x, LoongArch, and MIPS. It adds 16:9, 16:10, 21:9, and 5:4 screens, with the menu, NETRICSA, and HUD adapted and the player and weapon field of view fixed, resolutions up to 8K, mod loading from the game menu, and kill and ping counters; network play between Windows and the other systems isn’t compatible. The published builds also include the libraries for two fan mods, XPLUS (high-definition effects, models, and textures) and Serious Sam Alpha Remake, whose data is downloaded separately. The latest release, 1.10.7 (February 2, 2025), added borderless windowed mode at every resolution, a large font for NETRICSA, an option to switch back to the classic HUD, and Windows builds with DirectX 8 and 9 that run even on Windows 95 OSR2 and 98 SE. Besides the GitHub downloads, it’s on Flathub, Snap, an Ubuntu PPA, the AUR, and Gentoo. Its author maintains SeriousSamClassic-VK separately, the same code with a Vulkan renderer. The scripts that build the demo version download from archive.org the official Windows demos of both games, which are free, and Croteam’s official 1.05 and 1.07 patches.

You needYour own PC copy of Serious Sam Classic: The First Encounter, The Second Encounter, or both, on CD, from GOG, or from Steam, with all of its content: the .gro files and folders such as Levels, Help, Data, or Controls. Plus Windows (the DirectX 8 builds run from Windows 95 OSR2 on), Linux, macOS (the published build is for Intel), FreeBSD, OpenBSD, NetBSD, or Raspberry Pi OS.

★ 195 · 2026-01-13 View →
GameCube
GC

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.

38% decompiled
★ 195 · 2026-10-29 View →
Wii Playable
WII

Super Paper Mario (New Super Paper Bros.)

josiahg2502-glitch/NewSuperPaperBros

New Super Paper Bros.: a native Windows and Linux port by static recompilation with WiiCompiled, which translates the game’s PowerPC code to C++; the runtime reimplements the Wii’s libraries, and graphics go through Aurora, on Direct3D 12 or Vulkan. It goes up to 4K (borderless 1080p by default), with 16:9, a cinematic 2.39:1 mode, or the original 4:3, 120 fps frame interpolation, Xbox, PlayStation, and Nintendo controllers and keyboard with remappable controls, and the Wii Remote pointer (Tippi, the HOME menu) on the right stick or the mouse. On-screen buttons follow your controller, it supports mods that replace files or textures, and the launcher installs the game from your disc image and imports saves from a Wii or Dolphin. Version 1.0.3 (October 18) added the Linux build and the European disc in five languages. All 19 of its commits list Claude as co-author. The download comes with two community mods built in: the game’s music at higher quality, from the “SPM High Definition Audio” mod (its authors took the tracks from the khinsider website), and a 4x HD texture pack converted from “SPM Textures v1.0”, which is always on.

You needYour own copy of Super Paper Mario for Wii, US disc (R8PE01, revision 0) or European disc (R8PP01), as .iso, .ciso, or .wbfs. Plus 64-bit Windows 10 or 11 and a DirectX 12 or Vulkan graphics card, or 64-bit Linux with glibc 2.35 or later and Vulkan drivers.

★ 195 · 2026-11-01 View →
PS1
PS1

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. 48 of its last 100 commits list Claude as a co-author.

96% decompiled
★ 195 · 2026-11-11 View →
PS2 Experimental
PS2

Killzone

drakolordx7/KillzoneRecomp

KillzoneRecomp: a native Windows port of Killzone (PlayStation 2), made by static recompilation. The game’s PS2 code is translated to C++ with PS2Recomp, and PCSX2’s hardware renderer, microVU, IPU, and SPU2 are linked in as libraries. It adds fully rebindable mouse and keyboard (aiming is an engine patch), SDL3 controllers with the PS2 layout, frame rate matching the monitor (about 117-120 fps at 120 Hz), internal resolution up to 8x, native 16:9 plus 21:9 and 32:9 ultrawide, on Direct3D 11, 12, or Vulkan. It’s an alpha: boot, menus, profile creation, and the first level have been verified in automated runs, but longer playthroughs are still to come. The latest, 0.1.3-alpha (October 22, 2026), is a pre-release. Killzone Online isn’t included. 60 of its last 100 commits list Claude as a co-author. Licensed GPL-3.0.

You needYour own disc image of Killzone NTSC-U (SCUS-97402). 64-bit Windows and a CPU with AVX2.

★ 194 · 2026-11-09 View →
Port (decomp) Playable
PS1

⑂ 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.

★ 193 · 2026-10-06 View →
Native layer Playable
PS5

God of War: Sons of Sparta

OverkillLabs3/SoS-PS5

SonsOfSparta-PS5 Native: the PS5 game running on Windows through AnyPS5. The original x86-64 code runs directly on the CPU, with no CPU emulation, and the PS5 system libraries and GPU commands are reimplemented through a compatibility layer, the way Wine and DXVK work. According to the project it plays from the logo through gameplay, with music and sound effects, at about 60 fps in menus and gameplay on its test PC, and the launcher also offers 120 fps or an experimental unlocked frame rate. It renders the scene at 4K by default, or at 1440p or 1080p, windowed or in borderless fullscreen. It supports keyboard, mouse, with an aiming mode that acts as the right stick, and XInput, DualSense, or DualShock controllers, with Xbox or PlayStation button icons. It adds an F10 cheat menu, a frame counter, and options such as skipping the intro or dialogue, and lets you blow with a button in scenes that ask for the microphone. The first launch prepares the game from your files without modifying them, and the first session compiles shaders as you play, with visual glitches and stutter until they’re cached. The whole game hasn’t been tested, and later areas may have missing graphics, audio problems, or crashes; it has mostly been tested on NVIDIA cards. The latest release is 0.4.2 (October 16).

You needYour own decrypted dump of God of War Sons of Sparta for PS5 (PPSA28997, version 01.008.001): eboot.bin or a decrypted eboot.elf, sce_sys, sce_module, and Media; other versions, regions, or patches haven’t been tested. Plus 64-bit Windows 10 or 11, a Vulkan 1.3 graphics card, and about 25 GB of free space.

★ 193 · 2026-11-08 View →
GameCube Experimental
GC

SoulCalibur II (GameCube)

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).

★ 193 · 2026-11-05 View →
PS2 Playable
PS2

God of War (danielalves96)

danielalves96/gow-pc-port

An unofficial native port for Windows, with experimental Linux support, of the North American edition (SCUS-97399), made by static recompilation: a recompiler written in Rust translates the game’s MIPS code to C++, which is compiled as a normal program, and the PS2 hardware (graphics synthesizer, VU1, IOP, sound, pad, and memory card) is implemented natively, with no interpreter, no emulation, and no BIOS. It offers an OpenGL 4.6 renderer with internal resolution from 1x to 6x, 16:9, 16:10, and 21:9 widescreen, natively decoded MPEG-2 movies, remappable keyboard and gamepad controls, a cheat menu, PCSX2-compatible saves, PCSX2 texture packs, and a launcher with a setup wizard. Its status document admits there are no automated tests, a hang after saving is still open, and Linux is prepared but not supported. The installer builds the game on your PC from your disc. Launcher version 0.2.0 is from November 1.

You needYour own copy of the North American God of War for PS2 (SCUS-97399), from which the installer extracts what it needs once. 64-bit Windows (primary target) or x86-64 Linux (experimental); a GPU with OpenGL 4.6.

★ 191 · 2026-11-11 View →
Game-specific engine Experimental
SAT

Panzer Dragoon Saga

yaz0r/Azel

A C++ reimplementation of Panzer Dragoon Saga (Sega Saturn) made by reverse engineering; the project is called Azel. Only Windows is supported for now: it needs Visual Studio 2022 and CMake, and you clone the repository with its submodules and generate the solution with vs2022.bat. According to the README it is very early: the start of the game is semi-playable, with bugs, up to the Arachnoth battle. It has no published releases; the repository’s last activity was on October 29.

You needYour own copy of Panzer Dragoon Saga: the contents of CD1 in the data folder. Windows with Visual Studio 2022 and CMake to build.

★ 191 · 2026-10-29 View →
Recompiler Experimental

ps2-native-recomp

exoteric33/ps2-native-recomp

Turns the disc image of a PS2 game you own into a native program for Windows or Linux by static recompilation: in the app you choose the image (an .iso, or a .zip or .7z that holds one), press Build and then Play, and you get a program of the game’s own with a desktop shortcut. It translates the main processor’s code to C++ ahead of time and compiles it, and rebuilds the rest of the console (graphics chip, vector units, sound, disc, controller, and memory card) in a runtime that draws with WebGPU (wgpu-native on Vulkan or Direct3D 12); the app downloads its own build tools. It supports keyboard and mouse or a gamepad, quick saves (F5 and F8), picture styles (F2), and widescreen patches from the PCSX2 community. Its author warns it is at an early stage, public since October 28: God of War II has been played from start to end and more than 15 other games play as far as testers got (among them God of War, Gran Turismo 4, Resident Evil 4, Silent Hill 2, and Shadow of the Colossus), while others end in a black screen or crashes, and 54 of the 55 programs of the free ps2autotests suite print what a real console prints.

★ 189 · 2026-11-11 View →
Xbox Playable
XBX

Call of Duty: Finest Hour

crazyriddler/FinestHourRemastered

Finest Hour Remastered: a native Windows port of Call of Duty: Finest Hour for the original Xbox, with a new renderer. The game’s x86 code is statically recompiled to C++, and Direct3D 8, DirectSound, and the Xbox kernel are replaced by Direct3D 12 (or Vulkan), XAudio2, and Win32. The renderer adds per-pixel lighting, dynamic shadows and lights, physically based materials, reflections, and volumetric fog without changing the art direction, and models can be set to the original, smoothed, or remastered ones. It supports the game’s four languages and adds Portuguese text. On Linux and Steam Deck it runs through Proton. Version 1.0 came out on October 17 and an update followed on the 24th. The downloads, about 5 GB, also include the AI-remastered textures and the models remade from the game’s own.

You needYour own copy of Call of Duty: Finest Hour for Xbox, the European PAL release (title 4156002A, version 3, default.xbe SHA-1 938a7b1e17928de49cb3c5834d61abcd3d9081c8), as files, an ISO, or an XISO: the installer reads it from there. Plus 64-bit Windows 10 or 11, a Direct3D 12 or Vulkan 1.3 GPU with at least 4 GB of video memory, and about 10 GB of free space.

★ 188 · 2026-11-04 View →
Xbox 360 Experimental
360

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).

★ 187 · 2026-10-03 View →
Library Experimental

ModernGekko

ExpansionPak/ModernGekko

Runtime for recompilations of GameCube games.

★ 187 · 2026-09-17 View →
Port (decomp) Experimental
ARC

Scud Race

wanszai/Scud-Race

A port of Scud Race (Sega Super GT), Sega’s racing game for the Model 3 arcade board, to Windows, with builds for Xbox 360 and Xbox Series X too. Its author says it isn’t emulation and that it was ported from a full decompilation of the original game, but the code isn’t published: the repository only holds the README and the release ships prebuilt programs, so how it’s made can’t be checked. It offers resolutions up to 8K, several aspect ratios, stereo and surround sound, custom soundtracks, steering wheels with force feedback, and multiplayer over LAN and online, through the author’s server in Europe, with online records and cross-play between platforms. The first release published on GitHub, 0.0.14, is from October 30. The README declares it an AI-assisted project.

You needYour own arcade romset: scud.zip (Scud Race / Sega Super GT, Twin/DX, split set) and, optionally, dayto2pe.zip (Daytona USA 2: Power Edition), which unlocks the Hornet. The README lists the MD5 of both to check them. The files go next to scudrace.exe.

★ 187 · 2026-11-07 View →
Source port Fully playable
MAC

Otto Matic

jorio/OttoMatic

Otto Matic, Pangea Software’s 2001 Mac game, updated for Windows, macOS, and Linux by Iliyas Jorio with Pangea’s permission. It came out as a Carbon app for Mac OS 9 and Mac OS X, shipped bundled with some Macs of the time, and was later ported to 32-bit Intel Macs, but it stopped working when macOS 10.15 dropped 32-bit apps and, with them, Carbon; Pangea’s last official release was 3.0.9, from February 2008. Version 4.0.0 (August 21, 2021) brought it to modern systems with the UI and scenes reworked for widescreen, modern controller support, new menus, and many gameplay and cosmetic fixes. 4.0.1 (January 31, 2023), the latest release, stabilized the physics for high frame rates, raising the non-vsync cap from 100 to 500 fps, and added seamless terrain texturing, smoother motion, settings to center and scale the infobar and to turn off automatic camera alignment behind Otto, Retina on the Mac, an ARM64 Linux build, fairer saucer abductions so every human can be rescued, and fixes for softlocks and level-specific bugs. Since then the code has moved to SDL 3, not yet in a release. It aims to stay faithful to the original, with slight updates to presentation and handling. The downloads are free and include the whole game, which the author publishes under the CC BY-NC-SA 4.0 license with permission from Pangea Software; on itch.io you can pay what you want.

You needNo copy needed: the game is published in full with permission from Pangea Software, and each download already includes its data. Plus Windows (x86-64), macOS, or Linux (x86-64 or ARM64).

★ 186 · 2025-09-28 View →
PS1
PS1

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.

68% decompiled
★ 185 · 2026-11-08 View →
Xbox Playable
XBX

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.

★ 185 · 2026-10-06 View →
Wii
WII

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.

35% decompiled
★ 185 · 2026-10-25 View →
Game-specific engine Playable
PS1

Xenogears (Weltall)

Roman215/Weltall

A native port of Xenogears rebuilt in Unreal Engine 5 (it is called Weltall), which aims to feel like a modern PC release without changing the gameplay; according to the README, the game’s behavior has been checked against the original code. It reads your disc images at run time and the repository includes no game data. Both discs are playable, with field exploration, character and Gear battles, the world map, menus, the Battling arena, and movies; the author has about 25 hours of play without a hang, and automated tests ran every map and story battle. It adds high resolutions and widescreen up to 32:9, smooth motion at any refresh rate, a free camera, per-pixel depth sorting, 3D Gears on the field and world map, 2x and 4x battle speeds, balance options, and keyboard, mouse, and gamepad support. Fan translations that only change text, pictures, and movies also play, such as the Spanish one by Romhack Hispano and the French one by Atelier Traduction. There are builds for Windows, Linux, and Android; version 0.8.5 is from October 26.

You needYour own copy of the USA release or a supported English undub, as disc images in the Games folder. BIN/CUE and CHD keep the movie audio; ISO/IMG also work, but the movies are silent. Japanese retail discs aren’t playable. You can start with disc 2 alone, or add it during play when the game asks for it.

★ 185 · 2026-11-09 View →
Xbox 360 Experimental
360

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.

★ 184 · 2026-10-31 View →
Fan remake Playable
PS1

Gran Turismo 2 (gt-2-pc)

dubrovskiy-yevhen-stakelogic/gt-2-pc

Gran Turismo 2 PC, VR & Browser: a native C++ port of both discs, Arcade and Simulation, written through reverse engineering. The game code doesn’t use the MIPS interpreter the repository keeps as an analysis tool, and Ghidra’s decompilation of the original only serves as a reading aid and isn’t in the repository. It has the arcade races, rally and time trials with opponent AI, ghosts, and replays, and in Simulation the GT Mode career with licenses, dealerships, garage, tuning, and events, with the original fixed-step 30 Hz physics. It renders at 720p, 1080p, 1440p, or 4K, or at 50–200% of the window, with a configurable frame cap and interpolated presentation, MSAA, texture filtering, and draw distance up to the whole course. It adds a cockpit view with an animated wheel and hands and a rear-view mirror, XInput controllers, DualSense with adaptive triggers, steering wheels, optional cheats, and virtual reality through OpenXR on Windows, with three driving modes. The installers can prepare HD menus, fonts, HUD, and movies from your disc with Real-ESRGAN, which they download with a pinned SHA-256, and, if you provide a BIOS, capture the PlayStation boot sequence with RetroArch’s Beetle PSX core, which they also download; none of that is needed to play. It runs on Windows (on a monitor and in PCVR), macOS, and Linux or Steam Deck, where the installer builds it, as well as on Quest and in the browser through WebAssembly, always with your disc images. The latest release is 0.8.1 (September 30), a single package for every platform.

You needYour own complete Gran Turismo 2 disc images (BIN/CUE with 2352-byte sectors), Arcade, Simulation, or both, from the US (Arcade 1.1 and Simulation 1.2) or European (SCES-02380 and SCES-12380) releases; a 2048-byte ISO doesn’t work, since it lacks the audio and video sectors. A PlayStation BIOS is optional and only used to prepare the boot sequence. Plus Windows (for VR, a headset with an OpenXR runtime), macOS, or Linux; HD preparation needs a Vulkan graphics card.

★ 184 · 2026-11-11 View →
Source port Playable
WIN

Quake 4 (openQ4)

themuffinator/openQ4

openQ4: it replaces Quake 4’s engine and game libraries with a GPL-licensed engine, based on the Doom 3 and Doom 3 BFG Edition code that id Software released, and with game code from the Quake 4 SDK, which remains under that SDK’s license. It runs with the game’s original files and doesn’t support mods built on its original DLLs. It’s in beta. It runs at any resolution, on ultrawide and multi-monitor setups, and on 144 or 240 Hz displays it draws the camera, weapons, and objects interpolated between the game’s 60 ticks per second without changing its timing. It adds optional effects (bloom, HDR, anti-aliasing, soft particles, baked indirect lighting, cel shading, a CRT filter, and shadow maps), a new interface alongside the classic one, swimmable liquids in maps built for them, OpenAL audio with the game’s reverb and 3D headphone sound, a separate dialogue volume and subtitles, controller support, an experimental virtual reality mode for PC headsets, menus in twelve languages, an arena campaign with bots, the campaign of Quake 4: The Awakening, an unfinished expansion that was never released, if you supply its content, multiplayer with a server browser, bots, and voice chat, a demo library and player, a Vulkan renderer (stable on Windows and experimental on Linux and macOS), and PBR materials for mods. There are packages for Windows, Linux, Steam Deck, and Apple silicon macOS (preview), plus an experimental Android APK. The latest tagged version is 0.14.000 (October 12). Its README calls it “proudly vibecoded,” meaning written with AI, and one of its last 100 commits lists Claude as a co-author. The repository includes the game’s text (dialogue and objectives) in English and other languages, and about 3 GB of data generated from the game’s maps: baked lighting and loading screen images captured inside the maps themselves.

You needYour own copy of Quake 4 for PC, from Steam or GOG: the complete q4base folder, with the unnumbered language archive (such as zpak_english.pk4); The Awakening also needs its own content, installed separately. Plus Windows 7 or later (x64; ARM64 experimental), 64-bit Linux (x86-64, or ARM64 as a preview), SteamOS 3 on Steam Deck, or macOS 11 or later on Apple silicon (preview); a 64-bit CPU, 4 GB of RAM, a graphics card with a compatibility-profile OpenGL driver, and about 12 GB of free space.

★ 184 · 2026-11-11 View →
Native layer Playable
PS4

Gravity Rush 2

HayatoG/gr2_pc

gr2_pc: a native port of Gravity Rush 2 (PS4, CUSA03694, update 01.11) for Windows and Linux. The game’s original code runs on the CPU without emulation, the PS4 system is reimplemented, and the GPU is translated to Vulkan. It runs at a steady 30 fps and native 1080p. It supports mouse (left button as R1, right as L1, middle as R2, plus a simulated touchpad), DualSense, DualShock 4, Xbox, and 8BitDo controllers with real or simulated gyro, and a bilingual launcher (Portuguese and English) where you pick the game language. It rewrites and emulates the PS4 CPU’s SSE4A instructions so it runs on Intel. The geometry shader outlines that left black strokes next to characters are off by default. It uses the same core as the author’s The Last Guardian port. The latest automatic build is from October 24, 2026. 73 of its last 100 commits list Claude as a co-author.

You needYour own copy of Gravity Rush 2 extracted from your PS4 (CUSA03694, update 01.11); no game files are included. Audio also needs the libSceNgs2.sprx file from your console’s firmware. Windows x64 or x86-64 Linux with a Vulkan-capable GPU (the author tests on Linux with an RTX 2060).

★ 183 · 2026-10-24 View →
N64 Fully playable
N64

Harvest Moon 64 (HarvestMoon64Recomp)

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).

★ 183 · 2026-11-09 View →
Library Stable

N64ModernRuntime

N64Recomp/N64ModernRuntime

Shared runtime and library layer that backs N64Recomp ports (input, audio, plugins). Core infrastructure.

★ 183 · 2026-11-03 View →
N64 Playable
N64

Conker's Bad Fur Day (Reloaded)

DahSidiAbdallah/ConkerBFDReloaded

Conker’s Bad Fur Day: Reloaded: a native Windows and Linux port of the US release, statically recompiled with N64Recomp from the mkst/conker decompilation, with RT64 as its renderer. It builds on CBFD-Recompiled, sciaschi’s recomp also in the catalog, taking its mouse and gyro aiming, rumble, and several fixes, and adds a lot of its own. One switch picks between Classic mode, true to the N64 (4:3, 30 fps, the original camera and controls, only at a higher resolution), and Modern mode: widescreen with no black bars in menus and cutscenes too, your display’s refresh rate with the logic at 30 fps, a free camera on the mouse or right stick that doesn’t clip through walls, twin-stick aiming, a crosshair, and other options such as skipping any cutscene by holding L, grabbing ledges, or an underwater air meter. It accepts ROM hacks that keep the game’s code, such as the uncensored version and the French, German, and Russian translations, and loads RT64 texture packs and N64Recomp mods. It also publishes, as an optional download, an HD icons pack based on GameBeast92’s 4K Ultimate Texture Pack. The Linux build is experimental and there’s no macOS build. Version 1.4.1 came out on October 17.

You needYour own US Conker’s Bad Fur Day ROM (SHA-1 4cbadd3c4e0729dec46af64ad018050eada4f47a, as a .z64). Plus 64-bit Windows 10 or 11 with a DirectX 12 or Vulkan graphics card, or 64-bit Linux with glibc 2.35 or later, a Vulkan driver, and SDL2, GTK 3, and FreeType.

★ 182 · 2026-10-28 View →
Native layer Experimental
PS4

Odin Sphere Leifthrasir

saulob/odin-sphere-leifthrasir-pc

A native Windows port of the PS4 version: the original x86-64 code runs on the CPU, a replacement for the PS4 system libraries serves as the system, and a Vulkan renderer derived from shadPS4 translates the GPU; it is not an emulator and on Linux it doesn’t use Wine or Proton. Its launcher (TRG) installs the game from your own .pkg file, with a reinstall option, and offers windowed or borderless fullscreen, aspect ratios from 16:9 to 32:9, render resolution from 480p to 4K, FSR 1, SMAA, anisotropic filtering, skipping the intro, local trophies, self-updating, and diagnostics. The README gives Windows as the supported platform; the Linux AppImage (and Steam Deck) is experimental and hasn’t been tested on real hardware. Version 0.2.0 (October 31) is the latest of 2 releases. The README discloses that AI tools were used to assist with code analysis, development, debugging, and documentation.

You needYour own decrypted Odin Sphere Leifthrasir PS4 .pkg package of a supported build: the US release (CUSA05083, 1.00), the Japanese release (CUSA01290, base 1.00 plus the 1.02 update), or the European release (CUSA05262, base 1.00 plus the 1.01 update); any other version is refused. Plus 64-bit Windows 10 (1903 or later) or 11, a CPU with AVX and POPCNT, a Vulkan 1.3 graphics card, and about 4 GB free.

★ 182 · 2026-11-04 View →
Fan remake Playable Stalled · 11 months
DOS

Chasm: The Rift (PanzerChasm)

Panzerschrek/Chasm-Reverse

PanzerChasm: a free recreation of Chasm: The Rift, Action Forms’ 1997 first-person shooter for DOS, written from scratch in C++ with SDL2; it loads the game data from the CSM.BIN file in your installation. The repository, Chasm-Reverse, also includes tools to unpack and convert the game’s files (archives, models, maps, palettes) and documentation of its formats, in Russian. It has two renderers, a software one and an OpenGL 3.3 one (with shadows, dynamic lighting, texture filtering, and MSAA), saving and loading, the cutscenes, a minimap, a command console, and network play built on a client-server design. It also loads the Russian version of the data and the game’s add-on. Its task list still includes game logic details to refine, such as the bosses, and network play improvements. The latest release, 0.3, is from December 3, 2017, and improved network play; since then the project has only received build fixes and, in April 2024, macOS support.

You needThe CSM.BIN file from your own copy of Chasm: The Rift for DOS; with the GOG release, you mount the original game’s CD image (CHASMPR.CUE) and install it with its dossetup.exe to get it. For the add-on, its files. Plus a keyboard and mouse, at least 128 MB of memory, a system with SDL2 (Windows, Linux, or macOS, building it with CMake), and, for OpenGL mode, a graphics card with OpenGL 3.3.

★ 181 · 2025-12-09 View →
Native layer Playable
PS4

⑂ Fork of FelipePrado0/SpartanPort

Uncharted: The Nathan Drake Collection (zorde23)

zorde23/Uncharted_Collection_PC

An unofficial port of Uncharted: The Nathan Drake Collection (PS4, 2015) for Windows 10 and 11, forked from a God of War III port that itself comes from the Bloodborne Windows port. According to the README it is not a source port or a classic emulator: the original PS4 executable, which is x86-64, runs directly on the PC’s CPU on top of a layer that replaces the console’s system libraries (memory, threads, files, audio, video, controller, saves) and translates the GPU commands and shaders to Vulkan through the shadPS4 video core. Uncharted 3 can be played start to end at 60 frames per second in 1080p, though some areas drop below 60 and there is one crash in a whole playthrough; Uncharted 2 and Uncharted 1 are playable, with some crashes. It ships a launcher that updates the port, display options, and keyboard and mouse controls. Version 0.3.7 was published on October 28. 97 of its last 100 commits list Claude as a co-author.

You needA dump from your own PS4 of the collection: CUSA02344, version 01.00 with the 01.02 update (the update folder is found automatically when it sits next to the game’s). Windows 10 or 11.

★ 181 · 2026-11-05 View →
Fan remake Playable
DOS

The Settlers (Freeserf.net)

Pyrdacor/freeserf.net

Freeserf.net: a reimplementation of The Settlers (Serf City), Blue Byte’s strategy game, written in C# on .NET 9. It’s a port and extension of Freeserf, the C++ reimplementation also in the catalog: it carried over all of its code, including the fixes from its 0.4 and 0.5 releases, and adds an AI of its own. It renders with OpenGL through Silk.NET, supports widescreen displays and resizable windows, and plays sound (MIDI, MOD, and effects) through BASS. It uses the data from the DOS or the Amiga version, and they can be mixed, for example the Amiga music with the DOS graphics; the text is in English and German. It has the missions, the six tutorials, the end of the game with the original’s pictures, large maps, and a still experimental local network multiplayer across different platforms, where players can rejoin a running game, the host autosaves every 10 minutes, and pausing and game speed are put to a vote. There are builds for Windows, Linux, and macOS (a universal app) and another for Android. Some minor parts of the AI logic are still missing. It releases often: the latest is 2.2.11 (October 20). 18 of its last 100 commits list GitHub Copilot as a co-author.

You needThe data files from your own copy of The Settlers: from the DOS version, the SPAx.PA file for your language (SPAE.PA for English), or from the Amiga version, the .adf disk images or the already extracted files, in the game’s working directory. According to the Android release notes, the free demo’s file works too. Plus Windows, Linux (tested on Ubuntu, with GLFW installed), or macOS on Apple silicon or Intel; the bundled sound libraries are 64-bit.

★ 180 · 2026-10-24 View →
Source port Fully playable
MAC

Cro-Mag Rally

jorio/CroMagRally

Cro-Mag Rally, Pangea Software’s 2000 racing game for the Mac, updated for Windows, macOS, and Linux by Iliyas Jorio with Pangea’s permission. It’s a port of the original Mac OS 9 version that aims to be the best way to play it today: it fixes bugs that got in the way and adds a few new features in the spirit of the original, such as split screen for up to four players on one computer (the original topped out at two), a subtly animated interface tweaked for widescreen displays, an optional race timer with a scoreboard, the option to change the character’s outfit on the selection screen, a proportional font with the accented characters of every language in the game, and a restyled physics editor. The OS 9 version’s NetSprockets network multiplayer is missing. 3.0.0 (June 27, 2022) was the port’s first release, and the latest, 3.0.1 (February 7, 2024), brought rebindable left stick and D-pad controls, Retina and macOS Sonoma Game Mode support on the Mac, Wayland on Linux, and better Italian and Spanish translations. Since then the code has moved to SDL 3, not yet in a release. The downloads, free or pay-what-you-want on itch.io, include the whole game, which the author publishes under the CC BY-NC-SA 4.0 license with permission from Pangea Software.

You needNo copy needed: the game is published in full with permission from Pangea Software, and each download already includes its data. Plus Windows, macOS, or Linux (x86-64 or ARM64).

★ 179 · 2025-09-01 View →
Port (decomp) Experimental
PS2

Ratchet & Clank (OpenRAC)

OpenRAC/OpenRAC

A matching decompilation of the PlayStation 2 Ratchet & Clank games (Ratchet & Clank, Going Commando, Up Your Arsenal, and Deadlocked, plus Size Matters, Secret Agent Clank, and other versions it lists), matched function by function until it compiles to a byte-identical copy, and a native PC port that builds the whole decompilation into one program, drawn by its own OpenGL renderer, with sound effects, music, and speech; what is still assembly is logged and skipped. The approach is similar to OpenGOAL’s with Jak and Daxter. Ratchet & Clank (PAL) is the first game on PC. A launcher (Tauri) finds your disc images and prepares and starts the game; there is also a Godot 4 level editor that turns your disc’s levels into Godot projects, and a mod SDK (1.3.0, October 22). The proprietary compilers are not included. The releases listed on the releases page are a debug build of the Android launcher and the mod SDK.

You needYour own PlayStation 2 disc images (.iso): Ratchet & Clank (PAL, SCES_509.16) is the first to run on PC. Plus Windows, macOS, or Linux; to work on the decompilations, the proprietary compilers you supply (see toolchains/README.md).

★ 179 · 2026-11-11 View →
Recompiler Experimental

snesrecomp

RetroPortingToolKit/snesrecomp

Static recompilation ecosystem for Super Nintendo games. Part of the R.A.I.D. community. 21 of its last 100 commits list Claude as a co-author.

★ 179 · 2026-11-11 View →
Arcade Playable
ARC

Vampire Savior: The Lord of Vampire

tmcleroy/cps2recomp

An unofficial native port of Capcom’s arcade game (CPS-2 board) for Windows, macOS, and Linux (Steam Deck included), by static recompilation: the 68000 program is translated to C++ ahead of time, and the parts its new features touch (the camera, the stages, hit tests, and the fight’s rules; 123 routines so far) were rewritten by hand as readable C++. The board’s video, QSound chip, and sound CPU are the project’s own code, not an emulator. It has a full training mode (hit boxes, frame data with a frame meter, input display, and a dummy that records, replays, and guards), optional 16:9 widescreen showing a third more of the stage, survival, endless battle, and ring-out modes, stage and model viewers, a character color editor that also takes PalMod colors, save states, the board’s operator settings, and a “Pure” mode that plays exactly like the board. It started in its own repository and on October 16 moved into CPS-2 Recomp, the same author’s launcher that gathers their ports of other CPS-2 and CPS-1 games, updates itself, and adds the board’s original timing with its slowdowns, run-ahead, and custom soundtracks; the latest release is 0.4.0-beta.3 (October 19). It’s in beta: the game can be played from start to ending, but it has been tested on few machines. About 150 of its 180 commits list Claude as a co-author.

You needYour own dump of the board as the vsavj ROM set (Japan, 970519) with its key file (vsavj.key), zipped or as a folder; the launcher checks every file and refuses sets from other regions and revisions. Plus 64-bit Windows 10 or 11, macOS 13 or later (Apple silicon or Intel), or x86-64 Linux or SteamOS. A gamepad or six-button stick is recommended.

★ 179 · 2026-11-11 View →
Port (decomp) Playable
WIN

Star Wars: X-Wing Alliance

elyosh/OpenXWA

OpenXWA: an open-source reimplementation of X-Wing Alliance for Windows, macOS, and Linux that runs on the original game’s data. Its code follows the original executable: every function and global variable is tagged with its address in it. According to the project, every original function not dedicated to multiplayer has been reimplemented, including the digital iMUSE audio engine; multiplayer isn’t implemented, and there may still be bugs and differences from the original. It has a classic graphics mode that matches the original and a modern one (toggled with F5) with native widescreen at your display’s resolution, shadows, ambient occlusion, bloom, motion blur, anisotropic filtering, up to 8x MSAA, FSR 3.1.4, and HDR, which can also load replacement models, textures, interface art, and videos without changing the original data. In single player, the simulation can run at a higher rate for smoother flight, with the original timing still available. You can fly with the mouse (virtual stick or direct mode) and keyboard, or with gamepads and joysticks, with force-feedback effects turned into gamepad rumble. The latest release is 0.0.17 (August 31).

You needA complete installation of your own copy of Star Wars: X-Wing Alliance, with the layout of the GOG or Steam release; for a CD copy, first merge the contents of the ALLIANCE folder into the root. Plus a 64-bit system with a modern graphics card: x86-64 Windows (Direct3D 12 or Vulkan), macOS 13 or later (Metal), or x86-64 Linux with glibc 2.35 or later (Vulkan).

★ 178 · 2026-11-11 View →
Native layer Playable
PS4

inFAMOUS Second Son (Castlesea)

Castlesea/infamous-second-son-pc-port

An experimental native Windows port of the PS4 version. The original x86-64 code runs directly on the CPU and its own runtime replaces the system libraries; the GPU started from shadPS4’s video core and is being moved to native Vulkan, with the engine’s draws recorded directly and shaders compiled ahead of time from your files. It’s playable: story saves, free roam, menus, pause, and saving. On its reference PC (Ryzen 7 7800X3D and RX 9070 XT) it goes above 100 fps in smaller scenes, about 80–95 in the city, and drops to 60–70 in the densest views. It has a launcher with window mode, VSync, a 30–240 fps or unlimited frame cap, FSR 1, configurable controls, and your DLC, plus a separate window to work the touchpad and the graffiti spray can with the mouse. Its author credits Claude, by Anthropic, as the project’s AI pair programmer.

You needYour own copy of inFAMOUS Second Son for PS4, with its DLC if you have them. Plus 64-bit Windows and a Vulkan graphics card.

★ 177 · 2026-11-10 View →
Xbox 360 Playable
360

WWE SmackDown vs. Raw 2011 (KaikoClanworth1)

KaikoClanworth1/wwe-svr2011-pc

An unofficial native Windows port of the Xbox 360 version: the game’s code is statically recompiled to C++ with the ReXGlue SDK and runs on its Xenia-derived runtime, with a native renderer that draws the game’s Direct3D calls with Direct3D 12 (and, experimentally, with Vulkan or Direct3D 11). A launcher installs the game from your disc image, updates itself from GitHub, and manages settings, saves, DLC, logos, movies, and mods. It offers 720p to 4K, a steady 60 fps even in entrances, a picture that fills ultrawide screens without stretching, five languages, all 39 achievements, your own entrance music and movies, up to 10 HD logos per created superstar, texture packs, and a free camera. It adds match types (Three Stages of Hell, Championship Scramble, and Mystery Opponent, among others), playable managers, and online matches between players, connected directly or through the project’s server. Its Mod Maker creates arenas, superstars, moves, and other mods, and converts content from your own discs of other games in the series, from SvR 2007 to WWE 2K17 and the PS2 SmackDowns. It runs on the Steam Deck and Linux through Proton, and there’s an Android version. The latest release is 2.1.4.1 (October 21). The PC download, and separately a zip of about 415 MB, also include mods, off by default, with about twenty superstars taken from SvR 2010, two from SvR 2008 (Sabu and The Sandman, with their theme music and entrance video), and arenas from WWE ’13: RAW IS WAR, SmackDown 1999, Royal Rumble 1998, and King of the Ring 1998. Its author states that it was made with Claude Code, which wrote most of the code, and 1,303 of its 1,632 commits list Claude as co-author.

You needA disc image (.iso) of your own copy of WWE SmackDown vs. Raw 2011 for Xbox 360; the PS3, Wii, PS2, and PSP versions won’t work. Xbox 360 DLC is optional, and title updates aren’t needed. Plus 64-bit Windows 10 or 11 (or 8.1, with the experimental Direct3D 11 option), a Direct3D 12 graphics card, a CPU with SSE4.2, and about 6 GB of free space. The Mod Maker’s converters for other games need Python 3 with numpy and Pillow.

★ 177 · 2026-11-11 View →
Xbox 360 Fully playable
360

Army of Two (OpenPortroid)

OpenPortroid/ArmyOfTwoRecompilation

An unofficial Windows port of the Xbox 360 version, by static recompilation with the ReXGlue SDK and with its own Direct3D 12 renderer instead of GPU emulation. The whole game can be finished solo or in co-op without crashes. Co-op works online without EA’s servers, in public or private sessions over a LAN or a VPN such as Radmin, ZeroTier, or Tailscale, and also as split-screen on one PC. It adds keyboard and mouse with key glyphs in the on-screen prompts, remappable controls, in-game graphics settings, render resolutions above the console’s 720p, and skippable movies. A launcher installs the game from your disc image.

You needYour own copy of Army of Two for Xbox 360, European release, as a disc image or extracted, with Title Update 2; DLC is optional. Plus 64-bit Windows 10 or 11, a Direct3D 12 graphics card, and about 6 GB of free space.

★ 176 · 2026-11-09 View →
Port (decomp) Experimental Stalled · 2 years
PS1

Legacy of Kain: Soul Reaver (KAIN2)

Gh0stBlade/KAIN2

KAIN2: a decompilation of Legacy of Kain: Soul Reaver for PS1 with its own port for Windows, Linux, and macOS. Since the original source code was lost, it translates the game’s MIPS code to C, and only accepts functions that, rebuilt with the original compiler, match the binary of a press review build from July 14, 1999; its progress badge shows 78% of the US release (SLUS-00708). The game runs on Valkyrie, an emulation layer made for porting PS1 games to PC, with SDL2. Compared with the official PC port, the project aims to restore the dynamic music system, allow new levels, and add full controller support and achievements, and later a menu to pick the graphics API. There are no releases: you have to build it, and a debug build generates the list of functions the game calls that are still missing. Its last commit is from April 2024.

You needThe BIGFILE.DAT and LOCALS.TBL files from your own copy of Soul Reaver, next to the executable; debug builds also need BIGFILE.DAT’s contents extracted with the repository’s tool. Plus Windows 7 to 11, Linux, or macOS, and building it yourself with CMake 3.24.1 or later (on Linux, from a 32-bit distribution); 64-bit support is a work in progress.

★ 176 · 2024-04-24 View →
Launcher Beta
360

Xbox 360 Native Ports (rexmenu)

CrownParkComputing/Xbox360-Native-Ports

A collection of Xbox 360 game recompilations for Linux and Windows, with a common launcher, rexmenu, built with raylib. Each published release is a per-game launcher: it holds the game’s recompiled code, a native Vulkan renderer, a native audio mixer and a small interface, and you supply the data. rexmenu shows the collection on a game rail, tracks achievements per title and across the library, manages saves (backing up before deleting), imports games from an ISO, a .zip, .7z or .rar archive, an STFS/LIVE/PIRS package or an extracted folder, verifies them against the checksums the port was built from, and runs the game inside its own window with a virtual Xbox 360 pad. Each game shows how much of the console’s system calls it already answers natively. There are 16 releases, one per title: Burnout Revenge, Ridge Racer Unbounded, Midnight Club: Los Angeles, Split/Second, Banjo-Kazooie, Banjo-Tooie, Geometry Wars 1, 2 and 3, Rez HD, Soulcalibur II HD Online, After Burner Climax, Hydro Thunder Hurricane, Space Giraffe, Daytona USA and OutRun Online Arcade. The repository includes, in the collections folder, the C++ code generated by the recompiler for at least Midnight Club: Los Angeles (over a hundred files of about 1 MB), along with other collections with their own project files.

★ 174 · 2026-09-23 View →
Native layer Playable
PS4

inFAMOUS Second Son (Liondarkz)

Liondarkz/issn_pc

A native Windows port of the PS4 version: the original x86-64 code runs directly on the CPU, the console’s system is reimplemented, and the GPU is translated to Vulkan with a shadPS4-derived graphics core. It builds on axylpup’s work, on another port of the same game (HayatoG’s), and on Felipe Prado’s gow3_pc base. The README says the test builds are playable but expect bugs, and that shaders are prepared on the first start (a few minutes). It offers FSR 4 (Radeon RX 7000 or newer), XeSS, and DLSS (NVIDIA’s files aren’t included), adjustable internal resolution, a frame rate limit, 1:1 mouse aim, keyboard, DualShock 4 and DualSense with touchpad and motion sensor, saves imported from HayatoG’s port, and a launcher with Add to Steam. It runs at about 100 fps standing in the city on a Ryzen 7 3700X with an RX 9060 XT. The latest test build is 0.3.6.3 (October 31); some earlier ones also shipped a Linux AppImage. 98 of its last 100 commits list Claude as a co-author.

You needYour own dump of inFAMOUS Second Son for PS4, from the US (CUSA00223) or European (CUSA00004) edition, with update 01.07; the repository’s instructions explain how to dump it from your own console. Plus 64-bit Windows 10 (1903 or later) or 11, a Vulkan 1.3 graphics card, and a CPU with AVX and F16C; the README estimates a minimum of 12 GB of RAM and 6 GB of video memory.

★ 173 · 2026-11-07 View →
Launcher Experimental

NX Library

Bium23/NxLibrary

A game library and launcher for Mac, written in SwiftUI, for nxnative, the project that runs a Switch game’s code natively on Apple chips. It is an independent front end to that external toolchain: it guides the setup of the engine, tools, and keys, builds the dumps you choose locally (NSP, XCI, NSZ, or XCZ, or a folder of files), shows progress and lets you retry a failed install, and gathers the games already built into a library with search, favorites, per-game options, save backup and restore, cheats, backgrounds, sounds, and controller navigation. The README calls it alpha and warns that its automated checks don’t certify any game’s compatibility. Version 0.1.2, from November 3, is the latest of three published since the 2nd. 52 of its last 100 commits list Claude as a co-author.

★ 173 · 2026-11-09 View →
Launcher Usable

NX Play

varyform/nx-native-wrapper

A Mac app (and the nxplay script behind it) that manages a library of Switch games run with nxnative. It extracts each game once and then starts it straight away. It also offers a full-screen Console Mode driven by a controller, installing a game on an iPhone or iPad through Xcode or building an IPA, copying saves between the Mac and a device and backing them up to a private Git repository, per-game settings, and notices when nxnative publishes fixes, with the option to keep a build that works. Each game stays in its own folder with its original files, its build, and its saves, so the whole library can be moved. It also handles Switch 2 games (.nup files or folders) when nxnative has a profile for them. Playing on the Mac needs Apple silicon and macOS 15 or later; on first run it installs the missing tools with Homebrew and clones nxnative. It published 20 releases between October 26 and November 4, the latest being 1.8.2, a DMG of about 5 MB that updates itself. It ships no games or keys: it asks for your own files and your prod.keys.

★ 173 · 2026-11-11 View →
Xbox 360 Playable
360

Gears of War 2 (santiquiroz)

santiquiroz/gears-of-war-2-pc-port

An unofficial native PC port of Gears of War 2: the Xbox 360 game statically recompiled to x64 with the ReXGlue SDK, with no emulation. According to its README, an earlier fan port (“Hollow”) came from a leaked 2008 development build, and this one runs the complete retail game. Act 1 is playable with keyboard and mouse or a controller; it brings 1440p or 4K internal resolution, FSR 1 and temporal FSR 3.1 and FSR 4, CAS, texture packs, mouse aim with no dead zone, ultrawide up to 1680 pixels wide, community game patches, campaign co-op for up to four players over System Link and split-screen, and Versus and Horde in testing. The full campaign hasn’t been checked yet. 0.3.3 (October 24, 2026) has a Windows zip and an experimental Android APK. Licensed BSD-3-Clause.

You needYour own retail copy of Gears of War 2 for Xbox 360 (title ID 4D53082D), dumped to a folder with default.xex and the GearGame folder, for example by extracting the ISO with xdvdfs; nothing from the game is included. 64-bit Windows with a Direct3D 12 or Vulkan GPU.

★ 172 · 2026-11-10 View →
GameCube Playable
GC

Skies of Arcadia Legends

ogdanimal/SkiesOfArcadiaLegends-Recomp

“Skies of Arcadia Legends: Recompiled,” a native port to Windows, Linux, Apple Silicon macOS, and Android, made by statically recompiling the game’s PowerPC code with DolRecomp; the GameCube’s graphics, sound, and input come from Dolphin’s hardware code. It’s in beta (0.60, October 20). It adds 16:9 widescreen with the HUD at the screen edges or any shape up to 32:9, 60 fps by interpolation, internal resolution and anti-aliasing, camera control, battles up to 4x faster and cutscenes and sailing up to 3x faster, an adjustable random encounter rate (including off), EXP and gold multipliers, invincibility, save states, save import from Dolphin or a GameCube, and romhack support. Keyboard and controller are rebindable, and Android has touch controls. The launcher checks and imports your disc once. 100 of its last 100 commits list Claude as a co-author.

You needYour own Skies of Arcadia Legends GameCube disc, US (GEAE8P) or European (GEAP8P), as RVZ, ISO, GCM, GCZ, WIA, or CISO; the Japanese release isn’t supported. Plus 64-bit Windows 10 or 11, x86-64 Linux with Vulkan or OpenGL, macOS 13 or later on an Apple Silicon Mac, or 64-bit Android 7.0 or later.

★ 172 · 2026-10-24 View →
Native layer Playable
PS4

The Last Guardian (SulphurS16)

SulphurS16/TLG-Port

An unofficial port of the PlayStation 4 version for Windows, written in Rust. It is not built from the game’s source code: it runs your copy’s PS4 program on a compatibility layer made for this game. The x86-64 code runs directly on the processor, without CPU emulation, the PS4’s system libraries are reimplemented for Windows, and the graphics commands and shaders are translated to Vulkan. It offers resolutions from 1280x720 to 3840x2160, 30 frames per second, 60, or uncapped, mouse camera, and DualShock 4, DualSense, and Xbox controllers. The README lists limits: the game has not been played through at 60 fps, it was only tested with NVIDIA graphics, and it sometimes closes with an error just after an area starts loading. Version 0.7.2 (October 25) is the latest release. 87 of its last 100 commits list Claude as a co-author.

You needYour own copy of The Last Guardian for PS4 (US CUSA03627 or European CUSA03745) at version 01.00 with update 01.03, as decrypted folders (eboot.bin, sce_module, sce_sys, and the trico_*.psarc archives), and about 25 GB of disk. Plus 64-bit Windows 10 or 11, a graphics card with Vulkan 1.3 and about 4 GB of video memory, and a processor with high single-core speed.

★ 172 · 2026-11-07 View →
Xbox Playable
XBX

007: From Russia with Love

TGP482/007FRWL-XBERecomp

An unofficial native PC port of the original Xbox version of 007: From Russia with Love, made with the Xbox XBE Recomp tool, with extended graphics options, keyboard and mouse support, and other enhancements. The first start compiles the game’s code for your PC, once. It offers monitor selection, display modes, resolution and a render scale from 20% to 200%, a field of view from 45 to 140 degrees, a frame cap, HDR output, MSAA and SMAA, anisotropic filtering, extended draw distance, ambient occlusion (SSAO or GTAO), texture replacement and dumping, free aim and gyro aiming, skippable cutscenes, and autosave. V2 (October 29) is the only published release.

You needYour own 007: From Russia with Love files for Xbox, from the USA, Europe, or Asia release, in the assets folder (an ISO works for playing; to build, the extracted files with default.xbe). 64-bit Windows 10 or newer, a CPU with SSE4.2 and POPCNT, a Direct3D 12 GPU, 4 GB of RAM, and 5 GB free.

★ 171 · 2026-10-29 View →
Port (decomp) Fully playable
DOS

Dune II (Dune Dynasty)

gameflorist/dunedynasty

Dune Dynasty: an enhanced version of Dune II, Westwood Studios’ real-time strategy game, built on the engine OpenDUNE recreated through reverse engineering. It isn’t a remake: it keeps the original’s look and behavior and adds Command & Conquer-style controls, such as a scrollable sidebar with build queues, selecting several units with a rectangle, control groups, rally points, and mouse-wheel zoom. It has high-resolution widescreen graphics, with separate scaling for the menu bar, sidebar, and map, aspect-ratio correction, optional smoother animation, and touchscreen support. It includes skirmish and multiplayer for up to six human or AI players, with three extra factions (Fremen, Sardaukar, and Mercenaries), custom alliances, and random maps. It offers optional gameplay enhancements, such as health bars, fog of war, a tougher AI, or higher unit and structure limits, supports fan-made campaigns, and plays music through emulated AdLib, MIDI, or FluidSynth. It also supports music sets the player adds separately, such as recordings of the original soundtrack on different sound cards, the Mega Drive and Amiga soundtracks, or music from other Dune games and films; the README links to where to get them. David Wang created it, and its last release back then was 1.5.7 (2013); gameflorist picked it up in 2023, merging the improvements from other forks. There are builds for Windows (32- and 64-bit and ARM64), macOS (Intel and Apple silicon), and Linux (x86-64 and ARM64, also as a Flatpak). The latest is 1.6.4 (May 31, 2025), and the repository still gets fixes, most recently in October. 7 of its last 100 commits, from a contributor, list Claude as a co-author.

You needThe .PAK files from the European 1.07 release of your own copy of Dune II (the full list is in FILELIST.TXT). Plus Windows, macOS, or Linux; on Linux, with the regular package, the Allegro 5, ENet, FluidSynth, and libmad libraries.

★ 171 · 2026-11-02 View →
Dreamcast Experimental
DC

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.

★ 170 · 2026-11-07 View →
Wii Playable
WII

Resident Evil: The Umbrella Chronicles

solleo95/reuc-recomp

The Wii game running natively on Windows, with very fast loading, unlocked frame rate, native ultrawide, mouse, gamepad, light gun, and Wii Remote aiming, DLSS and FSR, frame generation, ray-traced shadows, HDR, mods, and online co-op. The game’s code is translated (recompiled) from your disc and the launcher unpacks the image with Wit, which is built in. The README warns that it is a very early build, with very active development and testing only on the author’s hardware, and that multiplayer is still quite raw. Only the North American release (RBUE08) is supported, because the translated code is tied to that edition’s exact main.dol. Version 0.0.12 is from October 29.

You needYour own disc image of Resident Evil: The Umbrella Chronicles for Wii, NTSC-U region (game ID RBUE08), as an .iso, .wbfs, .ciso, .wdf, or .wia (Dolphin’s .rvz is not supported). 64-bit Windows 10 or 11 and about 4 GB free.

★ 169 · 2026-11-08 View →
PS2
PS2

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.

7% decompiled
★ 169 · 2026-11-11 View →
SNES / Super Famicom Playable
SNES

Super Mario World (mstan)

mstan/SuperMarioWorldRecomp

A static recompilation of Super Mario World (US version) with snesrecomp, the author’s own framework: the 65816 code is translated to C, and the rest of the console (video, SPC700 audio, DMA) runs on a C reimplementation derived from LakeSnes. It relies on the SMWDisX disassembly for names, the RAM map, and function boundaries. Its author believes it’s playable start to finish, but has only hand-verified the first two worlds, with the third in progress; worlds 4–7 and the special content are unverified. The launcher offers as mods adaptive widescreen (4:3 to 100:9, with an anchored HUD), MSU-1 music if you supply a music pack, and, experimentally, Captain Falcon as a playable character, with moves ported from the Super Smash Bros. decompilation and graphics and sounds taken from your own ROM of that game. Version 0.15.0 (October 21) added experimental simultaneous two-player co-op, with Mario and Luigi on the same screen. It has display shaders (CRT Soft, LCD Grid, Sharp, Warm Composite), save states, turbo, SDL controllers, and an optional local Lua server for scripts. There are Windows and Linux builds. 8 of its last 100 commits list Claude as a co-author.

You needYour own Super Mario World ROM (SNES, US version), as .sfc or .smc. For Captain Falcon, also your US 1.0 Super Smash Bros. ROM (N64); MSU-1 music needs a music pack you supply yourself. 64-bit Windows or Linux.

★ 169 · 2026-11-11 View →
Source port Playable
WIN

Descent 3 (Piccu Engine)

InsanityBringer/PiccuEngine

Piccu Engine: a new engine for Descent 3 based on the version 1.5 source code released in April 2024, which incorporates almost every change from InjectD3. It can be dropped straight into the game’s folder or into a separate one with the data files copied over, and it covers the campaign, the Mercenary expansion, and multiplayer, with a dedicated server. It adds a centered window mode, scaling in windowed and fullscreen modes, a fullscreen mode that doesn’t change desktop settings, new mouse code that reads the mouse at its native rate instead of the original’s 20 Hz, an adjustable field of view that expands automatically in widescreen, with a cockpit that works at that aspect ratio, restored OpenGL features (specular highlights, mipmapping control), OpenAL sound with no crackling, environmental reverb, and Doppler, HUD text scaling, menus at 60 fps, MSAA, videos that fill the screen width, and XInput controllers. Savegames, demos, and pilots go to the user’s Saved Games folder unless you use portable mode. Version 1.2 (September 9, 2024) added an OpenGL 3.3 renderer, which 1.2.1 made optional because it ran poorly on Nvidia cards, game listing on trackers that speak the Gamespy protocol, and mission downloads over HTTPS. The latest stable release is 1.2.2 (September 12, 2024), for Windows; since June 2025 there have been 1.3.0 test builds that move input, window, and graphics context handling to SDL, the latest from July 25, 2025, and the latest commit is from August 27, 2026. Like the released source code, the repository includes data from the Descent 3 Linux demo (four levels, graphics, sounds, the menu music, and text, about 15 MB) and the full game’s text tables.

You needThe files from your own copy of Descent 3 updated to version 1.4: d3.hog, extra.hog, and extra13.hog, and in missions d3.mn3, d3_2.mn3, d3voice1.hog, d3voice2.hog, and training.mn3, plus merc.hog and merc.mn3 if you own the Mercenary expansion; the Steam release’s data works too. Multiplayer also needs the netgames and online folders, Fury.hog, and bedlam.mn3; the movies are optional. Plus Windows.

★ 168 · 2026-08-27 View →
Fan remake Experimental Stalled · 11 years
WIN

Carmageddon (OpenC1)

jeff-1amstudios/OpenC1

OpenC1 is a from-scratch reimplementation of the Carmageddon engine, written in C# with XNA 3.0 and NVIDIA PhysX for Windows. It reads the original game’s data files from a GameData folder (with code for its model, material, and texture formats) and, if it finds no data, offers on first start to download the Carmageddon demo data (the Carmageddon demo, the SplatPack demo, and the SplatPack Christmas demo) from 1amstudios.com and unpacks it into GameData. These are the demos that were given away for free when the game came out, and the program itself notes that the content belongs to Stainless Software. So it works with the demo data it downloads or with your own full copy. Its README only lists requirements and keys, without saying which parts of the game work. It has no published releases and has to be built with Visual Studio 2008. The repository’s last activity was in December 2014 (a rename of the README).

You needThe Carmageddon demo data, which it downloads itself on first start if there is no data, or your own full copy of Carmageddon in the GameData folder. Windows with the Microsoft C++ runtime, XNA 3.0, and the NVIDIA PhysX 9.10.0513 driver, and Visual Studio 2008 to build it. Its license asks you not to use it with data you have no rights to.

★ 166 · 2014-12-02 View →
Source port Fully playable
WIN

MechCommander 2

alariq/mc2

A port of MechCommander 2 to 64-bit Linux and Windows, with OpenGL. Microsoft released the game’s code under a Shared Source license, but not the code of its engine, GameOS, which came only as prebuilt libraries; this project writes a new engine from its header files. According to its author, everything works except networking, the game has been played through on Linux, and many bugs have been fixed, including some from the original game. Sound isn’t complete (no panning or Doppler effect), and what’s left includes movies, some memory leaks, and moving all lighting to shaders. The author considers the project finished for now and notes that, because of the war in Ukraine, there’s little time to support it; even so, the latest commits are from August. It ships no binaries: the game is built from source, and the data is generated with the project’s own tools from the mc2srcdata repository. Its README states that it contains no code written by language models and that AI-generated contributions aren’t welcome.

You needNo copy of the game is needed: Microsoft released its code and data, with permission to distribute the art for non-commercial use. The data is fetched from the mc2srcdata repository (with git-lfs) and prepared with tools built alongside the game. Plus 64-bit Linux or Windows; to build it, CMake, SDL2 with SDL2_mixer and SDL2_ttf, zlib, and GLEW.

★ 166 · 2026-08-30 View →
Native layer Experimental
PS4

⑂ Fork of FelipePrado0/SpartanPort

Ratchet & Clank (2016)

shehab4546/RatchetPort

RatchetPort: an unofficial native Windows port of the 2016 PS4 game (not the PS2 series or Rift Apart), derived directly from Felipe Prado’s SpartanPort, which uses renderer and shader-recompiler work from shadPS4. It is a pre-alpha: its author observed steady 30 fps on an RTX 5070 Laptop GPU with version 1.1, in logged sessions of 621 and 294 seconds that ended normally, but general hardware compatibility and long-session stability are unverified, and an Intel UHD 730 reproduced a Vulkan device-lost error. Version 2.0 (October 28) fixes the black world at 1440p and 4K, manages memory adaptively, adds primary and secondary keyboard bindings, and handles text and voice languages separately. It is the latest of 8 releases. It has 71 commits of its own on top of the original.

You needYour own dump, made from your original disc with your own PS4, of the US Ratchet & Clank (2016) CUSA01047 v1.00, with eboot.bin, sce_sys/param.sfo, sce_sys/playgo-chunk.dat, sce_module/libc.prx, and sce_module/libSceFios2.prx; other titles and versions aren’t supported. Plus 64-bit Windows 10 (1903 or later) or 11, an x86-64 CPU with AVX, and a Vulkan 1.3 graphics card; there is no validated minimum performance.

★ 166 · 2026-10-30 View →
Port (decomp) Experimental
WIN

Test Drive Unlimited (OpenTDU)

opentestdriveunlimited/OpenTestDriveUnlimited

OpenTDU: a port of the PC version of Test Drive Unlimited made by reverse engineering: structures, classes, and functions are reconstructed in Ghidra from the original x86 executable and rewritten in C++17. It aims to be a new client that fixes the game’s problems on modern systems (AI, rendering, security) and runs on several platforms: graphics move from Direct3D 9 to Vulkan, with parts of DXVK, and there are nightly builds for 32- and 64-bit Windows (also for Windows 7), x86-64 Linux, and Apple silicon macOS. It’s a work in progress, and progress is tracked by game mode: done so far are, among others, free ride, the map, the home, the car dealerships, the garage, the tuning shop, the clothes shop, the real estate agencies, the login screen, and the boat tour, while missions, challenges, the club, the lobby, and the intro are still in progress. It has windowed mode, an adjustable frame rate cap, an FPS counter, and debug menus, and in October it added traffic, motorbikes, controller rumble, and the back-on-track reset. The latest nightly build is from October 19. One of its last 100 commits, the one that added the -car option, lists Claude as a co-author. The repository includes about 11 MB of pedestrian navigation zones, computed from the game’s AI roads.

You needYour own copy of Test Drive Unlimited for PC, in the version the project calls MC 1.66A. The OpenTDU executable and its EURO folder are copied into the game folder, and that EURO folder is merged with the original one, not replacing it. Plus Windows (also Windows 7), x86-64 Linux, or Apple silicon macOS, and a Vulkan graphics card.

★ 166 · 2026-11-11 View →
Fan remake Playable Stalled · 2 years
MOB

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).

★ 164 · 2024-04-23 View →
Mod Usable
PS1

Dino Crisis Modern Edition

Rotmill/Dino-Crisis-Modern-Edition

A fan mod of Dino Crisis that rebuilds the game from your own disc into a native Windows program, made to look and play like the Resident Evil remakes. The installer reads your disc image, recompiles the game’s code to C, and builds it on your PC together with the mod (a few minutes), with the compiler included; the repository and the installer contain nothing of the game. It adds an over-the-shoulder camera, modern controls and movement, shadows, ambient occlusion, and anti-aliasing, facial animation with lip sync, 16:9, 21:9, and 32:9 widescreen without stretching (or the original 4:3), resolution up to 4K, 30 to 1000 FPS, and gamepad or keyboard with remappable keys. It supports mods in a folder the game picks up while running, and the separate Dino Crisis ME Studio editor. Its known issues list integrated graphics and Windows 11 Smart App Control. Version 1.06 (October 28) is the latest release. All 8 of its commits list Claude as a co-author.

You needYour own Dino Crisis disc image (Track 1 as .bin or .cue): USA v1.0 or v1.1 (SLUS-00922), Europe in English, French, German, Italian, or Spanish (SLES-02207 to SLES-02211, with their .sbi file), or Japan (SLPS-02180), plus several Russian and Arabic translations. 64-bit Windows 10 or 11 and a graphics card with Vulkan.

★ 163 · 2026-11-01 View →
Wii U Playable
WIIU

New Super Mario Bros. U

nsmbu-recomp/nsmbu-recomp

A static recompilation of the Wii U version for Windows, Linux (x86-64 and ARM64), and Apple silicon macOS. It builds on the Wind Waker HD recomp: 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 Vulkan, or to Metal on macOS. On first launch the installer extracts your copy, translates the code, compiles it, and links it with the runtime, which takes a few minutes. It works with the US and European 1.3.0 releases, the un-updated US disc (without mods), and the packs that also include New Super Luigi U. It has a settings menu (the ` key or F12) with TV or GamePad audio output and remappable controls, save states in five slots, and support for Lua mods and Cemu content packs. The latest version, 0.5.0, came out on October 19. The project states it’s made with the help of AI agents, and 182 of its 451 commits list Claude as co-author.

You needYour own copy of New Super Mario Bros. U for Wii U, US or European: a .wux or .wud image with its disc key, the Wii U common key, and the 1.3.0 update; a Cemu .wua archive; or an extracted folder with 1.3.0 applied. The un-updated US disc (without mods) and the packs with New Super Luigi U also work; the Japanese release doesn’t yet. Plus x86-64 Windows 10 or 11 with Vulkan, x86-64 or ARM64 Linux with glibc 2.35 or later and Vulkan, or macOS 14 or later on Apple silicon.

★ 163 · 2026-11-08 View →
Xbox Experimental
XBX

Burnout 3: Takedown (sp00nznet)

sp00nznet/burnout3

A static recompilation of the Xbox version into a native Windows executable with xboxrecomp, the same author’s toolkit: the game’s x86 code is translated to C on your machine, boots through its real entry point, and runs its own menus, races, and renderer on the toolkit’s runtime, which provides the Xbox kernel, a software NV2A GPU, the audio processor, and the video player. Every mode boots and plays, for one or two players (Race, Time Attack, Road Rage, Crash, Double Impact, Team Crush, and Party Crash for 2 to 8 passing the pad), but it isn’t comfortable to play yet: with the GPU emulated in software, menus run at about 14 fps and races at 2–4 fps on a 12-core CPU, and since it doesn’t save a profile, every launch replays the tutorial videos. Xbox Live and System Link haven’t been attempted. Takedawn, by xenophobentx, already in the catalog, is based on this project. 0.1.0 came out on October 20 with an installer that downloads the source and the toolkit, installs the tools, and builds the game from your disc image (one to two hours the first time). 99 of its last 100 commits list Claude as a co-author.

You needYour own Burnout 3: Takedown disc image (.iso) for Xbox, or an unpacked copy; the executable the project analyzes is the North American release’s. Plus 64-bit Windows 10 or 11, about 12 GB of free space, and an Xbox or XInput controller (two for split screen), since there are no keyboard controls.

★ 162 · 2026-10-20 View →
Xbox 360 Fully playable
360

WWE SmackDown vs. Raw 2007 (HollywoodAkeem)

HollywoodAkeem/SVR07-Recomp

A static recompilation of the Xbox 360 version for Windows, built on a ReXGlue fork prepared for Yuke’s games. According to its author, it plays from start to finish at a stable 60 fps, matching the console’s timing: menus, match types, create-a-superstar, season mode, and saves, with XInput controllers. The internal resolution and aspect ratio are still locked to the console’s, though the renderer can output up to 4K. There are occasional artifacts on the wrestlers’ models and roughly a 10% chance per session of a crash from a lost graphics device. Version 1.0 came out on April 24, 2026.

You needThe extracted files from your own copy of WWE SmackDown vs. Raw 2007 for Xbox 360 (the US/Canada release is recommended). Plus 64-bit Windows 10 or 11 and a DirectX 12 graphics card.

★ 162 · 2026-05-27 View →
N64 Fully playable
N64

⑂ Fork of AngheloAlf/drmario64_recomp

Dr. Mario 64 (theboy181)

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).

100% decompiled
★ 160 · 2025-12-18 View →
Mod Stable
WIN

Thinker Mod

induktio/thinker

Thinker: a mod for Sid Meier’s Alpha Centauri: Alien Crossfire that remakes parts of the game engine. Its launcher, thinker.exe, starts the version 2.0 terranx.exe without changing it on disk and makes it load an extra DLL with the new code, written in C++; from there the project keeps rewriting functions of the original engine, such as game startup, the network code, and turn upkeep. It fully rewrites the production and movement AI, with minor changes to diplomacy, and offers better automation routines for player factions; it changes map rendering and the random map generator, adds new mechanics and dozens of options in thinker.ini for rules the game had hardcoded, more resolution options (fullscreen at desktop resolution or borderless windowed), and its own menu on Alt+T, and it includes Scient’s patches, with fixes for the original game. It also fixes game crashes on Windows 11 when ending the turn and when saving. A SMAC-in-SMACX mode lets you play something close to the original Alpha Centauri, without the expansion content. TCP/IP multiplayer works, though it’s less stable than single-player. It’s tested with the GOG release. Releases are published on Dropbox and, since April, on GitHub too; v5.5 came out on August 16. The repository and the download include modified versions of alphax.txt, the game’s rules and text file (in the repository, in German too), and, for SMAC-in-SMACX mode, the text files alphax.txt, helpx.txt, conceptsx.txt, and tutor.txt adapted from DrazharLn’s SMAC in SMACX mod.

You needYour own copy of Sid Meier’s Alpha Centauri with the Alien Crossfire expansion for PC, with the official Alien Crossfire 2.0 patch (the terranx.exe from Scient’s v2 patch works too); version 1.0 isn’t supported. The files are extracted into the game folder, and the game is started with thinker.exe. Plus Windows.

★ 159 · 2026-11-07 View →
Source port Playable Stalled · 10 years
DOS

Abuse (AntonioR)

antrad/Abuse_1996

Abuse_1996: a version of Abuse, Crack dot Com’s run-and-gun platformer, by Antonio Radojkovic (AntonioR), built on Xenoveritas’s SDL2 port, which in turn comes from abuse.zoy.org’s SDL port; Crack dot Com released the game’s code and data into the public domain. It supports custom resolutions and screen sizes, with lighting enabled at high resolutions, brings back OpenGL rendering for vsync, and renders with an uncapped frame rate while physics keeps its own pace (15 updates per second by default, adjustable). It adds screen scaling, a borderless window, quick save and quick load, Xbox 360 controller support with right-stick aiming and rebindable buttons, cheats from the console, some high-resolution images from the 1997 Mac OS release, and a fix for level music. It includes abuse-tool, which extracts the images in the game’s SPEC files to modern formats. Its README warns that higher resolutions show more of the map, some secret areas included, and that enemies get triggered sooner. The only release, 0.9a for 32-bit Windows, came out on May 9, 2016, and the project hasn’t changed since.

You needNo copy needed: Crack dot Com released the game’s code and data into the public domain. The sound effects and music, by Bobby Prince, aren’t in the repository, and its README points to abuse.zoy.org’s download page for them. Plus Windows for the released build; on Linux and macOS you build it from source with CMake.

★ 157 · 2016-07-17 View →
SNES / Super Famicom Experimental
SNES

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).

★ 157 · 2026-09-13 View →
Native layer Fully playable
NS2

Mario Kart World (switch2mac)

azmasm/switch2mac

switch2mac: a fork of nxnative that builds native versions of Switch 2 games on your Mac from your copy, as regular macOS apps. It isn’t an emulator: the game’s ARM64 code runs directly on the Mac, with its system calls rewritten into a native runtime and its shaders translated to Metal ahead of time. Its game is Mario Kart World 1.0.0, which according to the README plays start to finish: menus, Grand Prix, Free Roam, traffic, and movies, at about 58 fps in races on an M1 Max, at 2560x1440. It also builds Donkey Kong Bananza with nxnative’s builder and Pokémon Pokopia with Pokopia Native’s, not yet tested inside switch2mac. It has a performance overlay and a settings panel, supports controllers and keyboard, and needs no keys and decrypts nothing. It was created on November 3, and all 6 of its commits list Claude as a co-author.

You needYour own dump of Mario Kart World 1.0.0 for Nintendo Switch 2; for the other games, the version each game’s page gives. An Apple silicon Mac with macOS 26 or later, Xcode with its Metal tools, the .NET 10 SDK, and Python 3.12.

★ 157 · 2026-11-11 View →
Windows Playable
WIN

Need for Speed: Most Wanted (elforeign)

elforeign/nfs-most-wanted-mac

A native port of the Windows version (Black Edition) for Apple Silicon Macs, made by static recompilation: the x86 code in your speed.exe is translated to C ahead of time and compiled for ARM, with a renderer that turns Direct3D 9 into Metal and native audio and controller support, with no Wine or emulator. The translator, runtime, and renderer are veritr1x’s recomp-kit, and the game configuration started as their nfsmw-recomp; this repository adds the fixes, features, and setup kit. A setup app checks your game folder, analyzes the executable once with Ghidra (which it downloads, along with Java and Python, into its own folder), and builds the app in about 10 minutes on an M5 Pro. It runs at any resolution and aspect ratio, with true widescreen (field of view, HUD, and minimap moved out to the edges), and its author has tested it at 4K and 60 fps. It has a “Definitive” look with effects rebuilt for the port (glow, motion blur, depth of field, wet roads, reflections, ambient occlusion, sun rays, softer shadows), a golden color filter like the console’s and the Xbox 360 version of some effects, optional day and weather cycles, HDR, 2x or 4x anti-aliasing, 5.1 sound as PCM or Dolby Digital, DualSense with rumble and analog triggers, remappable buttons, an F10 settings menu, a folder for texture mods, and the Extra Options mod’s features built in (Black Edition content, police heat levels 1–10, or unlock everything, among others). Optionally, setup makes HD textures on your Mac by upscaling your copy’s own (about 1¼ hours) and prepares the shaders to avoid stutter, and it uses the Xbox 360 Stuff Pack, XenonEffects, and the movies from your Xbox 360 copy if you have them. 24 of its 44 commits list Claude as co-author. 1.0.0 came out on October 7 and the latest, 3.0.4, on October 16.

You needYour own installed copy of Need for Speed: Most Wanted (2005) for PC, Black Edition 1.3: the game folder with its speed.exe, which setup checks before building anything. Plus an Apple Silicon Mac (M1 or later) with macOS 14.5 or later, Xcode Command Line Tools 16 or later, and about 10 GB of free space (about 6 GB more with the HD textures).

★ 157 · 2026-11-10 View →
Port (decomp) Playable
GC

Super Smash Bros. Melee (Melee Unlocked)

Hero88go/melee-unlocked

Melee Unlocked: a native Windows port of the GameCube NTSC 1.02 release, with two engines you pick in the launcher. The main one is a port built from the Melee decompilation: the C code is compiled for Windows and the project’s own runtime stands in for the console, with graphics through Direct3D 12 or 11, a native sound mixer, and controllers read directly. The second, which the project started with, is a static recompilation of the original PowerPC code (with Slippi’s Gecko codes) to C++, kept for the mods that need the original code. On both, the game logic stays at the console’s 60 Hz while the display runs at any frame rate: in-between frames come from the game’s own animation and physics data, not from image interpolation. It has Slippi online play with rollback against Slippi Dolphin players, DLSS and DLAA, up to 8x internal resolution, optional 16:9, GameCube adapter support, .gci memory card saves, and an in-game settings panel. It runs mods such as 20XX TE, Training Mode CE, Akaneia, ACE, Melee 3D, and Melee Maker, plus imported costumes. Since 0.9.1 there’s an experimental Linux build (the port only, on OpenGL), and the latest, 0.9.15, came out on October 21. Its author states it was developed with the help of the AI models Fable 5.1 and GPT 6 Astra, and about 360 of its 504 commits list Claude as co-author.

You needYour own Super Smash Bros. Melee disc image, NTSC 1.02. Plus 64-bit Windows with a Direct3D 12 graphics card (Direct3D 11 also works, without DLSS) or, for the experimental build, x86-64 Linux with an AVX2 CPU and OpenGL 4.5. Online play needs a Slippi account, created in the Slippi Launcher.

100% decompiled
★ 157 · 2026-11-11 View →
Xbox 360 Playable
360

Crash of the Titans (CrashRecomp)

VitoMiguelF/crashott-pc

CrashRecomp: a Definitive Edition of Crash of the Titans for Windows, made by statically recompiling the Xbox 360 version’s PowerPC code to x86-64 with XenonRecomp, plus a runtime that replaces the console’s graphics, audio, input, files, and saves. It plays at the original 30 fps or unlimited, windowed or fullscreen, with internal resolutions up to 4K, DLSS and DLAA (RTX) or FSR 3.1, FXAA and SMAA, rebindable keyboard and mouse, and Xbox and PlayStation (DualSense) controllers. It adds a Brazilian Portuguese translation and subtitles for all dialogue and cutscenes. Version 1.04 (October 24) draws the scene in one pass instead of the console’s three tiles, runs the game’s Direct3D command building as native code, and compiles shaders at install: in the heaviest scene it went from about 180 to about 500 fps on a Ryzen 7 5700X with an RTX 5080. Version 1.0 (October 22) also offered, as an option, an “HD AI Remaster” pack of about 3.3 GB with AI-upscaled textures and smoothed models. The installer builds everything on your PC from your copy, installing nothing on the system. All 31 commits in the repository list Claude as a co-author.

You needYour own copy of Crash of the Titans for Xbox 360, as the game folder (default.xex, default.rcf…). Plus 64-bit Windows; version 1.03 and later bundle their own build tools. DLSS needs an NVIDIA RTX card; FSR works on any GPU.

★ 156 · 2026-10-31 View →
Switch Playable
NSW

Pokémon Brilliant Diamond

Veemyu/strahlender-xnu

Pokémon Brilliant Diamond as a native app for iPad, iPhone, Mac, Linux, and Windows, made by static recompilation: the game’s own ARM64 code is translated ahead of time into native code and a small runtime replaces the Switch operating system and its graphics API (Metal on Apple devices, Vulkan on Linux and Windows). It is not an emulator. A graphical installer for macOS, Linux, and Windows guides you through keys, game files, and the build; the iPhone and iPad apps are built on a Mac with Xcode and signed with your own Apple ID, and the IPA export embeds the data from your own dump (about 5.3 GB, for your own devices only). It generates the app icons from your game data, supports swappable file mods (RomFS) and built-in code mods (ExeFS), and uses the Switch’s own system keyboard (it needs your firmware during the build). Linux aarch64 is experimental and Apple TV is planned. The README says the repository contains no game data, keys, or generated code, that the iPhone was tested on an iPhone 11 Pro Max and macOS only on macOS 26; the stated minimum systems haven’t been tried. It is built from parts of LASRecomp. Its latest release, from November 4, is installer 0.1.5 (the repository only publishes installers, in 8 releases since October 30, of about 100 MB each with Python included, and we haven’t checked inside them). None of its last 100 commits list Claude as a co-author. The repository replaced a Unity reimplementation that its author discontinued.

You needYour own copy of the game (XCI and, optionally, the update NSP) and your own prod.keys. For iPhone and iPad, a Mac with Xcode and your Apple ID, and about 5.3 GB free for the IPA with data; an iPhone 11 or newer (A13, 4 GB of RAM or more) with iOS or iPadOS 17 or later. For Mac, Apple Silicon and macOS 14 or later (tested only on macOS 26). For Linux, x86-64 with Vulkan 1.3; for Windows, 64-bit 10 22H2 or 11.

★ 156 · 2026-11-05 View →
Wii
WII

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.

9% decompiled
★ 155 · 2026-10-29 View →
Port (decomp) Fully playable
PS1

Serial Experiments Lain

Y0oshi/lain-psx-decompiled

A decompilation of Serial Experiments Lain, Pioneer LDC’s 1998 PlayStation game, and a native client for Windows, macOS, and Linux built from it. All 321 game functions are rewritten in C and, compiled with the original PsyQ toolchain, rebuild the retail executable byte for byte (the PsyQ libraries link from their original code); progress can be followed on decomp.dev. The client runs a 64-bit copy of that code on a reimplementation of the PlayStation SDK based on PsyCross, with no emulator, and according to the project it plays the whole game: both sites, every voice session and movie, the disc swap, and all four endings; game logic and pacing were measured on real hardware. It adds resolution scaling, fullscreen, optional 60 fps motion interpolation at the original speed, subtitle (.srt or .ass) and dub packs, memory card image saves that work in emulators, cheats, a tab showing disc content the game never uses, and, since v0.2.0 (October 1), mods: replacing pictures, text, voices, movies, and game data, HD texture packs, Lua scripts that hook any game function, and native plugins. The launcher can download the laingame.net English fan subtitles from their source; none are bundled. A full playthrough in a single run, real controllers, and Linux on real hardware are still untested.

You needYour own dumps of both discs of the Japanese release (SLPS-01603 and SLPS-01604) in Redump format (.cue + .bin); the client verifies them and copies them to its data folder. Plus 64-bit Windows 10 or 11, Apple silicon macOS, or x86-64 Linux with glibc 2.35 or later and OpenGL 3.2. Building the decompilation requires Python 3 and Docker.

100% decompiled
★ 155 · 2026-10-03 View →
SNES / Super Famicom Playable
SNES

Super Metroid (mstan)

mstan/SuperMetroidRecomp

A recompilation of Super Metroid with snesrecomp where the ROM and the interpreter are the ground truth: 65816 functions that can be proven safe are translated to C, and everything else runs the original ROM code in the interpreter; video, audio, and the rest of the hardware are emulated. It uses snesrev’s sm reimplementation as its symbol reference. It boots, completes the attract demo, starts a new game, goes through doors, and saves at the ship; an assisted October pass entered 255 Zebes rooms and all six Ceres rooms, collected the items, and completed the Kraid, Phantoon, and Ridley death sequences with assistance, but Mother Brain, the final escape, and the credits remain unvalidated. As optional mods it has widescreen (fit to window, 16:9, 21:9, or 32:9, with the HUD at the edges or centered) and presentation above 60 fps with interpolation, without changing game timing. Since 0.3.12 (October 17) it downloads precompiled for Windows, Linux, and macOS (Apple silicon and Intel), with nothing to build. 37 of its last 100 commits list Claude as a co-author.

You needYour own unmodified Super Metroid (Japan, USA) ROM (SHA-256 12b77c4bc9c1832cee8881244659065ee1d84c70c3d29e6eaf92e6798cc2ca72). 64-bit Windows, 64-bit Linux, or macOS (Apple silicon or Intel).

★ 155 · 2026-11-11 View →
Native layer Playable
PS4

⑂ Fork of deadinside28/bloodborne_pc

Bloodborne (ayozetr)

ayozetr/bloodborne_linux

A native port of the PS4 version for Linux and the Steam Deck: the game’s own code runs directly on the CPU and the graphics are translated to Vulkan; it is not an emulator. It is a fork of bbport (deadinside28) with improvements of its own and from the community. It offers online messages, bloodstains, ghosts, bells, and summons (on The Hunter’s Dream or a server of your own), experimental Seamless Co-op for up to 5 hunters, local split-screen co-op for 2 to 4 players, an in-game map, an unlocked frame rate up to 120 or caps of 30, 60, and 90, resolutions from 720p to 4K and ultrawide, upscaling with FSR 3.1, FSR 4, and DLSS, any controller, trophies, mods, and a self-updating AppImage. Version 0.51-linux.18 (October 27) is the latest numbered release.

You needYour own decrypted dump of Bloodborne with update 1.09, from a retail release; you choose the folder that contains eboot.bin. Plus x86-64 Linux and a GPU with Vulkan 1.3 (AMD or Intel with Mesa, or NVIDIA with its driver), with about 6 GB of free memory, or 10 GB for 1440p and 4K.

★ 154 · 2026-11-09 View →
Xbox Playable
XBX

SoulCalibur II (Xbox)

tmcleroy/soulcalibur2-recomp

An unofficial native port of the Xbox version for macOS, Linux (Steam Deck and Steam Machine included), Windows, and Android, by static recompilation: the game’s program is translated to C ahead of time and runs on a native runtime, the one from NoRain211’s Dead or Alive recompilations, with sp00nznet’s xboxrecomp as the lifter. Its hallmark is bringing the three console-exclusive guests together: Spawn, from the Xbox version, and Link and Heihachi, which the launcher converts on your machine from your GameCube and PS2 discs (models, moves, weapons, voices, and endings) and which show up in every mode. Arcade, VS, Weapon Master, the Extra modes, the Museum, and two-player online play with rollback, match codes, a lobby, and chat all work. It adds a training mode (hit boxes, frame data, a dummy that records and replays, save states), a free camera with pause and photo mode, widescreen, resolution up to 8x, RetroArch CRT shaders, the GameCube version’s HD texture pack for Dolphin if you download it yourself, cheats, and a self-updating launcher; on Android, touch controls. It’s been tested mostly on macOS; the Windows build compiles but is untested. v0.3.0-beta.1 (November 5) is the latest of 20 releases. 46 of its 76 commits list Claude as a co-author.

You needYour own disc image of Soulcalibur II for Xbox, US or European release (the latter, for now, only on the Mac and without the guests), as an .iso, or the disc’s Default.xbe; the launcher checks its SHA-256. For Link and Heihachi, which are optional, your own GameCube disc, PS2 disc, or both. Plus macOS 26 or later on Apple silicon, x86-64 Linux with Vulkan and shaderc, 64-bit Windows 10 or 11 (untested), or 64-bit Android 10 or later with Vulkan.

★ 154 · 2026-11-10 View →
GameCube
GC

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.

12% decompiled
★ 153 · 2026-09-27 View →
Mod Stable
WIN

NWNX:EE

nwnxee/unified

NWNX:EE (Neverwinter Nights Extender: Enhanced Edition): a community-made framework for extending Neverwinter Nights: Enhanced Edition’s dedicated server with new features or changing rules the game hardcodes. It’s a library (NWNX_Core.so) loaded into the Linux server, nwserver-linux, through LD_PRELOAD, which hooks its functions; on top of it sit some 48 plugins, each enabled or skipped through environment variables. They include new commands for NWScript, the game’s scripting language, which modules import from each build’s NWScript.zip; access to databases such as MySQL and to Redis, HTTP requests, and webhooks; server scripts in C# and other .NET languages, or in Ruby; new races and subraces, a level cap raised from 40 to 60, changes to feats, weapons, and combat rules, and profiling and hang-detection tools. It only runs natively on Linux; on Windows you use it through Docker or WSL. The README points to GitHub releases for prebuilt binaries, but none are published right now: you build it with its script or with Docker, and there are prebuilt Docker images (ghcr.io/nwnxee/unified) based on the urothis/nwserver image, which include the server executable. The current version tracks the game’s build 8193.37.17, and the project, which started in 2018, is still getting changes, the latest on October 19.

You needNeverwinter Nights: Enhanced Edition’s Linux dedicated server (nwserver-linux), from the dedicated server package Beamdog publishes on its website: NWNX:EE only supports that binary, though the Steam and Beamdog ones are usually identical (the README gives its MD5). Players connect with their own copy of the game. Plus Linux, or Windows with Docker or WSL.

★ 152 · 2026-11-08 View →
PS3 Playable
PS3

Ratchet & Clank Future: Tools of Destruction

Re-TeRo17/ratchet-tod-recomp

A native Windows port of the European PS3 release (Ratchet & Clank: Tools of Destruction, BCES00052), by static recompilation with ps3recomp: the game’s PPU and SPU code is translated to C/C++ ahead of time, the PS3’s system libraries are replaced by native implementations, and the RSX by Direct3D 12, with no emulation at run time. Its runtime is a fork of soyjxck’s, and the installer and settings page follow dod3-recomp’s model. It’s playable from the first planet on: every level loads, saving and loading use the game’s own slot list, and there’s sound, music, and movies, though the later planets have been played less than the early ones. It targets 60 fps (the original runs at 30 in many places), with internal resolution from 0.5x to 8x over 1280x720 and the 3D scene at true resolution, up to 8x MSAA or FXAA, 16x anisotropic filtering, optional ray-traced ambient occlusion, the characters’ ground shadows restored, shaders built before you play, and two of the heaviest SPU jobs (animation and collision) as native code. It has a settings page (F1) with every key remappable, SDL2 and XInput controllers with the icons of the pad you use, DualSense adaptive triggers and Xbox impulse triggers, cheats, a language choice, movie skipping, a mods folder, and Discord Rich Presence; ultrawide and the mouse camera are experimental. The weapons menu still flickers, there’s the odd audio crackle, some water surfaces don’t show, and the busiest fights drop to about 50 fps. There’s no Linux build; the Windows one runs through Proton, according to a player’s guide. 1.2.0 (November 7) is the latest of 3 releases.

You needYour own copy of the European disc of Ratchet & Clank: Tools of Destruction for PS3 (BCES00052, version 01.00), decrypted, as an .iso or a folder with PS3_GAME; other regions and the PSN version won’t work, and the installer checks the EBOOT.BIN’s SHA-256. Plus 64-bit Windows 10 or 11, a CPU with AVX2 and FMA (ideally 6 cores or more), a Direct3D 12 GPU, 16 GB of RAM recommended, and about 24 GB free.

★ 152 · 2026-11-08 View →
Wii
WII

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.

11% decompiled
★ 152 · 2026-06-28 View →
GameCube

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.

100% decompiled
★ 150 · 2025-05-24 View →
Port (decomp) Playable
WIN

Diablo (DamnationX)

trygentic/damnationx

DamnationX is a build of DevilutionX, the Diablo port built on the reconstructed source code of the game, with optional HD art, a native 3D engine, an online lobby, and sound packs imported from your copy of Diablo II or Diablo II: Resurrected. The game runs in 3D, Classic, or HD 2D mode, with optional ray tracing on supported graphics cards; there are desktop builds for Windows, Linux (x64 and ARM64), and macOS (Apple Silicon), a browser build using WebGPU, and, according to the README, Android stayed on beta 7. The repository publishes only the game core and the launcher: the native 3D engine, Toxoid, is distributed only compiled, is its author’s proprietary software, and its source isn’t published, and DamnationX itself is distributed under the Sustainable Use License, for non-commercial use only. The HD art pack isn’t on the GitHub releases: the README only says it is distributed separately, without saying where it is hosted or where that art comes from, so it isn’t stated whether it derives from Diablo’s. The latest release is beta 8.2 (October 25). The repository isn’t a GitHub fork and its 28 commits come from two authors; none lists Claude as a co-author.

You needYour own copy of Diablo: the folder with DIABDAT.MPQ (from GOG or Battle.net, or copied from the original CD); SPAWN.MPQ works for the shareware part. For desktop, 64-bit Windows 10 or later with a Direct3D 12 or Vulkan graphics card, Linux (Ubuntu 24.04 or compatible, glibc 2.39, Vulkan), or an Apple Silicon Mac on macOS 26.2 or later. The optional sound packs and Diablo II: Resurrected art are imported from your own installation and require Python 3.11 or later.

★ 149 · 2026-11-04 View →
DOS
DOS

F-15 Strike Eagle II

neuviemeporte/f15se2-re

A complete source reconstruction of MicroProse’s F-15 Strike Eagle II for DOS, version 451.03, the 1991 Desert Storm expansion release. The original C was compiled with Microsoft C 5.1, and the reconstruction aims to be faithful down to the bugs: its C routines produce the same code as the original, instruction for instruction. The loader, the setup program, the game’s three stages (the intro and missions, the 3D flight engine, and the debriefing), and the video drivers have been rebuilt, and the executables work with the original game. Its author considers it done and keeps it only for fixing divergences from the original; the port to modern systems, with improvements, continues in a separate project, f15se2-ex. The F-19 Stealth Fighter reconstruction, which shares a lot of code with this game, is also in the catalog. It includes no game data.

★ 149 · 2026-09-06 View →
N64 Experimental
N64

Castlevania: Legacy of Darkness

fliperama86/cvlod_recomp

Recompilation of the N64 Castlevania: Legacy of Darkness, currently focused on stabilizing gameplay (v0.2.x). 11 of its last 100 commits link a Claude Code session.

You needAn unmodified Castlevania: Legacy of Darkness ROM (N64).

★ 148 · 2026-10-23 View →
SNES / Super Famicom Playable
SNES

⑂ Fork of Herringway/ebsrc

EarthBound / Mother 2 (Phase Distorter)

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.

★ 148 · 2026-10-19 View →
Port (decomp) Playable
PS1

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.

★ 148 · 2026-08-13 View →
Xbox 360 Fully playable
360

The Darkness (Estacado)

invinceble55-wq/Estacado-The-Darkness-Recomp

Estacado: an unofficial Windows port of the Xbox 360 version, by static recompilation. XenonRecomp translates the game’s PowerPC code to C++, and the Direct3D 12 system and graphics layer builds on the ReXGlue SDK. Its author says the whole campaign is playable from start to finish, though it’s still a pre-release tested on a single Windows 11 PC with an NVIDIA RTX card; a player has it working on the Steam Deck under Proton. It offers 30 fps up to your monitor’s refresh rate or uncapped with game timing kept intact, the scene at 1x, 2x, or 3x the console’s 720p, SMAA or FXAA, FSR 1 or CAS, experimental widescreen for 21:9, 32:9, and 16:10, keyboard and mouse with direct mouse look and rebindable keys, an adjustable field of view, achievements with an on-screen notification, and player-made HD texture packs (none included). Settings live in a launcher with presets and in an in-game menu (F1), in English or Russian. Multiplayer doesn’t work: its modes stay on the menu. Version 0.9.8 (October 12) added temporal upscaling with DLSS, FSR 3.1, or XeSS, plus two of the developers’ cheats, god mode and give all. 11 of its 18 commits list Claude as a co-author.

You needYour own copy of The Darkness for Xbox 360, the USA/Europe disc (En, Fr, De, Es, It; Title ID 545407EE), as an ISO image or extracted. The launcher checks that your default.xex carries the same code; other releases with the same code work too, but one with a title update doesn’t yet. Plus 64-bit Windows 10 or 11, a CPU with AVX2, a Direct3D 12 graphics card, the Visual C++ 2015–2022 Redistributable (x64), and about 8 GB of free space if you use a disc image.

★ 148 · 2026-11-06 View →
PS1 Playable Abandoned
PS1

Yu-Gi-Oh! Forbidden Memories (PSXRecomp)

Unchiga/YuGiOhForbiddenMemoriesRecomp

A static recompilation of the US release (SLUS-01411), built with PSXRecomp: the game’s MIPS code is translated to C ahead of time and compiled into a native executable. The download is a setup program holding the recompiler and the runtime source, with nothing from the game: on first run it checks your disc by CRC32, downloads a compiler if needed, and builds the game on your machine in a few minutes. There are Windows, Linux, and macOS builds, the last one experimental. It adds the FM Editor, which changes cards, drop tables, fusions, dialogue, and CPU duelists without touching the disc and exports the result as a .ygomods package; a card shop with passwords, packs, and selling; netplay through an online lobby, LAN, or a direct address, with the opponent’s hand hidden; a live duel-rank meter, a fusion assistant, adjustable drops of 0–99 cards, a way to get the 82 cards missing from every stock drop table, an experimental widescreen duel field, and cheats. It also has save states, rewind, turbo, fast loading, and a mode that keeps the picture at 59.94 fps while the game runs sped up. The last version, 0.6.2, came out on September 20: development moved to Yu-Gi-Oh! Forbidden Memories Recompiled, a native port built from the decompilation, and this repository stays up without updates. Of its 297 commits, 244 list Claude or Codex as a co-author.

You needYour own disc image of the US release of Yu-Gi-Oh! Forbidden Memories for PS1 (SLUS-01411), verified by CRC32; preferably a .cue with its .bin, though .bin, .img, .iso, and .car also work. PAL, Japanese, and Greatest Hits releases aren’t supported. Plus Windows, Linux, or macOS; the first build downloads a compiler if you don’t have one.

★ 148 · 2026-09-26 View →
Xbox Playable
XBX

007: Nightfire (TGP482)

TGP482/007Nightfire-XBERecomp

An unofficial native PC port of the original Xbox version, with extended graphics options, keyboard and mouse support, and other enhancements, created with the Xbox XBE Recomp tool. You place the game files (an ISO or extracted data, from the USA or Europe releases) in the assets folder and, on running nightfire.exe, the first start compiles the game’s code for your PC, which only happens once. Settings are changed in the game’s options menu or in an overlay opened with F10: monitor, display mode, render resolution from 20% to 200%, field of view from 45 to 140 degrees (also the weapon’s), a frame cap or no cap instead of the Xbox’s 30, V-Sync, HDR10 output, ambient occlusion, MSAA, SMAA, anisotropic filtering, texture replacement and dumping, SDL3 controllers, and gyro aiming. The repository includes no game assets. The V1 release (a zip of about 73 MB) is from October 31.

You needYour own copy of 007: Nightfire for Xbox, USA or Europe release, as an ISO or with the extracted data in the assets folder. Windows with a Direct3D 12 GPU and, at minimum, a 2-core CPU with SSE4.2 and POPCNT.

★ 146 · 2026-11-05 View →
Xbox
XBX

Halo 2

kirklandsig/halo2-decompiled

Work-in-progress matching decompilation of Halo 2 for the original Xbox, from the retail disc executable (default.xbe, linked September 28, 2004): each function is recreated in C and C++ and, built with the period compiler (Visual C++ 7.1 from XDK 5849), has to produce the same bytes as the original. The game was compiled with link-time code generation (LTCG), which mixes functions from different files and uses custom calling conventions, and the README says it knows of no earlier project that has matched such a build. Besides the game’s code it decompiles Havok, the physics library, so that vehicles, ragdolls, and projectiles behave as they do on the Xbox. According to the README, 10,519 of the game’s 11,326 functions match (71% of the bytes) and 1,267 of Havok’s 1,436 (60%); live progress comes from ByteMatch. A native port is the last stage of the plan and doesn’t exist yet. It includes nothing from the game or from Microsoft’s XDK: you need the default.xbe from your own copy and, to check matches, the original compiler, which the project doesn’t provide. It’s open to contributors, and the README says much of the maintainer’s work is done by AI agents (Claude and Codex) under the same checks, reviewed before it lands. GPL-3.0 license since October 27 (CC0 before that). 91 of its last 100 commits list Claude as a co-author.

72% decompiled
★ 146 · 2026-11-11 View →
Xbox Fully playable
XBX

SSX Tricky (GiZcesi)

GiZcesi/OpenTricky

OpenTricky: an unofficial PC port of the Xbox version by static recompilation with xboxrecomp; it continues MatiasRiveraC’s SSX Tricky PC. The Xbox’s graphics, sound, and input are reimplemented on Direct3D 11, XAudio2, and XInput. It’s an unstable release, but it plays from start to finish. It restores the original’s fog, lens flares, colors, and 5.1 sound, and adds any resolution, ultrawide, high frame rates, the original PS2 controls with all 15 grabs, remappable controls, smoother edges, soft shadows, longer draw distance, and optional HD textures, which aren’t included. A launcher with presets, including one for the Steam Deck, gathers the settings and updates itself with signed downloads. On Linux and the Steam Deck it runs through Proton.

You needAn image (.iso or .xiso) of your own US SSX Tricky Xbox disc; the PS2, GameCube, PAL, and Japanese versions won’t work. Plus 64-bit Windows 10 or 11 and a Direct3D 11 graphics card; on Linux and the Steam Deck, Proton.

★ 146 · 2026-11-02 View →
PS1 Experimental
PS1

Tekken 3 (fabioap-cpu)

fabioap-cpu/Tekken3Recomp

Tekken 3 (US version) recompiled with psxrecomp.

You needA Tekken 3 disc image (PS1) and the SCPH1001.BIN BIOS.

★ 146 · 2026-08-27 View →
Source port Playable

ReflectionHLE

ReflectionHLE/ReflectionHLE

ReflectionHLE, known for years as Reflection Keen: a set of DOS game source ports inspired by Chocolate Doom, which mimic the behavior of each original version, bugs included, and are compatible with its saved games. They share a common codebase and cover Keen Dreams; Catacomb 3-D and The Catacomb Adventure Series (Abyss, Armageddon, and Apocalypse); Wolfenstein 3D, Spear of Destiny with its mission packs, and the DOS version of Super 3-D Noah’s Ark; and BioMenace. Except for BioMenace, which builds on the reconstructed source code published by K1n9_Duk3, they’re based on the released source code of Keen Dreams, Catacomb 3-D, the Catacomb Adventure Series, and Wolfenstein 3D, which also serves Spear of Destiny and Noah’s Ark. It has a launcher that finds installations such as GOG.com’s, two controller schemes, touch controls, and gyro turning, and since 2024 it supports Wolfenstein 3D and derived mods that change the game data, such as map packs. Version 0.66.0 (June 6) added BioMenace, moved to SDL3, and uses the VR helmet code in Wolfenstein 3D 1.4 and Spear of Destiny to turn with the mouse, a stick, or the gyro while strafing.

You needThe files from your own copy of each game, in one of its supported DOS versions; the launcher shows which versions are supported and which files each one needs. Free shareware releases work too, such as Wolfenstein 3D’s, Keen Dreams 1.13 and 1.20, or The Catacomb Abyss 1.13. Plus 32- or 64-bit Windows, x86-64 Linux, or macOS.

★ 145 · 2026-10-31 View →
Xbox 360 Playable
360

Forza Motorsport 4 (Alexbeav)

Alexbeav/fm4-recomp

An experimental static recompilation of the Xbox 360 version with ReXGlue, on the author’s own fork of the SDK pinned to a specific commit. It recompiles the main executable and the two modules the game loads (XMediaFacade and SpeechFacade). On the test machine it boots, loads a profile, completes races, and saves career progress, verified from Amateur and Clubman into the Sportsman tier; beyond that it hasn’t been validated. It installs the four content packages from Disc 2. It uses a conservative graphics profile (native resolution, Direct3D 12 with ROV, and full resolve readback) that stutters and runs at around 30 fps in heavy scenes; stable 60 fps isn’t reached, and raising the internal resolution corrupts textures. A fresh profile can save blank car thumbnails. Online services and the marketplace are outside the tested scope. alpha.2 (October 15) is the first ready-to-play Windows x64 build, though that binary hasn’t had a full race-and-save test yet; the first release only had the source to build on your own machine.

You needYour own European copy of Forza Motorsport 4 Game of the Year for Xbox 360 (title ID 4D530910, media ID 42C67824): the complete, extracted Disc 1, with the Media folder and default.xex, XMediaFacade_default.xex, and SpeechFacade_default.xex, which are checked by SHA-256; an ISO alone won’t do. Optionally, the four packages from your Disc 2. Plus 64-bit Windows 11, a CPU with AVX2, and a Direct3D 12 graphics card; other systems are untested.

★ 144 · 2026-10-15 View →
Mod Usable
PS1

Tekken 3 Expanded

omarma/tekken3-expanded

Adds to Tekken 3 the 18 characters Tekken Tag Tournament added to the roster, playable in every mode and fought by the CPU, on top of Tekken3Recompiled, FishB0nes98’s recompilation. The select screen has a “Tag” page (L2 / R2), each fighter can use their Tekken 3 or Tag Tournament moveset, there are 88 practice combos, Tekken Force bosses of their own for every guest, Devil, Angel, and Unknown as hidden sub-bosses, and Tag Tournament’s Embu; with your arcade ROMs the stages and music of both games are imported as well. Everything is unlocked from the start. There is a native build for Windows, macOS, and Linux (experimental) and an Android APK built on your computer. Version 1.4.1 (October 29) is the latest. According to its README it includes no game files: the setup builds everything from yours.

You needYour own Tekken 3 PlayStation disc image (track 1 .bin of 632,532,768 bytes, SHA-1 68f32a8657376cb4d4504c160fd5e8ae4a4f18d6) and the Tekken Tag Tournament arcade ROM tektagt.zip (a non-merged MAME set; the World, US, and Japan versions listed in the README work). Optional: the arcade tekken3.zip (TET2 VER.E1) and the Tekken Tag Tournament PS2 disc (USA). Windows 10 or 11 with Python 3.13 (3.10 to 3.15), macOS on Intel or Apple Silicon, or Linux (experimental); the setup downloads its own compiler.

★ 144 · 2026-11-10 View →
Recompiler Beta

nesrecomp

mstan/nesrecomp

A static recompilation framework for NES and Famicom games. It translates 6502 code to native C and supplies the PPU, APU, mappers, input and save systems; each port integrates and validates its own cartridge or disk revision. Its README marks it as beta. Latest release: v0.4.3, October 27. It includes no ROMs. 23 of its last 100 commits list Claude as a co-author.

★ 143 · 2026-11-09 View →
Native layer Playable
PS4

inFAMOUS First Light

VantageEX/infamous-first-light-pc

An unofficial native Windows port of the PS4 version: the game’s original x86-64 code runs directly on the CPU, a reimplemented PS4 runtime stands in for the system libraries, and the graphics are translated to Vulkan; it is not a general-purpose emulator. The README calls it an early, playable preview: it boots, reaches the menus and gameplay, saves, and plays through the first missions, and Fetch’s neon powers, the dash trail, lights, and particles render. It runs at about 35-45 fps with renderer v2 (the default) and 15-25 with the classic one, on a Ryzen with an RTX 4070 SUPER; the goal is a steady 30 fps on mid-range PCs. Shaders are compiled on the first start (2-3 minutes). The launcher updates itself, supports ultrawide (experimental), and can be started from Steam. Version 0.3.8 (October 25) is the latest of 11 releases, with one build for Windows and one for Linux. 91 of its last 100 commits list Claude as a co-author.

You needYour own dump of inFAMOUS First Light for PS4, made from your own console (tested with the European dump CUSA00897, base game 1.00), in a folder with eboot.bin and sce_sys. Plus 64-bit Windows 10 or 11, a Vulkan 1.3 graphics card, and a CPU with AVX (Intel CPUs work: the AMD-only instructions the game uses are emulated).

★ 142 · 2026-10-26 View →
Port (decomp) Experimental
PS2

Fatal Frame

Mikompilation/MikuPan

MikuPan: a native PC port of the PS2 game Fatal Frame (Project Zero), built on Himuro, the same group’s decompilation; it isn’t an emulator. It runs on the data from the US or the European release, each with its own build. It renders through SDL3’s SDL_GPU and has a new RmlUi interface, translated into German, Spanish, French, and Italian, with options for resolution, MSAA, HDR, a CRT filter, a third-person camera, and mouse-driven menus. It runs on Windows and Linux, on macOS without official support, and can be built for Android. Its README calls it “still very early work.” There are only nightly builds, for the US release; the latest is from October 18. At least one of its commits lists Claude as a co-author.

You needThe IMG_HD.BIN and IMG_BD.BIN files from your own Fatal Frame PS2 ISO, US (SLUS_203.88) or European (SLES_508.21), next to the executable; the Japanese release doesn’t work. The nightlies are for the US release; the European one needs a build with an “-eu” preset. Windows, Linux, or macOS.

82% decompiled
★ 141 · 2026-11-06 View →
Port (decomp) Playable
XBX

Halo: Combat Evolved (Chupathingy)

ChupathingyCE/chupathingyce

Chupathingy: a native port of the Halo: Combat Evolved decompilation for Windows, Mac, Linux (including Steam Deck), and Android, built for stability and community play, with its own dedicated servers and the Delta network. It keeps the Xbox campaign and multiplayer maps and also supports Halo PC and Custom Edition maps. It’s online-compatible with OpenCE (build 244, network version 32): its players join games on network versions 11 to 37 and the reverse; browser builds can’t. There are 64-bit and 32-bit builds for Windows and Linux, Mac on Apple silicon or Intel (macOS 13 or later), and Android 9 or later; the latest, 0.8.0h, is from October 24, 2026. It’s a fan project that includes and downloads no Microsoft files. Licensed GPL-3.0. The repository includes the decompilation’s source code (the source folder, about 15 MB).

You needA disc image (.iso or .xiso) of your own copy of Halo: Combat Evolved for Xbox, from any region: on first start it copies out the maps folder (about 2 GB). Optionally, the Halo PC CD image and the Custom Edition 1.00 installer. Windows 10 or later, Linux (glibc 2.31 or later), macOS 13 or later, or Android 9 or later; the first two for x86 and x64 only.

★ 141 · 2026-11-11 View →
Recompiler Beta

pcrecomp

sp00nznet/pcrecomp

A toolbox for taking apart old PC executables and rebuilding them natively. It gathers analyzers and transformers for PE, NE (16-bit Windows) and LE (DOS extenders), plus the runtimes and tricks from its author’s static recompilation projects. Several recompilations in the catalog build on it. MIT licensed. 63 of its last 100 commits list Claude as a co-author.

★ 140 · 2026-11-11 View →
N64 Playable
N64

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.

★ 140 · 2026-09-20 View →
Fan remake Playable Stalled · 1 year
WIN

Urban Assault (UA_source)

Marisa-Chan/UA_source

UA_source: an open-source reimplementation of the engine of Urban Assault, the action strategy game Microsoft published in 1998, that replaces the original executable and uses the game’s files. It’s written in C++ with SDL2, OpenGL, and OpenAL, and runs on Windows, with a separate Windows XP build, and on Linux. Its nucleus.ini file adds options for vertical sync, adaptive included, a frame rate cap (the README advises against going above 60, since it breaks helicopter rotation and the AI), a new fade for distant terrain, an emulation of the original software renderer’s color effects, and a particle limit. It can enable a fix for an original bug that kept weapons from having different radii, hide factions and unit types per world or per level, and build several objects at once, and it has a Lua scripting API. Network multiplayer works, with a screen to enter an IP address, and music plays from the CD tracks converted to Ogg. It uses free fonts instead of the original ones, which you can add yourself. The latest release is from February 14, 2023, for Windows and Windows XP; the latest change, from March 2025, added CMake builds. The repository includes the game’s text in English, German, French, Japanese, and Russian (the .lng files), along with a script that extracts it from the original’s language libraries.

You needYour own copy of Urban Assault, installed on Windows or through Wine, or the Game folder from the CD. UA_source’s executable, its res and fonts folders, and its language.lng, inside locale, are copied into that folder. For music, the CD’s audio tracks as Ogg (2.ogg to 6.ogg) in a music folder; for the original fonts, Dungeon, Arial, and Microsoft Sans Serif in the fonts folder. Plus Windows (XP included) or Linux; building it needs SDL2, SDL2_ttf, OpenGL, OpenAL, vorbisfile, and ffmpeg.

★ 139 · 2025-03-11 View →
PS3 Experimental
PS3

Killzone 2 (undecuple)

undecuple/project-pyrrhus

Project Pyrrhus: an unofficial Windows port of the PS3 version, made by static recompilation with ps3recomp: the game’s PowerPC code is translated ahead of time to native x64 code; it is neither an emulator nor a rewrite. It uses the method and much of the general work of Project Helghast (the same author’s Killzone 3 port), adapted to Killzone 2. It is early and partly playable: the intro movie plays, the menus run with sound, and the first level loads and draws, at about 23 frames per second in one scripted run (the PS3 runs it at 30); the sky draws green, and keyboard and mouse have only been checked in scripted runs. It supports Direct3D 12 only; the README points to Tokisaki Port, by a different author, for a Vulkan version. The installer builds the game on your PC; version 0.1.6 (October 30) is the latest of 5 releases. Its author states it is developed with AI coding agents.

You needYour own Killzone 2 disc (US version, BCUS98116) dumped as a folder or a decrypted .iso, the 1.29 update from your copy (the dev_hdd0/game/BCUS98116 folder, on a PS3 or in RPCS3), and the decrypted EBOOT.elf made from that update’s EBOOT.BIN. The installer can find all three in your RPCS3 install. Plus 64-bit Windows and a Direct3D 12 graphics card.

★ 138 · 2026-11-11 View →
PS3 Playable
PS3

Killzone 3

undecuple/project-helghast

Project Helghast: an unofficial Windows port of the PS3 version, made by static recompilation with ps3recomp: the game’s PowerPC (PPU) and SPU code is translated ahead of time to C and compiled into a native x64 program, and the PS3 system software is reimplemented on PC APIs. The GPU command stream is translated to Direct3D 12 as it runs, and the console’s SPU scheduling, DMA, and memory are reproduced in a runtime layer that, the README admits, is partly like an emulator’s and is being replaced by native code step by step. It is a pre-release and partly playable: all nine chapters load and play for minutes in scripted runs, at about 16-22 frames per second (the target is 30), with known bugs; the campaign hasn’t been played start to finish, split-screen co-op works, and online play doesn’t. It was tested mostly under Proton on Linux, and on native Windows 11 since October 21. The installer builds the game’s code on your PC; version 0.1.7 (October 29) is the latest of 8 releases. Its author states it is developed with AI coding agents, with the maintainer responsible for it.

You needYour own Killzone 3 disc (US version, BCUS98234) dumped as a folder with PS3_GAME or as a decrypted .iso, the 1.14 update from your copy, and the decrypted EBOOT.elf of that update; the European, Asian, and Japanese editions are accepted but untested. Plus 64-bit Windows 10 or 11 and a Direct3D 12 graphics card. The first build takes 10 to 30 minutes.

★ 138 · 2026-11-11 View →
DS Playable
DS

Pokémon SoulSilver

ClickingMaster/ssrecomp

ssrecomp: a native build of the US release, designed for single-screen play. The game’s ARM9 code is statically recompiled to C++, from your ROM or from a build of the pokeheartgold decompilation, and the melonDS core stands in for the DS hardware (graphics, sound, cartridge, and the ARM7); a lockstep mode runs the interpreter and the recompiled code side by side and compares registers after every instruction. The default view merges the useful parts of both screens into one picture depending on what the game is doing: in the field, the 3D world fills the whole widescreen view at high resolution (192 to 1440 lines), and in battle the touch-screen buttons move to a strip along the bottom that you drive with a controller. It adds 60 fps with in-between frames for the 3D scene, fast forward, save states, and a pause menu with the settings. A setup program builds the game on your machine (the first build takes 20–40 minutes) and can also make an Android APK; there are builds for Linux (x86-64 and ARM64) and Windows, and experimental ones for macOS, ported by DarthMDev. Its README states that nearly all the code, documentation, and testing were done by Claude, directed by the project’s maintainer, and 20 of its 36 commits list Claude as co-author. Version 0.4.2 (October 18) halved the CPU time the widescreen 3D picture takes.

You needYour own US Pokémon SoulSilver ROM as a .nds file, dumped from your cartridge (SHA-1 f8dc38ea20c17541a43b58c5e6d18c1732c7e582); HeartGold and other regions aren’t accepted. Plus Windows with MSYS2 and its compiler, Linux with CMake, Ninja, g++, SDL2, libpng, and zlib, or macOS 11 or later with Xcode Command Line Tools and Python 3 with Tk; the setup program tells you what’s missing. Building takes about 3 GB of disk space and around 1.5 GB of RAM per parallel job.

★ 138 · 2026-11-05 View →
Port (decomp) Playable
PS1

Rage Racer

khasinski/rage-racer-pc

Native PC port of Rage Racer.

★ 138 · 2026-11-10 View →
Port (decomp) Playable
DOS

Raptor: Call of the Shadows (skynettx)

skynettx/raptor

A port of Raptor: Call of the Shadows, Cygnus Studios’ vertical scrolling shooter for MS-DOS, to modern systems, built on the code that nukeykt and wel97459 reconstructed by reverse engineering; its README also credits the support of Scott Host, the original game’s author. It uses SDL2 and reads the data files (GLB) of version 1.2 or later, shareware or full. It has emulated AdLib or MIDI music, through TinySoundFont with an SF2 sound bank or through the system’s MIDI (Windows, ALSA on Linux, Core Audio and Core MIDI on macOS), keyboard, mouse, or controller input with rumble, fullscreen or a resizable window, aspect ratio correction, and a setup program like the original, made with Chocolate Doom’s libtextscreen, which since 0.8.2 is built into the game itself. It keeps settings and saves in a user folder and also runs on big-endian systems. The latest release, 0.8.2 (September 28), improved controller input and fixed the low OPL music volume and the mouse on high-DPI displays. It publishes installers for 32- and 64-bit Windows and for macOS (Intel and Apple silicon), plus an Android APK; on Linux you build it yourself. The 0.8.0 downloads included the shareware version 1.2 data.

You needThe GLB files of Raptor: Call of the Shadows version 1.2 or later: FILE0000.GLB and FILE0001.GLB from the shareware version, which is free, or FILE0000.GLB through FILE0004.GLB from your own copy of the full version; versions before 1.2 don’t work. For MIDI music through TinySoundFont, a General MIDI–compatible SF2 sound bank. Plus Windows, macOS, or Linux (building it yourself).

★ 138 · 2026-09-28 View →
Port (decomp) Playable
SNES

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).

★ 138 · 2026-11-01 View →
Fan remake Playable
DOS

Warcraft: Orcs & Humans (War1gus)

Wargus/war1gus

War1gus: Warcraft: Orcs & Humans reimplemented on Stratagus, the free real-time strategy engine from the same team as Wargus. It uses the original game’s graphics and sounds, which it extracts from your copy on first launch, and adds the engine’s modern conveniences: modern mouse controls, named groups, larger group selection, more player factions in multiplayer games, multiple towns, and a map editor. The repository holds the extractor, the Lua scripts that recreate the game, shaders to change the look, and a few multiplayer maps. The latest stable release is 3.3.2 (August 10, 2022), and development builds are made from every commit; it kept getting fixes in 2026, the latest in June, for loading campaign saves and for multiplayer. On macOS its own extractor doesn’t work properly yet, and the data is extracted with a third-party script.

You needYour own copy of Warcraft: Orcs & Humans for DOS, on CD or floppy disks; extracting the data from the demo, the shareware release, or the Mac OS release isn’t fully supported yet. Plus Windows, Linux (packages for Ubuntu and Debian, openSUSE, and other distributions), or macOS.

★ 138 · 2026-11-11 View →
Port (decomp) Playable
WIN

Colin McRae Rally 2.0

pablocpas/OpenCMR2

OpenCMR2: a native port of Colin McRae Rally 2.0 (PC, 2000) to current platforms, built on CMR2Decomp, the game’s decompilation. It runs the game’s original code natively, with no emulation, Wine, or DirectX wrapper: DirectDraw, Direct3D 7, DirectSound, DirectInput, DirectPlay, and Bink are replaced with SDL3, the SDL GPU API (Vulkan, Direct3D 12, Metal) or OpenGL 3.3, and code of its own. It reproduces the Direct3D 7 fixed-function pipeline in shaders, decodes the Bink videos with its own decoder, and swaps DirectPlay for UDP for LAN and internet multiplayer. It builds in SilentPatch’s improvements (widescreen resolutions with the correct perspective, a configurable field of view, and high or variable frame rates without changing the physics) and is tested against the original executable: 500 vehicle updates of a Finland stage match the original game bit for bit at 30, 60, 120, 144, and 240 fps. Everything tested works, but it’s still in development. The latest release is 1.6.0 (October 22), with packages for Windows x64, Linux (x86-64, i686, and ARM64), macOS ARM64, and Android; the repository was created on October 10 and 84 of its last 100 commits list Claude as a co-author. It includes state dumps of the original game used by its tests (about 8 MB).

You needYour own copy of the original PC version of Colin McRae Rally 2.0; the project includes no game files, and on first launch a dialog asks for the installation folder. Plus Windows x64, Linux (x86-64, i686, or ARM64), or macOS on Apple silicon (the last two tested only by building and running the tests); the GPU needs to support Vulkan, Direct3D 12, or Metal, or at least OpenGL 3.3.

★ 136 · 2026-11-07 View →
PS2
PS2

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).

82% decompiled
★ 136 · 2026-11-11 View →
Xbox 360 Playable
360

Gears of War: Judgment (OverkillLabs3)

OverkillLabs3/gears-judgement-recomp

A native Windows build of the Xbox 360 version: the game’s PowerPC program is translated to C++ ahead of time with the ReXGlue SDK and runs on its emulated Xbox 360 graphics and system layer. It adds keyboard and mouse input that goes straight into the game’s own controls, with mouse look free of smoothing and acceleration and every action rebindable, a 60 fps limit or an unlocked frame rate (lifting the game’s 62 fps cap), SMAA and FSR 1.0, automatic quality based on your graphics card, adjustable field of view and draw distance, an on-disk shader cache, an in-game settings menu (F4), and a separate settings window. It turns off the game’s film grain, motion blur, and FXAA by default, and offers the xenia-canary community patches for this game as options. It renders at 720p by default, with 1440p as an experimental option. Its author presents it as an early release: the campaign boots and plays, but testing has mostly covered its first part and a single PC, and multiplayer and online features don’t work. Version 0.2.1 (October 11) fixed loading saves and added a choice among the twelve languages on the disc.

You needThe folder from your own retail copy of Gears of War: Judgment for Xbox 360 (title ID 4D530A26), with default.xex and the GearGame folder; it takes about 7 GB. Plus 64-bit Windows 10 or 11, a DirectX 12 graphics card, 8 GB of RAM, and a fast CPU, since the game is CPU-limited: about 90–110 fps unlocked on a Ryzen 7 5800X3D.

★ 136 · 2026-10-11 View →
Native layer Playable
XBX

Halo: Combat Evolved (HaloPad)

chrissotraidis/projectreach

HaloPad: Halo: Combat Evolved for iPhone, iPad, and Mac. It offers the original Xbox campaign, online matches of up to 128 players, and the Halo Custom Edition community servers, with touch controls, a controller, or keyboard and mouse. It uses the OpenCE engine (0.3.11, from October 21, 2026, carries build 244, network version 32). There’s no app to download: you build it yourself, with PadMint on an Apple silicon Mac (macOS 14.4 or later to play on a Mac) or with a GitHub Actions workflow from a fork, and then add your Xbox disc image inside the app, which copies about 2 GB of maps. Custom Edition can only be built on an Apple silicon Mac and needs Wine. The README warns that what you build contains Halo code and must not be shared, and that the project is a playable preview, with frame pacing and some Xbox graphics still being tuned. It states it’s developed with substantial AI assistance.

You needA disc image (.iso or .xiso) of your own copy of Halo: Combat Evolved for the original Xbox (tested with the US version); Halo for PC, Custom Edition, Anniversary, and the Master Chief Collection don’t work. For Custom Edition (optional), the HaloCESetup.exe 1.00 installer, your product key, and Wine. An Apple silicon Mac on macOS 14.4 or later (or an iPhone/iPad on iOS 17.4 or later), Xcode 26 to build, and about 35 GB free for the first build.

★ 135 · 2026-11-09 View →
GameCube Playable
GC

Mario Kart: Double Dash!! (Project Tandem)

badcompany94-rcmp/project-tandem

An unofficial native Windows port of the GameCube version, made by static recompilation: the game’s PowerPC code is translated to C on your PC and compiled there with the tools the package ships. It builds on Ethan Nicholas’s MIT-licensed mariokartdd-recomp and gcn-recomp recompiler, and adds online and LAN play for 2 to 16 people, with private rooms by code or public ones, solo or shared karts and shared character selection, natural 16:9 widescreen, mouse and keyboard controls, Xbox, PlayStation, and Switch controllers, and a launcher with automatic updates. Grand Prix and the battle modes are in, and everyone in a room needs the same build. The releases are called public betas and the README itself marks them as experimental; the latest, beta 10, came out on November 1. A Linux build is maintained separately by someone else, with online compatibility with the Windows one unverified. The download package contains no game data and no compiled copy of the game.

You needYour own US copy of Mario Kart: Double Dash!! (GM4E01), as an uncompressed ISO or CISO image, with a main.dol whose SHA-1 is e389e50357d4a5076ab3d38672204658f411123d; other regions and RVZ or GCZ formats aren’t supported. Plus 64-bit Windows 10 or 11, a graphics card with desktop OpenGL 3.3, a writable folder, and space for the tools, the build output, and a private copy of your image.

★ 135 · 2026-11-05 View →
Recompiler Experimental

⑂ Fork of boykopovar/AnyPS5

Ryty

aarvsn/Ryty

An AnyPS5 fork that turns PS4 and PS5 executables into native Linux and Windows programs, and also, experimentally, macOS ones with Metal graphics. Like AnyPS5, from which it inherits the relinker, the system libraries, and the shader recompiler, it doesn’t emulate: the game’s code runs as host code, with the executable format converted and the PRX system libraries replaced by its own implementations. It adds the PS4, detected automatically; rewriting of AMD-only instructions (the SHA extension and others) so the result can run on Intel CPUs; a Qt6 GUI; JSON porting reports; SDL controllers with configurable keyboard and mouse; and, since 1.0.7 (October 21), an experimental online mode that passes the game’s HTTP requests to the network, with no PSN service behind it. Its compatibility list has a single tested game, Dreaming Sarah for PS5, playable on Windows. RyGT, the Gran Turismo Sport port in this catalog, is a fork of it.

★ 135 · 2026-11-07 View →
Xbox 360 Experimental Stalled · 8 months
360

Dragon Ball Z: Budokai (HD Collection)

WistfulHopes/DBZ1

Early recompilation (v0.0.2) of the first Budokai as included in the Xbox 360 HD Collection.

You needYour own copy of Dragon Ball Z: Budokai HD Collection (Xbox 360).

★ 134 · 2026-02-22 View →
N64 Playable
N64

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).

★ 134 · 2026-10-25 View →
PS1 Experimental
PS1

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. Its README says it may use AI-assisted tools for development, documentation, artwork, or other materials, always reviewed before inclusion.

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.

★ 134 · 2026-09-06 View →
Xbox 360 Playable
360

Forza Motorsport 2 (HL360)

0herculabs/hl360-Forza2

A static recompilation of the Xbox 360 version for 64-bit Windows, built with ReXGlue: the game’s PowerPC code is translated ahead of time into C++ and compiled for x86-64, with no CPU emulation and no JIT compiler. It renders through Vulkan, using a ReXGlue SDK built from source and patched, since the released one (0.10.0) only works with Direct3D 12, and decodes audio natively. A launcher in English and Spanish imports your ISO, extracts the game and checks every file by SHA-256, manages profiles with separate saves, and precompiles shaders before you play. It offers internal resolutions up to 4K, races at 60 fps or, with a 120 Hz monitor and a fast CPU, at 120 fps (menus run at half rate, as on the console), the game’s own 2x MSAA, anisotropic filtering, AMD FSR and CAS, Xbox-compatible controllers and remappable keyboard controls, and the game in English, Spanish, French, German, or Italian. It also installs the downloadable content from the Limited Edition bonus disc (eight packs, with cars and the Road America and Motegi tracks) and the Project Forza Plus 2 mod, whose career mode, AI, and per-camera field of view are set from the launcher. Online races use the game’s own System Link menu through a relay server, with no port forwarding; the server software, a Python script, is in the repository for anyone who wants to host their own. Xbox Live isn’t available, career mode and split-screen haven’t been fully tested, and with three or more players online, joining a race occasionally fails. Version 0.3.1 (October 20), seven days after the first release, moved to Vulkan and added online play. Two of its eight commits list Claude as a co-author. The repository includes the C++ code generated from the game’s executable (about 130 MB).

You needYour own European or US copy of Forza Motorsport 2 for Xbox 360 (title ID 4D5307EA) as a disc image (.iso). Optionally, the Limited Edition bonus disc ISO and the Project Forza Plus 2 .zip files, which need the US release. Plus 64-bit Windows 10 or 11, a Vulkan-capable graphics card, and about 5 GB of free space; the Visual C++ runtime is bundled.

★ 132 · 2026-10-20 View →
PS1 Experimental
PS1

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).

★ 132 · 2026-11-11 View →
Wii U Playable
WIIU

Super Smash Bros. for Wii U

josiahg2502-glitch/Smash4PC

A native Windows port made by static recompilation of the game’s PowerPC code: it is translated ahead of time to C++ and runs as x86-64 code on a reimplementation of the Wii U’s system libraries, with its graphics commands and shaders translated to Vulkan; it is not an emulator. It plays from the update (v304, with all fighters and stages) or the game’s own v1.0, with optional DLC, and includes 8-Player Smash. It draws at up to 4K and 5K, at 60, 120, or uncapped frame rates (above 60 the frames are interpolated), supports XInput, PlayStation, and Switch Pro controllers, mods (Sm4shExplorer, SDCafiine, Cemu graphic packs), online play on Pretendo Network, and its own launcher. Version 0.1.1 (October 29) is the latest release; the first was 0.1.0 on October 25. All 5 of its commits list Claude as a co-author.

You needYour own dump of Super Smash Bros. for Wii U (USA) made with Dumpling, in the folders Cemu uses: the game (0005000010144F00), the update (0005000E10144F00, recommended), and the DLC (0005000C10144F00, optional). Online play needs your console’s files and your Pretendo ID. Plus 64-bit Windows 10 or 11 and a graphics card with Vulkan 1.3.

★ 132 · 2026-11-04 View →
Port (decomp) Playable
WIN

Star Wars: X-Wing

elyosh/OpenXW

OpenXW: an open-source reimplementation of X-Wing for Windows, macOS, and Linux, by the author of OpenXWA, that runs on the original game’s data. Its code follows the executable of the 1998 Windows release: every function and global variable is tagged with its address in it. It supports that release and the 1994 Collector’s CD-ROM; with both installed, it recommends combining the 1994 menus, cutscenes, and adaptive iMUSE soundtrack, which it reimplements, with the 1998 flight simulation and 3D assets. Each part can be chosen separately, and an extracted 1993 installation with the B-Wing expansion adds the original flight graphics and missions. For music it emulates the Roland MT-32 and SC-55 synthesizers (with ROMs you supply), AdLib, and OPL3, and it can also use FluidSynth with a SoundFont. It has a classic graphics mode and a modern one (toggled with Tab in flight) that, with the 1998 graphics, adds shadows, ambient occlusion, bloom, motion blur, anisotropic filtering, up to 8x MSAA, FSR, and HDR; the DOS graphics can be drawn at higher resolutions with MSAA. Flight can run with unlocked timing for smoother motion, or with the original timing, and you can play with mouse and keyboard, a gamepad, or a joystick. The latest release is 0.0.3 (September 29).

You needA complete installation of your own copy of Star Wars: X-Wing, from the 1994 Collector’s CD-ROM, the 1998 Windows release, or, better, both; for 1998, pick the main folder, the one with X-Wing Data, IVFiles, and MUSIC. For the 1993 graphics and missions, an extracted installation of that version with the B-Wing expansion, and to emulate the MT-32 or SC-55, their ROMs. Plus a 64-bit system with a modern graphics card: x86-64 Windows (Direct3D 12 or Vulkan), macOS 13 or later (Metal), or x86-64 Linux with glibc 2.35 or later (Vulkan), with GLib and GThread.

★ 131 · 2026-10-06 View →
Windows
WIN

Black & White (bw1-decomp)

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. 76 of its last 100 commits list Claude as a co-author.

52% decompiled
★ 130 · 2026-11-11 View →
Native layer Playable
PS4

Driveclub (BlackLineInteractive)

BlackLineInteractive/Driveclub-Port

Driveclub Native: the PS4 version’s x86-64 code runs directly on the CPU, without recompiling, and only Sony’s system libraries and the GPU are replaced. It has two independent backends. The macOS one, by BlackLineInteractive, is for Intel Macs, uses game version 1.05, and has its own Metal renderer made for this game. The Windows one, DCport, is maintained by qnfn: it builds on the bloodborne_pc runtime, uses version 1.28 and shadPS4’s Vulkan renderer, and adds FSR 3.1, 4, and 4.1.1 as anti-aliasing (4.1.1 is built on your PC from your own AMD DLL), plus a launcher with automatic updates and a language choice. Intel CPUs work since 0.3.5, which replaces an AMD-only instruction the game uses. The Windows version is at 0.4.2 (October 20). 8 of its last 100 commits list Claude as a co-author.

You needYour own decrypted Driveclub PS4 dump: on Windows, version 1.28 (European CUSA00003 or US CUSA00093); on Mac, 1.05. Windows needs 64-bit Windows 10 or 11, a CPU with AVX, and a Vulkan 1.3 graphics card; macOS needs an Intel Mac with a Metal 3 graphics card.

★ 130 · 2026-10-19 View →
PS3 Experimental
PS3

Ratchet & Clank Future: A Crack in Time

HighDrexler/RACiT

RACiT: an unofficial native Windows port of the PS3 version (US disc), made by static recompilation with ps3recomp: the game’s code is converted to native C and C++. It has a Vulkan-based RSX renderer, a launcher that imports your .iso or PS3GAME folder, internal resolution and graphics settings, keyboard and mouse bindable in the launcher, support for most Windows-compatible controllers, and integration of the DualSense speaker and triggers. The README presents it as a work in progress and doesn’t say which parts of the game work; an Android (ARM64) port and a Linux debugging build exist but aren’t public yet. The latest version is 0.9 (beta, October 30), the second one published. The repository holds the port’s code, the launcher, and a patch for the ps3recomp runtime, and says no game data is included.

You needYour own decrypted dump of the US disc version (BCUS98124), with EBOOT.ELF and the USRDIR folder; the launcher imports the .iso or the PS3GAME folder. If your EBOOT comes out encrypted, the README recommends decrypting it with RPCS3. Plus 64-bit Windows.

★ 130 · 2026-11-07 View →
PS2 Playable
PS2

Dragon Ball Z: Budokai Tenkaichi 3 (BT3-Recomp)

z3xox/BT3-Recomp

BT3-Recomp: a native port for Windows and Linux, and experimental on macOS, of the US PS2 release (SLUS-21678), by static recompilation with a modified PS2Recomp (with FPU and VU fixes): at build time, the MIPS code of the executable and its gameplay overlay is translated into about 7,800 C++ files from your image. It draws with OpenGL, with paraLLEl-GS (the GS emulated on Vulkan, experimental, which becomes the default renderer when built in), or with a native Vulkan renderer. It ships its own front end (ImGui on SDL2) with an install wizard, settings, and gamepads, widescreen, render scale, PCSX2-compatible texture packs (the front end opens the pack’s download page and installs it from the archive you download), a texture cache, and a mod API, used to make Tag Team, a mod for up to six fighters that’s distributed separately. It boots through the logos and title, the menus work, and fights render close to the engine’s 30 fps cap; stray triangles in some arenas, shadow differences, stage texture glitches, and an arm pose that sometimes flips during ki charge remain, and the movies are skipped. The README points to published releases, but the repository has none: you have to build it with your image. The repository includes the already recompiled code of 19 IOP modules from the disc (data/IRX), about 16 MB of C++. The same author has a separate port built on the game’s decompilation, Tenkaichi3Decomp.

You needYour own dump of the Dragon Ball Z: Budokai Tenkaichi 3 disc, US release (SLUS-21678), as an ISO; other regions won’t work. To play, 64-bit Windows 10 or Linux (macOS, experimental), an x86-64 CPU with SSE4.1, 8 GB of RAM, an OpenGL 3.3 GPU, and about 6 GB free. To build it, about 16 GB of RAM and 10 GB free; on Windows, the Visual Studio 2022 Build Tools with Clang, CMake, Ninja, Python 3, and Git, and on Linux, CMake, GCC or Clang with C++20, Python 3, and the FFmpeg development libraries.

★ 129 · 2026-10-01 View →
Fan remake Experimental Stalled · 11 months
WIN

KKnD (OpenKrush)

IceReaper/OpenKrush

OpenKrush: a reimplementation of KKnD (Krush Kill ’n’ Destroy), Beam Software’s real-time strategy game, built as a mod for the OpenRA engine, with its code in C# and its rules in YAML. The project was started for KKnD and KKnD2: Krossfire, but so far it only covers the first game, with the Survivors, the Evolved, the tech bunker units, and the three terrains (desert, highland, and urban). It reads the original’s files and videos, and comes with multiplayer maps, the game’s classic ones among them, and a skirmish AI, which gained base building and oil management in November 2022, its last stretch of heavy work; the latest change is from November 2025. It inherits multiplayer and the dedicated server from OpenRA. There are no releases: it’s built with OpenRA’s mod SDK scripts, which also produce Windows installers, macOS apps, and Linux AppImages, and its README is still the SDK template’s. The repository includes the three terrains’ tilesets, made from dumps of the game’s own and heavily edited, the converted classic multiplayer maps, and sprites and sounds taken from the demo, the videos, and unused Beam Software beta material, along with voices the author made with a synthetic voice. Its content installer can download the free KKnD Xtreme demo from archive.org and extract the unit sprites from it; music and videos come only from the full game.

You needThe files from your own copy of KKnD Xtreme, from Steam or GOG, or the English KKnD or KKnD Xtreme CDs, which the content installer copies; the free KKnD Xtreme demo is enough for the unit sprites. Plus Windows, Linux, or macOS, and, to build it, the .NET SDK that OpenRA requires.

★ 129 · 2025-11-17 View →
Wii
WII

Rock Band 3

DarkRTA/rb3

Decompilation of Rock Band 3 for Wii, targeting build 100901_A. It ships no game assets or assembly.

54% decompiled
★ 129 · 2026-10-28 View →
N64 Playable Stalled · 6 months
N64

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).

★ 128 · 2026-05-12 View →
Launcher Usable
WIN

BuildLauncher

fgsfds/BuildLauncher

A launcher for Build Engine games, inspired by nstlaurent’s DoomLauncher. It detects games installed from Steam or Zoom Platform (GOG is planned), downloads and updates the main source ports, and downloads maps, campaigns, and mods; it launches the original game, its expansions, or custom content with the port of your choice with no manual tweaking. It can load several mods at once without editing .def files, keeps saved games for custom content in separate folders, tracks playtime, creates the World Tour Stopgap for EDuke32, and runs Route 66 with Rednukem without renaming original files. It supports Duke Nukem 3D (with its expansions, Duke 64, and Zero Hour), Shadow Warrior, Blood, Redneck Rampage, Ion Fury, Powerslave, NAM, World War II GI, Witchaven, TekWar, and standalone Build Engine games. It doesn’t include the games: it is a community utility for people who own them. Version 1.19.0 (September 22) is the latest release, for Windows x64.

★ 128 · 2026-11-11 View →
PS2 Experimental
PS2

Dragon Quest VIII: Journey of the Cursed King

Sinan-Karakaya/DQ8-Recompiled

DQ8Recomp: an experimental native port of the US PS2 release (SLUS-21207), built with PS2Recomp. The game’s MIPS code is translated to C++ on your machine and linked to a runtime that implements the PS2 services it uses; graphics go through SDL3 GPU or a software reference renderer, and sound comes from the game’s own drivers, running on an emulated IOP. Its author is clear that it’s a development project, not a finished port: it boots, loads saves, and reaches field gameplay with music, effects, speech, and movies, and on an Apple M1 Pro the opening field holds the game’s 30 fps cap, but the rest of the game and other hardware haven’t been checked yet, and support for the European version is incomplete. It adds an in-game menu (F1) with internal resolution, sound, remappable controls, pause, fast-forward, and screenshots. A launcher for Windows, macOS, and Linux (ARM64 too) checks your disc image, installs anything missing, such as a C++ compiler, and builds the game in about ten minutes. 29 of its 143 commits list Claude as a co-author. The latest build is from October 11.

You needA disc image (.iso) of your own US copy of Dragon Quest VIII for PS2 (SLUS-21207). Plus Windows, macOS, or Linux with about 8 GB of free space; the launcher installs a C++ compiler if it’s missing (Visual Studio Build Tools on Windows, the Command Line Tools on macOS) and, on Windows, downloads FFmpeg once. No game files are included.

★ 127 · 2026-11-07 View →
Port (decomp) Fully playable
PS2

Crash Twinsanity (GioPixelGH)

GioPixelGH/Crash-Twinsanity-Windows

A native Windows port of the PAL PlayStation 2 version, with no emulator. It is a Windows adaptation of HAB3X’s Mac port, which runs Smartkin’s complete C++ decompilation on a native platform layer (SDL3, an OpenGL renderer for the PS2’s graphics, sound, movies, saves, and a new options screen); this repository adds what Windows needs, makes it run at a steady 60 fps, and fixes the crashes found by playing it. It has been played by hand from the start to the credits, and all 131 areas were tried with scripted input for 30 seconds each with no unexpected crash. On Linux it builds and plays on x86-64 (tried on Debian 13), but there is no download, and macOS is untested. Version 1.0.19 is from October 26. 67 of its 76 commits list Claude as a co-author, and the README declares the port was written with its help.

You needYour own disc image of the PAL release (Europe and Australia, SLES-52568) as an .iso (or .bin/.img). 64-bit Windows 10 or 11, a graphics card with OpenGL 3.3, and a keyboard and mouse or a gamepad.

★ 126 · 2026-11-09 View →
3DS Playable
3DS

Monster Hunter 4 Ultimate

CompaLarios18/MH4UltimateDC

An unofficial native port of the US version 1.3.0 of Monster Hunter 4 Ultimate (3DS). The project’s own static recompiler translates the game’s roughly 40,000 functions (3.2 million ARM and Thumb instructions) into C on your PC from your own dump, and that code runs as the CPU inside Azahar’s 3DS core, which supplies the rest of the console (services, GPU, audio, and network rooms). The port has its own app, mh4u, for Windows, Linux, and macOS (the macOS one, according to its guide, not yet tried on a Mac), plus Azahar’s Android app on arm64. The village, quests, and hunts run at 60 and 120 fps with sound, with true widescreen (16:9, 21:9, and 32:9), the touch screen as an overlay, local multiplayer for two to four players over network rooms, servers of its own, a mod manager, and an HD texture pack. The latest release, 0.1.4, is from October 24. 89 of its last 100 commits list Claude as a co-author.

You needYour own decrypted dump of the game (USA) as a .3ds (or .cci or .cxi) and of the 1.3.0 update as a .cia, from which the code is generated; both are dumped from your console with GodMode9. Plus 64-bit Windows 10 or 11 (with Smart App Control off), x64 Linux or an Apple Silicon Mac, and Python 3.10 or later.

★ 126 · 2026-11-06 View →
Port (decomp) Playable
PS2

Sly Cooper / Sly 2 / Sly 3 (SafeHouse)

FridiNaTor1/SafeHouse

SafeHouse: a launcher and native PC ports of the three PS2 Sly Cooper games, which installs each game from your disc image and runs it with no emulator or BIOS. The Sly Cooper and the Thievius Raccoonus port is based on theclub654’s ProjectCane, already in the catalog, and is playable; the Sly 2: Band of Thieves port comes from Komasia’s Sly 2 decompilation and can be played from start to finish; the Sly 3: Honor Among Thieves port, rebuilt on the Sly 2 port’s engine, is at an early stage: it installs and plays the opening movies, and the rest of the game is still to be ported. It runs on Windows, Linux (the Steam Deck too), and macOS, though the Mac packages only carry Sly 2 and Sly 3. It offers 30, 60, 90, 120, or 240 fps, uncapped, or the monitor’s refresh rate, with the game speed unchanged, aspect ratios up to 32:9 with the HUD kept at its 4:3 proportions, VSync, MSAA, and internal resolution, keyboard and mouse with remappable keys, button icons for Xbox, PlayStation, Nintendo, Steam Deck, and Steam Controller (or the original PS2 ones), rumble, a debug menu with extras (play as Carmelita, guards, and bosses, fly Bentley’s RC chopper, noclip, free camera), replaying finished jobs, 30 save slots, adding the games to Steam, and texture, music, dialog, text, and movie mods. In Sly 2 it can import the HD textures from your copy of The Sly Collection for PS3. The launcher checks the image before installing it and updates itself. v0.1.18 (November 8) is the latest of 8 releases.

You needYour own disc images (.iso) of the PS2 games: Sly Cooper and the Thievius Raccoonus from the US, Europe, Japan, or Korea, and Sly 2: Band of Thieves from the US, Europe (v1.00 or v2.01), or Japan. x86-64 Windows, x86-64 Linux, or macOS (Apple silicon or Intel), with an OpenGL 4.3 GPU (Metal on macOS).

★ 126 · 2026-11-11 View →
Xbox 360 Playable
360

Dragon Ball Z: Burst Limit

iExplosiveRage/DBZ-Burst-Limit-Recompiled

A native Windows port of the US Xbox 360 release, by static recompilation with the author’s own fork of the ReXGlue SDK carrying this game’s changes. On first launch it installs the game from your ISO, then opens a start screen in the game’s style with mods, settings, and updates. Since 0.7.0 (October 21) it defaults to a native renderer that sends the game’s draw calls straight to Direct3D 12 instead of emulating the Xbox 360 GPU, with resolutions from 720p to 8K. It adds 30 fps to uncapped, 21:9 and 32:9 ultrawide with the HUD at the edges, a 50–200% field of view, DLSS, DLAA, FSR 4, and FSR 3.1.5, lower offline input latency, a free camera, PlayStation and Switch button icons, and an in-game settings menu (F1). It brings back four costumes and three stages only used in Z Chronicles, lets you start a fight transformed, and, if enabled, charge ki with L3. Online play works without a VPN through the project’s lobby server, with ranked matches and leaderboards. It supports mods, new characters made with its ModKit, and texture packs. The Linux and Steam Deck build runs it through Wine or Proton. It’s still in alpha. 28 of its 30 commits list Claude as a co-author.

You needYour own US (NTSC-U) copy of Dragon Ball Z: Burst Limit for Xbox 360, as an ISO or extracted; the default.xex must be that release’s (7,983,104 bytes, SHA-1 aec598f88cf51181fc377b148e0b1ad30db4485c). The European and Japanese releases don’t work. Plus 64-bit Windows 10 or 11 with a Direct3D 12 graphics card, or Linux with Wine or Proton (the Linux package bundles vkd3d-proton and DXVK).

★ 125 · 2026-10-27 View →
PS2 Playable
PS2

⑂ Fork of sp00nznet/reo

Resident Evil Outbreak (Ninjacornix)

Ninjacornix/reo

A native PC port of Resident Evil Outbreak (Biohazard Outbreak), made by static recompilation and a PS2 compatibility runtime; it is not an emulator. It is a fork of sp00nznet/reo, with 52 commits of its own ahead of the original. According to the README, Outbreak File #1 is fully playable (menus, scenarios, movies, audio, and saves) on Windows x64, while File #2 is only a placeholder in the launcher. It adds online co-op for up to 4 players with the bundled openSNAP server, a Randomizer mode, cheats (including a subset of PCSX2 .pnach files), DualSense and Xbox controllers, and video up to 4K. The launcher checks your ISO, builds the game on your PC, and deletes the generated code afterwards; game files and generated code are not included. Version v1.0.19 is from October 24 (there is a testing prerelease, 1.0.20-rc0, from the 28th). 45 of its 78 commits list Claude as a co-author.

You needYour own Resident Evil Outbreak File #1 NTSC-U v2.00 ISO (SLUS-20765). Windows x64 with the .NET 8 Desktop Runtime and a Vulkan graphics driver; the first build needs internet and about 10 GB free and can take over an hour.

★ 125 · 2026-11-10 View →
Native layer Playable
XBX

Star Wars: Episode III – Revenge of the Sith

jedijosh920/SWROTS-PC

SWROTS-PC: an unofficial native Windows port of the Xbox version. Nothing is emulated or recompiled: since the Xbox has an x86 CPU, the game’s original code runs as-is on the PC’s CPU, inside a 32-bit program, and what doesn’t exist on a PC is replaced with native code: the Xbox kernel (about 130 functions) and the libraries the game links in, Direct3D 8 (on Direct3D 9), DirectSound (on XAudio2), and the controller library. Level changes and mission restarts, which reboot the game on the console, happen in the same window. It offers any window size or fullscreen, 16:9 widescreen, higher internal resolution, anisotropic filtering, keyboard and mouse, and Xbox and PlayStation controllers (DualShock 4 and DualSense) with rumble; 60 fps is experimental, since some of the game logic runs at 30. It adds what the Xbox release never had: Yoda as a Versus fighter, which the game left unfinished; playing the missions as any character, costume, or body and spawning characters from the console; two-player co-op in the story missions, since 0.4.0 (October 10); a free camera; the game’s hidden debug console and displays; and loose-file mods. It’s in early development: it plays through level changes, restarts, and saving, but nobody has finished it from start to finish yet, and on-screen prompts still show the Xbox controller. It adapts code from Cxbx-Reloaded, and on Linux and Steam Deck it runs through Proton, per a community guide.

You needYour own disc image of Star Wars: Episode III – Revenge of the Sith for Xbox, North American release (the executable must match MD5 6460ef37862de3af364a0563a0a18c4e), as an .iso or .xiso, or inside a .7z, .zip, or .rar; on first run it copies the game files into a GameData folder (about 2.5 GB). Plus 64-bit Windows 10 (1803) or later (the port itself is 32-bit) and a Direct3D 9 graphics card.

★ 125 · 2026-11-07 View →
PS1
PS1

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.

38% decompiled
★ 125 · 2026-10-23 View →
Dreamcast Playable
DC

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).

★ 124 · 2026-10-18 View →
Xbox 360 Experimental
360

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. 38 of its 68 commits list Claude as a co-author.

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.

★ 123 · 2026-10-30 View →
Xbox 360 Playable
360

WWE '13

PromethenDev/wwe13-recomp

An unofficial static recompilation of the Xbox 360 version for 64-bit Windows and Linux, built on the ReXGlue fork prepared for Yuke’s games. A launcher finds or extracts your files, installs the title update and DLC, and checks every file. It offers 480p to 1440p resolutions, three frame-rate modes (console-like, 60 everywhere, or locked 30), language selection, fullscreen, and a page for adding Xbox 360 created superstars, entrances, arenas, and logos, plus your own entrance music. It updates itself from GitHub. Some shadow and lighting differences from the console remain, and the 1080p option is hidden because of crowd glitches. 6 of its 11 commits list Claude as a co-author.

You needThe files from your own copy of WWE '13 for Xbox 360 (folder or ISO) and title update 2.0.1.0, which is required; DLC is optional. Plus 64-bit Windows 10 or 11 or Linux (glibc 2.38 or newer), an AVX2 CPU, a Vulkan graphics card, and about 10 GB of free space.

★ 123 · 2026-10-13 View →
PS1 Playable
PS1

Disney's Hercules

obaidr1/hercules-recompiled

Hercules Recompiled: a native Windows and Linux port of all five European releases of the game (English, French, German, Italian, and Spanish), built with psxrecomp plus eleven changes of its own to the framework, along with the decompilation it draws on, which covers the main executable and its overlays and rebuilds byte for byte. The game logic runs unchanged as statically recompiled code and only the platform layer is replaced: 1080p, true 16:9 (the game also draws the scenery, background, HUD and, since 0.5.4, the characters and objects in the side margins), HD sprites, level textures, and HUD, a CRT simulation, save states, and a launcher styled after the game’s menus, in five languages, that boots straight into the level you pick. Esc opens an in-game menu where everything changes live. Since 0.5.5 (October 18), the PAL releases run at the US release’s speed by default, with 30 pictures per second instead of 25; 60 fps isn’t possible, the author explains, because the game waits two frames per step. The launcher updates itself. After your first game it offers to download the HD pack for your release (about 1.6 GB, with the game’s graphics upscaled) from a release in the project’s own GitHub repository, or to leave it for later; if there’s no pack for your disc, it makes one on your PC from it in about 4 hours. 118 of its 120 commits list Claude as co-author.

You needYour own disc image (.cue with its .bin) of one of the PAL releases: SCES-00891 (English), SCES-00892 (French), SCES-00893 (German), SCES-00894 (Italian), or SCES-00895 (Spanish); the US and Japanese releases don’t work. Plus 64-bit Windows 10 or 11, or x64 Linux with glibc 2.35 or later (Ubuntu 22.04, Debian 12, Fedora 36, or newer). Making the HD pack on your machine needs 6 GB of free space while it runs.

★ 122 · 2026-10-23 View →
Source port Fully playable
DOS

Sopwith (SDL Sopwith)

fragglet/sdl-sopwith

SDL Sopwith: a port of Sopwith, BMB Compuscience’s 1980s DOS game in which you fly a Sopwith Camel biplane to bomb enemy targets, based on the source code its original programmer, David L. Clark, released in 2000 (it’s not a rewrite or a recreation), now under the GPL 2. It uses SDL for video and sound, emulating the PC speaker. By default it behaves like Sopwith 2, plus the additions of Clark’s Author’s Edition such as wounded planes, and it can be set to behave like Sopwith 1. It replaces the original multiplayer, which didn’t work, with two-player games over TCP/IP, on a LAN or over the internet. It adds palettes that mimic various old monitors, medals and a high score table, gamepads (since 2.8.0), and .sop mission files for levels and mods, with new targets and graphics and the option to replace the sprites, the title music, and, in the next release, the title screen. The latest release, 2.9.0, is from December 6, 2025. It publishes builds for 32- and 64-bit Windows and macOS (Apple silicon and Intel), the source to build it on Linux and other systems, and an Emscripten browser version playable on its website; since the game is free, it needs no extra files. The project has announced that it’s dropping the macOS build and points Mac users to the browser version.

You needNo copy needed: the original author released the game’s code, now under the GPL 2, and everything needed is included. Plus 32- or 64-bit Windows, macOS, Linux or another system with SDL where you build it, or a web browser. Playing over the internet requires forwarding TCP port 3847.

★ 122 · 2026-09-28 View →
Switch Experimental
NSW

The Legend of Zelda: Echoes of Wisdom

Nycolazs/EoWRecomp

EoWRecomp: a work-in-progress static recompilation of the Switch version 1.0.0 into a native PC program. The game’s ARM64 code is translated to C and compiled for x86-64, and a runtime replaces the Switch’s operating system and its NVN graphics API, drawing with Vulkan. It builds on LAS Recomp, the equivalent project for Link’s Awakening, also by Grezzo. It isn’t playable yet: it boots, shows the prologue, and reaches the first controllable scene with working input, but performance, verified audio, saves, and several effects are still missing. Alpha 1 (October 21) is a preview of the app, not of the game: the macOS (Apple Silicon) and Android builds install and set the game up from your own files, but the recompiled game has only been run on Linux. The Windows build is cross-compiled from Linux and hasn’t been tested yet. Its author states that it’s developed almost entirely with AI (Claude, through Claude Code), directed and tested by the author.

You needYour own copy of The Legend of Zelda: Echoes of Wisdom, version 1.0.0 (title 01008CF01BAAC000, no updates), and the keys from your own console. To build it, Linux with Python 3 and the dependencies the project lists.

★ 122 · 2026-10-21 View →
Xbox 360 Playable
360

Crackdown (saulob)

saulob/crackdown-xbox360-recompiled

A native Windows port of the Xbox 360 version, by static recompilation with the ReXGlue SDK, with the TRG launcher and experimental Linux and Steam Deck support as a Vulkan AppImage. It offers up to 4x resolution, internal render scaling, aspect ratios from 4:3 to 32:9 that show more of the scene at the sides, 30 to 240 fps or uncapped without changing game speed, keyboard and mouse with mouse aiming, offline achievements with their original icons, seven optional cheats, and ten languages. It fixes the crash that could happen when loading a saved game. It only accepts the original disc without title updates. Its author states that AI tools were used and that every change was reviewed.

You needYour own Crackdown Xbox 360 disc (2007), the original release without a title update (Title ID 4D5307DC), as an image or extracted. Plus 64-bit Windows 10 or 11 with DirectX 12, or x86-64 Linux (glibc 2.31 or newer) with Vulkan.

★ 120 · 2026-10-27 View →
Xbox 360 Playable
360

Forza Motorsport 3

0herculabs/hl360-forza3

A work-in-progress static recompilation of Forza Motorsport 3: Ultimate Collection (Xbox 360) for Windows: the PowerPC code is translated to C++ with the ReXGlue SDK and a runtime provides the console services (graphics, audio, input, profiles, file system, and downloadable content). It only supports the US edition of the Ultimate Collection (title ID 4D53084D, default.xex 0.0.0.8). A launcher of its own, based on the one from the Forza Motorsport 2 recompilation and in English and Spanish, imports both discs (it extracts about 7 GB from the first and the eight car and track packages from the second) and checks the files by SHA-256; it manages local profiles with separate saves, offers windowed or fullscreen mode, 16:9 output at 720p, 1440p, or 4K, 1× to 4× internal resolution, anisotropic filtering, FXAA, and bilinear, AMD CAS, or FSR scaling, Xbox-compatible controllers and remappable keyboard controls, and precompiles shaders. It also installs Project Forza Plus 3, a mod with 18 content packages, and lets you set its career mode, harder AI, and field of view. It renders with Direct3D 12. Menus, videos, Free Play, and races run at 60 fps; the full career mode and local multiplayer still need testing, and Xbox Live isn’t available. Version 0.1.3 (October 17) makes all of Project Forza Plus 3’s cars show up. Two of its 12 commits list Claude as a co-author.

You needYour own US copy of Forza Motorsport 3: Ultimate Collection for Xbox 360, with both discs as disc images (.iso): the Play Disc (disc 1) and the Content Install Disc (disc 2). Other regions, editions, or revisions aren’t supported. Optionally, the Project Forza Plus 3 .zip files. Plus 64-bit Windows 10 or 11, a Direct3D 12 graphics card, and room for about 7 GB of game data.

★ 120 · 2026-10-19 View →
N64 Playable Abandoned
N64

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. 83 of its last 100 commits list Claude or Codex as a co-author. Its author archived the repository in August 2026: it can still be downloaded but gets no further changes.

You needA Pokémon Stadium ROM (N64, US version 1.0, .z64).

★ 120 · 2026-08-15 View →
DS
DS

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.

3% decompiled
★ 120 · 2026-10-09 View →
Xbox Experimental
XBX

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. 13 of its 28 commits list Claude as a co-author.

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.

★ 119 · 2026-11-06 View →
Wii U Playable
WIIU

Tekken Tag Tournament 2 (Ultimate Edition)

Petexy/Tekken-Tag-2-Ultimate-Edition

An unofficial native Linux port of the Wii U edition, made by static recompilation: the game’s PowerPC code is translated to C++ ahead of time and runs as native x86-64 code on a reimplementation of the Wii U’s system libraries; there is no CPU emulation, and the game’s GPU commands and shaders are translated to Vulkan at runtime. The intro, menus, character select, arcade mode (played through by hand), and versus matches work, with sound and saves. It offers 120 fps on displays of 100 Hz or more (an extra frame is drawn between each two; logic and hitboxes stay at 60 Hz), resolutions up to 4x the original 720p, even frame pacing with VK_KHR_present_wait2, and button icons that follow the controller in use. A launcher (Ultimate Launcher, as an AppImage) builds the game on your PC from your copy and can add Tekken 7 fighters taken from your own Steam copy of that game. Version 0.1.1 (October 23) fixed installing on processors without AVX-512, such as the Steam Deck. 46 of its 49 commits list Claude as a co-author.

You needYour own copy of Tekken Tag Tournament 2 Wii U Edition, European (WUP-P-AKNP) with update v16, as a .wua archive (Cemu can create one from an installed title) or a folder with code, content, and meta; Tekken.rpx must have SHA-256 fc0270465d384386f67804e48716e30bfbe85a5a1004e3a6bfe3ac75f9de5019. Optionally, your Steam copy of Tekken 7 for the extra fighters. Plus x86-64 Linux with AVX2 and FMA, and a GPU with Vulkan 1.3 and VK_EXT_external_memory_host.

★ 119 · 2026-11-10 View →
Port (decomp) Fully playable
WIN

Tomb Raider III (tomb3)

Trxyebeep/tomb3

tomb3: a decompilation of the PC version of Tomb Raider III, by the authors of TOMB4 and TOMB5, the decompilations of The Last Revelation and Chronicles; it’s inspired by Arsunt’s TR2Main, whose code it also uses for some features. Its stated goal is to preserve the original source code of the PC version. It started as a DLL that replaced game functions, and with 2.0.0 (April 18, 2023) it finished decompiling the game and began building its own executable. It fixes many bugs in the original (collisions on triangular geometry, data that wasn’t saved, crashes, New Game+ errors) and adds windowed mode, a configuration tool made by Lahm86, internal 32-bit color rendering instead of 16-bit, better dynamic lights and fog, the PlayStation version’s shadow and explosion colors, the PlayStation save system as an option, a 3D level map, Discord presence, much higher internal limits, and new script commands for level builders (TRLE). It also runs The Lost Artifact expansion, with its own New Game+. It’s Windows-only. The latest release is 2.0.2 (May 10, 2023) and the last commit is from September 2023. The download also includes, for each language, a modified version of the game’s script file (tombpc.dat), which 2.0 needs to work properly.

You needYour own copy of Tomb Raider III for PC, from Steam, GOG, or on CD; with the CD you also copy the audio, cuts, data, fmv, and pix folders and several DLLs from the disc into the game folder. The download’s contents are copied over the game folder. For The Lost Artifact, the data and pix folders from its disc. Plus Windows.

★ 119 · 2024-05-13 View →
Wii
WII

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.

2% decompiled
★ 118 · 2026-11-08 View →
Source port Experimental
WIN

⑂ Fork of yquake2/yquake2

Quake II (Yamagi Quake II Remaster)

yquake2/yquake2remaster

Yamagi Quake II Remaster: an experimental fork of Yamagi Quake II with ongoing work to add support for Quake II Enhanced (the Quake II Remaster), a version with many non-trivial changes; the README warns that your mileage may vary. It also supports many model, texture, sprite, map, sound, and package formats from id Tech family games, such as Quake, Quake 2, Half-Life, Hexen 2, Daikatana, SiN, Anachronox, Heretic 2, and Quake 3. There are alpha binaries for 64-bit Windows; the save format is unstable, and the macOS build has only been checked to compile. Version 8.71RR16 (September 22) is the latest release, with 32-bit and 64-bit Windows binaries.

You needThe files from your own copy of Quake II (or of whichever supported game you want to play); the README doesn’t detail them. 64-bit Windows for the published binaries.

★ 117 · 2026-11-07 View →
Xbox 360 Playable
360

Wet (Supermedo)

Supermedo/wet-recomp

An unofficial Windows port of the Xbox 360 version, built with ReXGlue, with its own launcher that installs the game from your ISO, saves your rebound controls, and downloads updates from GitHub. It has keyboard and mouse (WASD, mouse look, left click to shoot and right click for the sword), Quality (2x render scale, FXAA, and 16x filtering) and Ultra (3x at 1080p) graphics presets, true 2560×1080 and 3440×1440 ultrawide, a language picker, and Direct3D 12 or Vulkan rendering, the latter for Linux and Wine. On Linux you have to build it yourself. Version 0.6.0 (October 5) fixed the crash in the movie-theater cutscene after the pagoda chase; earlier versions fixed the crashes when loading the last checkpoint or dying. One of its commits lists Cursor as a co-author.

You needA Wet Xbox 360 ISO dumped from your own disc. Plus 64-bit Windows 10 or 11; on x64 Linux you have to build it and use Vulkan.

★ 117 · 2026-10-11 View →
Source port Playable
WIN

Call to Power II (Apolyton Edition)

civctp2/civctp2

The Apolyton community edition of the Call to Power II source code that Activision published (the version without the patch), imported from SVN into Git. The code lost its comments, but according to the README it is complete as far as Activision’s code goes; it was built with Visual Studio 6.0 and has been modified to build with later versions. It builds on Windows and Linux (i386 and x86_64, and also Ubuntu, Pandora, and Pyra) as a 32- or 64-bit program with SDL2, and legacy DirectX builds remain on Windows for comparison. The repository includes the code, data (ctp2_data), and scenarios that came with that publication, but not the commercial release’s game files. Its latest release, from January 20, 2025, offers installers for Windows (a zip) and Linux (a .deb); the Linux version doesn’t support the CD, so the music and videos are installed separately. 64 of its last 100 commits list Claude as a co-author.

You needYour own copy of Call to Power II, from CD or GOG: from the CD’s civmain.ctp and civlang.ctp files (which are zips) or the app folder of the GOG installer you copy the missing files over the repository or the installed game, without replacing existing ones. On Linux, the CD edition’s music and videos have to be installed separately. Plus Windows or Linux.

★ 116 · 2026-11-07 View →
Xbox 360 Fully playable
360

Dead Rising 2: Case Zero

wivi514/Dead_Rising_2_Case_Zero_Xenon_Recomp

Native port of the Xbox 360 (XBLA) exclusive prologue to Dead Rising 2 for Windows, Linux, Steam Deck, and Apple Silicon Macs. The game’s code, 57,822 PowerPC functions, was translated ahead of time with XenonRecomp and XenosRecomp, and runs on a purpose-built engine with a Vulkan renderer, real XMA audio, and keyboard and mouse with key icons in the on-screen prompts; any controller SDL recognizes also works, with vibration. Its author calls it finished with version 1.1.3 (October 14): it’s playable from start to finish, solo or in two-player online co-op, a mode the Xbox build carried in its code but never showed, which works through the XenonLive launcher. It raises the level cap from 5 to 50 with all fifteen skills, surfaces the game’s hidden 60 fps mode, and revives the PC options menu the game shipped dormant, with resolutions up to 5K, shadow quality, and, since 1.1.3, longer draw distance for zombies, buildings, and shadows. It adds 21:9 ultrawide, 2x MSAA, an adjustable field of view, and, optionally, the developers’ debug menu. The Mac build is an early one. The author has stopped development and leaves the code and documentation for anyone who wants to carry it on. Nearly all of its commits (1,709 of 1,738) list Claude as a co-author.

You needYour own copy of Dead Rising 2: Case Zero: the Xbox 360 XBLA package (about 825 MB, no file extension, under Content/0000000000000000/58410A8D/000D0000/). Neither the repository nor the downloads include any game data. Plus a Vulkan 1.3 graphics card, about 2 GB of free space, and x86-64 Windows 10 or later, x86-64 Linux with glibc 2.35 or newer, a Steam Deck, or an Apple Silicon Mac on macOS 13 or later. Online play needs the XenonLive launcher.

★ 116 · 2026-10-20 View →
Xbox 360 Playable
360

Earthworm Jim HD

TekRantGaming/earthworm-jim-hd-recompiled

A native Windows and Linux port of the Xbox Live Arcade version, by static recompilation with the ReXGlue SDK and the TRG launcher. It offers 720p to 8K resolution, FXAA, 2x MSAA, up to 16x filtering, a 30 to 240 fps or uncapped frame-rate cap at normal game speed, controller or keyboard with remappable controls, achievements with pop-ups, six languages, cheats for the platform levels, and automatic updates. On Linux and the Steam Deck it runs as an AppImage with Vulkan. Its author states it was developed with the help of AI tools.

You needYour own Earthworm Jim HD Xbox Live Arcade package (Title ID 584109E2, default.xex 1.0.0.11, no title update). Plus 64-bit Windows 10 or 11 with DirectX 12, or 64-bit Linux or a Steam Deck with Vulkan.

★ 116 · 2026-10-18 View →
Source port Playable
DOS

Little Big Adventure 2

LBALab/lba2-classic-community

LBA2 Classic Community: a community fork of the Little Big Adventure 2 (Twinsen’s Odyssey) source code released by 2.21, the series’ owner, code that is mostly assembly with the game logic in C++. The fork brings it to 64-bit and modern compilers, has been porting the assembly to C++, with tests that compare both versions, replaces the Miles Sound System with SDL3, and plays the videos with libsmacker; it publishes builds for Windows, Linux, macOS, and Android. It adds widescreen and resolutions up to 1080p while keeping the original 640×480 mode, frame-rate-independent movement with a fixed 60 Hz simulation, controller support with rebindable controls, an optional third-person camera outdoors, optional texture filtering, and a debug console. It reads the data straight from an ISO/BIN or .cue image, and loads saves from the 1997 game. The original DOS release is its reference: that version’s bugs are only fixed if the player turns that on in the options. It hasn’t reached 1.0 yet, and releases aren’t tested with a full playthrough; the latest is 0.13.2 (October 22). Its README accepts contributions made with AI assistants, and the repository includes instructions for them; none of its last 100 commits lists an AI as a co-author. For its tests, the repository includes 16 recordings of game frames (about 18 MB) with the textures and palette drawn in them.

You needYour own copy of Little Big Adventure 2: the GOG or Steam release or the original CD, also as an ISO/BIN or .cue image; the game looks for the folder with LBA2.HQR. Plus x64 Windows, x86-64 or ARM64 Linux, or macOS 11 or later (Apple silicon or Intel).

★ 116 · 2026-11-11 View →
GBA Playable
GBA

Mother 3

josiahg2502-glitch/Mother3Recomp

MOTHER 3 Recomp: a recompilation for Windows, Linux, Steam Deck, and Android, built with gbarecomp and recomp-ui, with support for fan translation patches. It has its own launcher showing the party walking through the crossroads outside Tazmily, drawn from your ROM, which also handles first-time setup. It adds true 16:9 widescreen in the field, battles, and cutscenes, on-screen buttons that match your controller or keyboard, window, scaling, and color options, high-quality audio mixing, and mods as .ips, .bps, or .ups patches. Version 1.0.7 came out on October 18. The download contains no game art: everything comes from your ROM. 34 of its 86 commits list Claude as a co-author.

You needYour own Japanese MOTHER 3 ROM and your Game Boy Advance BIOS; to play in another language, a fan translation patch. Plus x64 Windows, x86-64 Linux, or Android.

★ 116 · 2026-10-29 View →
Fan remake Playable
DOS

Master of Orion (1oom)

1oom-fork/1oom

1oom: a recreation of the engine of Simtex’s Master of Orion (1993) that aims to reproduce the v1.3 DOS release exactly on modern computers and runs on the original game’s LBX files. It started from 1oom 1.0 by a programmer going by Kilgore Trout Mask Replicant, and MyName (Duzh87_54MSU) restored it from a broken state. It comes with the classic 1993 interface, a proof-of-concept text interface, and tools to view and edit the LBX files, make and dump PBX patches, and convert saved games. The 1.11 releases are the most tested, and the project recommends them until the new version is stable; 1.11.8 made several fixes from patch 1.3a always active, and 1.11.9 (August 12), the latest, fixed a critical bug with queuing a move after an attack, but that branch is no longer developed. Work continues on the “vanilla” version (2.0), closer to the original, which is in testing: RC5 came out on August 27. There are builds for 32- and 64-bit Windows and for MS-DOS, and the code is also mirrored on GitLab and two other sites. The project prohibits the direct use of AI-generated code.

You needThe LBX files from your own copy of Master of Orion, v1.3 for DOS; the Windows and MS-DOS builds are extracted into the game’s folder. Plus Windows or MS-DOS; on Linux you build it from source with SDL 2 and SDL2_mixer.

★ 115 · 2026-11-11 View →
Windows Playable
WIN

Portal 2 / Half-Life 2 (kanapitsas)

kanapitsas/portal2-recomp

A static recompilation of the Linux versions of Portal 2 and Half-Life 2 (with Episode One, Episode Two, and Lost Coast) into native apps for Apple silicon Macs and the iPhone, with no emulator, Wine, or Rosetta: every x86 function in the game’s modules (engine.so, client.so…) is translated to C and compiled for ARM64 along with a runtime that implements what the binaries import (libc, threads, SDL2, OpenGL, Direct3D 9, and Steam). Steam calls go to Valve’s official arm64 libsteam_api.dylib, with no Steam emulation. It renders with Metal by default through mtld3d, a native Direct3D 9 on Metal, with OpenGL as a fallback; on an M3 Pro, a scene runs at 122 fps with Metal and 81 with OpenGL (2560×1440, 4x MSAA). The README calls Portal 2 fully playable on Mac and on an iPhone 15 Pro Max, at a steady 60 fps, with touch controls and portals fired by tapping the back of the phone. Physical controllers work, and there’s local network co-op where a Mac hosts and an iPhone or a second copy on the same Mac joins (only the connection and the map load have been checked). Half-Life 2 is experimental: it has been played for a few hours on Mac, at 120 fps with Metal on an M3 Pro, and the episodes and Lost Coast load their first maps without having been played through. The Natif Installer app or the setup.sh script builds it on your Mac from your Steam copies, in about 10 minutes for Portal 2 and 10 to 20 for Half-Life 2, and downloads Valve’s libsteam_api.dylib (from Steamworks.NET); for the iPhone, setup.sh --ios signs and installs the apps and copies the game data. v0.3.0 (November 8) is the latest of 2 installer releases. The README says AI coding agents (Anthropic’s Claude Code and OpenAI’s Codex) wrote most of the code under the author’s direction. 88 of its last 100 commits list Claude as a co-author.

You needYour own Steam copies of Portal 2 (the game folder, which can also be the Windows one, plus its Linux binaries, fetched from the Steam console with download_depot 620 661, about 90 MB) or of Half-Life 2 installed on the Mac (with hl2_complete, plus its Linux binaries with download_depot 220 224, about 320 MB), and Steam running with the account that owns the game to play on Mac. An Apple silicon Mac on macOS 13 or newer with the Xcode command line tools. For the iPhone, Xcode with your Apple ID (a free account means reinstalling every 7 days), Homebrew’s xcodegen, cmake, and ninja, and an iPhone on iOS 17 or newer in Developer Mode, with about 12 GB free.

★ 115 · 2026-11-09 View →
N64 Playable
N64

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).

★ 115 · 2026-10-25 View →
Xbox 360 Experimental
360

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.

★ 115 · 2026-11-11 View →
PS3 Playable
PS3

Tekken 5: Dark Resurrection

TheWishin/T5DROnline

Tekken 5: Dark Resurrection Online: a native Windows port of the PS3 version (PSN), made by static recompilation: the game’s program is translated ahead of time to C++ and compiled into an ordinary Windows program, with no emulator; it follows the same model as Tekken 6 Native Online. The launcher builds the game on your PC from your own .pkg package and .rap license (about 90 seconds on the author’s PC). This repository only has the documentation and the releases; the source code, under the MIT license, is in a separate repository, TheWishin/T5DROnline-Source. Offline, Arcade, Ghost, Versus, Survival, and Practice work at 60 fps; online play runs through its own lobby with rollback netcode, rooms, spectating, and ranked matches, while the Gallery and the game’s own online menu, which depended on Namco’s and Sony’s servers that are gone, don’t work. Version 1.1.9 (October 29) is the latest of 20 releases; it added the European version, offline only for now. On Apple-silicon macOS it can be built from source, offline only. The README says it was developed with the help of Claude.

You needYour own TEKKEN 5 DARK RESURRECTION ONLINE from PSN, US version (NPUB30009, 01.00): the .pkg package (619,430,240 bytes) and the .rap license (UP0700-NPUB30009_00-UPDATE0000010000.rap). Since 1.1.9 the European release (NPEA00019, 01.00) also works, with its .pkg and .rap, offline only; other versions are refused. Plus 64-bit Windows, about 1.5 GB free in a writable folder (not Program Files or OneDrive), and an internet connection during the first build to fetch about 50 KB of public key data.

★ 115 · 2026-11-07 View →
Xbox Experimental
XBX

Dead or Alive 2 Ultimate (NoRain211)

NoRain211/doa2u-re

A native Windows, macOS, and Linux port of Dead or Alive 2 Ultimate, the second disc of Dead or Alive Ultimate (Xbox), by static recompilation, with the stated goal of rewriting it later into readable source. The DOA2 executable is lifted to C with a static recompiler and linked against a hand-written runtime that replaces the Xbox kernel imports and the game’s Direct3D 8, DirectSound, and input libraries (XDK 5849) with Direct3D 11, XAudio2, and SDL3; on macOS and Linux the same runtime renders through SDL_GPU (Metal or Vulkan). According to the README boot, menus, character select, Story, Watch, and the attract demo work, and every stage and every ending have been played; it is bring-up alpha software, many modes and characters have not been tried, and a draw the port cannot render yet stops the game with a message in the log. It offers 480p to 4K, the game’s own 16:9 widescreen camera, MSAA up to 32×, SMAA, 60 frames per second, and stereo or 5.1 sound. Version 0.1.8 Alpha (October 29) is the latest, with Windows, macOS, and Linux packages. Licensed GPL-3.0-or-later.

You needYour own copy of Dead or Alive Ultimate for Xbox (USA), its Disc 2, as an ISO image; the launcher builds the game from it and refuses any other executable. 64-bit Windows 10 or 11, Python 3.12 or newer, CMake 3.20 or newer, about 6 GB free, and an internet connection for the first build (it downloads the 190 MB llvm-mingw compiler).

★ 114 · 2026-11-11 View →
Xbox Playable
XBX

Midnight Club 3: DUB Edition

laureladastra/mcdub3-nx

A recompilation of the original Xbox version, translated instruction by instruction into C with xboxrecomp and compiled for Linux, macOS, Windows, and also the Nintendo Switch, with no emulation. Per the project, on Mac and Linux 30 fps holds with 5x upscaling (close to 4K) and the Windows version is experimental; on Switch it can be played through to 100% career progress, at 20-25 of the game’s maximum 30 fps. It supports the US (NTSC-U) and European (PAL) discs, with a guided installation page for the Switch. The published releases (0.2.0, from October 24) are only the Switch .nro files: on Mac, Linux, and Windows you build it from the source, with an installer for Windows, and the game’s code is translated on your machine. 79 of its last 100 commits list Claude as a co-author.

You needYour own disc copy of Midnight Club 3: DUB Edition for the original Xbox, US or European, extracted (default.xbe and the other files; a tool in the repository extracts the ISO). Plus macOS, Linux, or Windows, with the build tools that the Makefile or the Windows installer sets up.

★ 114 · 2026-11-06 View →
Source port Playable
WIN

Quake III Arena (vkQuake3)

suijingfeng/vkQuake3

vkQuake3: ioquake3, the port that carries on the Quake III Arena source code id Software released in 2005, with an added Vulkan renderer. That renderer comes from Quake-III-Arena-Kenny-Edition, converted from C++ to C so it builds inside ioquake3, and sits alongside ioquake3’s two OpenGL renderers: you enable it from the console with cl_renderer vulkan, and vkinfo shows which graphics card and Vulkan version are in use. It emulates the original’s fixed-function OpenGL pipeline with shaders, draws shadows with the stencil buffer, and applies brightness before uploading textures to the GPU instead of changing the gamma of the whole desktop. It keeps what ioquake3 brings, such as OpenAL sound, voice chat, demo video capture, and HTTP downloads. Its only release is a preview for 64-bit Windows (0.0.1, March 23, 2019) that its author describes as a just-for-fun version that may have bugs; since 2024 it has received fixes from other contributors, such as no longer requiring certain optional Vulkan features, a validation error on Wayland, and C23 compatibility, the latest in June. The same author also has vkOpenArena, the OpenArena version.

You needThe .pk3 files from your own copy of Quake III Arena, which go in the baseq3 folder. Plus a graphics card with Vulkan (or OpenGL, for the other renderers) and Windows, Linux, or macOS (with MoltenVK); apart from the Windows preview, you have to build it.

★ 114 · 2026-06-14 View →
Xbox 360 Playable
360

Super Street Fighter II Turbo HD Remix

saulob/ssf2t-hd-remix-recompiled

A native Windows port of the Xbox Live Arcade version, by static recompilation with the ReXGlue SDK, with the TRG launcher and an experimental Linux AppImage. It runs at its original 60 updates per second, with up to 4x resolution, aspect ratios from 4:3 to 32:9, anti-aliasing and filtering, local saves, the 12 achievements kept on the PC, five languages, Xbox controllers with no setup, and keyboard play. There’s no online play. Its author states that AI tools were used and that every change was reviewed.

You needYour own Super Street Fighter II Turbo HD Remix Xbox Live Arcade package (Title ID 584108A4, version 0.0.1.3). Plus 64-bit Windows 10 or 11 with DirectX 12, or x86-64 Linux with Vulkan.

★ 114 · 2026-11-08 View →
Port (decomp) Playable
GBC

The Legend of Zelda: Oracle of Ages / Oracle of Seasons

kirby-letsgo/oracles-decomp

A native Windows, Linux, and macOS port of the two Game Boy Color Zelda Oracle games, rebuilt in C from the games’ own code; there’s also an Android version. There’s no emulator underneath: all of Oracle of Ages and 99% of Oracle of Seasons are readable C, shared between the two where they agree and written separately where Seasons differs, and the rest is generated from the community disassembly (oracles-disasm), which also supplies the symbols. On first launch it reads your ROM, keeps the graphics, sound, and data, zeroes the code bytes, and never needs the ROM again. To check that it behaves like the original, it replays full playthroughs (two console-verified TASes) and compares every C routine with the code it replaces. It adds 16:9 widescreen, which shows the neighboring rooms, read from the ROM, at the sides, four save-state slots with thumbnails plus a resume state, save and state sync across devices with a 16-digit code and no passwords, rebindable keyboard and controller input, fast-forward, screen filters (scanlines, LCD grid, CRT, xBRZ and hqx, and true Game Boy Color colors), a portable mode that keeps everything next to the app, and Lua mods that read the game and draw on top of it; gameplay changes such as fast text, quick item swap, and four item slots are off by default. The European ROMs play in English, French, German, Italian, or Spanish. There are only nightly builds, rebuilt on every change; the latest is from October 22. Its author states it was made with help from generative AI, specifically Claude Opus. The repository includes C code generated automatically from the European ROMs for the routines that differ from the US ones (about 2.5 MB).

You needYour own ROM of The Legend of Zelda: Oracle of Ages, Oracle of Seasons, or both for Game Boy Color, US or European release, which the app checks; it can be loose (.gbc or .gb) or inside a .zip or .gz. Plus 64-bit Windows 10 or 11, x86-64 Linux, or macOS 11 or later (Apple silicon or Intel).

★ 114 · 2026-11-02 View →
Xbox Fully playable
XBX

Dead or Alive 3

parkerallan/doa3-recomp

A native Windows port by static recompilation: the original Xbox’s x86 executable is translated to C and built as a 64-bit program. It’s made with xboxrecomp, sp00nz’s recompilation kit, and follows sp00nz’s Burnout 3 port, from which it takes the translator from NV2A graphics to Direct3D 11. According to its author, every game mode is fully playable. It adds an online mode for single and tag matches against another player: the host shares a code, no router setup is needed, and both machines run the same match with a small input delay, with no prediction or rollback. It’s capped at 60 fps, windowed or borderless fullscreen, in 4:3 or 16:9, with internal resolution scaling up to 1440p (3x). The Esc key opens a menu with online play, controller mapping, and settings, and since 1.0.4 (October 18) an updater. On first launch it extracts the files from your disc image. The latest version, 1.0.6, came out on October 19.

You needYour own US copy of Dead or Alive 3 for Xbox, as an .xiso image. Plus 64-bit Windows. For online play, the host PC needs an inbound Windows Firewall rule, and behind a symmetric NAT a network such as Tailscale or ZeroTier is needed.

★ 113 · 2026-10-24 View →
Xbox 360 Fully playable
360

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. 88 of its last 100 commits list Claude as a co-author.

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.

★ 113 · 2026-10-20 View →
N64
N64

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. 10 of its last 100 commits list Claude or Copilot as a co-author.

100% decompiled
★ 113 · 2026-10-25 View →
N64
N64

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.

34% decompiled
★ 113 · 2026-09-26 View →
Port (decomp) Playable
DOS

Fatal Racing / Whiplash

FatalDecomp/ROLLER

ROLLER: a port of Fatal Racing (Whiplash in North America) made by reverse engineering the original executable, using the names from the debug symbols it kept and replacing DOS functions with SDL; the decompilation that matches the original instruction for instruction lives in a separate repository, ROLLER-matching. It extracts the data and the music tracks from an image of your CD, and music can play from those tracks or as MIDI. Besides the software renderer it has a GPU one, controller support in game and menus, community tracks made with its track editor, and, since late September, new netcode for online play: the host is authoritative and clients predict their own car, with LAN discovery, a service on fatal.racing for finding games online, a relay fallback, and a dedicated server; the original lockstep network mode is still available. The ` key opens extra settings. It publishes automated development builds for Windows, macOS, and Linux (and Android); the latest is 0.1.1-dev.20261019 (October 19). It can also be played in the browser at play.fatal.racing. That browser version carries the data from the Whiplash playable demo that Interplay distributed, downloaded from its Internet Archive copy and served from the project’s site; for the full game you import an image of your disc. The native builds include no game data.

You needAn image of your own copy of the game’s CD (CUE/BIN or ISO), from which it extracts the data on first launch. Plus x86-64 Windows, macOS (Apple silicon or Intel), or Linux (x86-64 or ARM64).

★ 112 · 2026-11-06 View →
Mod Stable
WIN

TemplePlus

GrognardsFromHell/TemplePlus

TemplePlus (Temple+): an engine enhancement and bug-fix mod for The Temple of Elemental Evil, Troika Games’ 2003 RPG. It installs separately, with a configurator that asks for the game folder, and launches the game through your install’s temple.dll, hooking and replacing its functions: its wiki documents how to access and replace that DLL’s data and functions, and many of its systems are rewritten in C++. It moves the game to DirectX 11 with HD resolutions, fake fullscreen, and DirectWrite font rendering, loads faster, improves pathfinding and AI, and fixes many crashes, hangs, and spell and ability bugs, plus UI shortcuts. It adds 6 new base classes, 12 prestige classes, and over 60 feats, which are optional and enabled in the configurator, combat actions such as disarm and shield bash, house rules, a Dungeon Master mode to spawn, edit, and control creatures on the fly, and flexible PC/NPC party composition; it also greatly extends what can be modded with Python (new classes, races, actions, and conditions) and supports override folders for mods. It’s compatible with the Circle of Eight Modpack and the Keep on the Borderlands module. It has put out releases since April 2016; the latest is 1.0.98 (August 7, 2025), with a self-updating installer, and it has kept getting changes since then, the latest in February. The repository also includes modified versions of the game’s Python scripts and dialogue files (with the Circle of Eight fixes), rules tables, map data, and armor and character models and textures, which are packed into tpgamefiles.dat and co8fixes.dat.

You needYour own installed copy of The Temple of Elemental Evil for PC with the patch 2 temple.dll: the GOG version, the one its website links to, works, and so does an install with the Circle of Eight Modpack; patch 3 isn’t supported. Plus Windows.

★ 111 · 2026-02-23 View →
N64 Playable
N64

Banjo-Tooie (some-scurvy-dog)

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.

★ 110 · 2026-10-27 View →
N64
N64

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.

98% decompiled
★ 110 · 2026-09-17 View →
Xbox Playable
XBX

Project Gotham Racing 2

hk21x/pgr2-recomp

An unofficial native port of the original Xbox version for Windows, with extended graphics options and other enhancements. The game’s x86 code is statically recompiled with Xbox XBE Recomp into a Windows executable, and the console’s graphics, sound, and system libraries are reimplemented (Direct3D 12 or 11, XAudio2, and SDL); it is not an emulator. It works with the European (PAL) and North American (NTSC) releases, including their hard-disk-patched variants; the Japanese release hasn’t been checked. The only published file is PGR2Launcher.exe, which builds the game on your PC from your disc, with no Visual Studio, Git, or administrator rights needed: the game’s code is never downloaded, only the tools and the project’s source. 1.0 came out on October 22 and 1.0.2 on October 23. 99 of its last 100 commits list Claude as a co-author.

You needYour own copy of Project Gotham Racing 2 for Xbox, European or North American, as an .iso image or a folder with the disc’s files. Plus 64-bit Windows 10 or 11, a graphics card with Direct3D 12 or 11, about 15 GB free, and an internet connection to download about 1.4 GB of build tools.

★ 110 · 2026-11-10 View →
Fan remake Experimental
PS2

Ratchet & Clank (ReRAC)

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. 74 of its last 100 commits list Claude as a co-author.

You needYour own copy of the US PS2 disc (SCUS-97199, version 1.00). No game files are included.

★ 110 · 2026-11-10 View →
Source port Fully playable
DOS

Rise of the Triad (rottexpr)

LTCHIPS/rottexpr

rottexpr: a source port of Rise of the Triad: Dark War based on the icculus.org port, which builds on the source code Apogee released. It runs on SDL2 and supports resolutions from 320×200 up to 3840×2160, with a repositioned, scalable HUD and bordered or borderless windows. It adds new gameplay options: Blitzguards can carry any missile or magic weapon, ammo can be picked up from missile weapons that enemies drop, auto-aim can be turned off and also works with missiles, and ZomROTT is a mode where enemies come back unless you gib them. At high resolutions you can see through walls when standing against them, which is fixed by raising the “Adjust focal width” setting. Multiplayer doesn’t work. It publishes Windows executables for the shareware, commercial, and site license versions (the one GOG and Steam sell); on Linux you build it. The latest release is v0.01 (January 19, 2021), and the last code change is from that same month.

You needThe files from your own copy of Rise of the Triad: Dark War (DARKWAR.WAD, DARKWAR.RTL, and DARKWAR.RTC), or those of the free shareware version, The HUNT Begins (HUNTBGIN), along with DEMO1_3.DMO to DEMO4_3.DMO and REMOTE1.RTS. Plus Windows, with SDL2 and SDL2_mixer, or Linux, building it yourself.

★ 110 · 2022-12-21 View →
GameCube
GC

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.

100% decompiled
★ 110 · 2026-09-17 View →
Native layer Experimental
PS4

⑂ Fork of deadinside28/bloodborne_pc

Bloodborne (DarkIzuku)

DarkIzuku/bloodborne_pc

An independent Windows fork of deadinside28’s native port (bbport), with about 130 commits of its own ahead. The game’s x86-64 code runs directly on the CPU, the runtime replaces the PS4’s system libraries, and a renderer derived from shadPS4 translates the graphics to Vulkan. It adds a WPF launcher, native PC menus in the game, output from 1080p to 4K and 21:9 and 32:9 ultrawide, 30, 60, 90, and 120 fps or unlimited, DLSS with model selection, FSR 3.1, FSR 4, and native TAA, remappable keyboard and mouse, mouse camera, mods, and options such as appearance editing in Hunter’s Dream. Its README warns it is experimental and that automated tests don’t establish that every area, mod, or configuration works. The portable package (about 217 MB) includes the launcher with its .NET runtime, Python, and dependencies. Version v0.4.1-stability.6 is from October 22. 2 of its last 100 commits list Claude as a co-author.

You needYour own compatible Bloodborne 1.09 copy for PS4, with its required modules, as a game folder. Windows 10 (version 1803 or newer) or 11, an x86-64 CPU, a Vulkan 1.3 GPU, and enough RAM, page file, and storage.

★ 109 · 2026-10-22 View →
DS
DS

Kingdom Hearts 358/2 Days (khdays-decomp)

Yokimitsuro/khdays-decomp

A matching decompilation of Kingdom Hearts 358/2 Days for Nintendo DS, European release (YKGP), built with the same compiler as the original, CodeWarrior for DS (mwccarm 3.0, build 139). Every function of the ARM9 program and its overlays matches the original, the 306 modules it builds are byte-identical to the game’s, and all of the initialized data is reconstructed. All of the game’s own code is C except two functions that need the clz instruction, which the compiler can’t produce from C; the rest of the assembly is library code (NitroSDK, the CodeWarrior runtime, and MobiClip) that was assembly in its original source too. By the project’s count, about 23,125 of its roughly 23,233 functions are in C (99.5%, and 99.73% of the code bytes). The work now is making that C readable: declaring once the structures the files share, naming what is still named by address, and grouping functions back into their original files. It uses dsd (ds-decomp) to extract and delink the code from your ROM, and contributions can be made through decomp.me. On its own it doesn’t produce a playable build: the same author’s native PC port, khdays-port, which has its own entry, is built on it. The DS Protect sources were reconstructed from taxicat1’s decompilation, and to identify NitroSDK functions it compiles the NitroSDK from pret’s Pokémon Diamond decompilation. The repository, opened on June 26, includes neither the ROM, nor game assets, nor the original assembly, and its code is in the public domain (CC0).

100% decompiled
★ 109 · 2026-11-05 View →
Fan remake Playable
WIN

Knytt Stories (YKnytt)

youkaicountry/yknytt

YKnytt: an open-source reimplementation of Knytt Stories, Nifflas’s (Nicklas Nygren’s) exploration platformer, written in C# with Godot 3. Knytt Stories is freeware, and YKnytt comes with its graphics, music, sounds, and tilesets, plus Nifflas’s levels, such as The Machine or An Underwater Adventure, and the tutorials. From inside the program you can search, filter, rate, and download community-made levels, and send your latest save when a level breaks. It adds a side-scrolling mode with parallax backgrounds and a camera that leaves more room ahead of Juni, a viewport you can fit to your screen, a full-screen map with markers and colored keys, emergency saves, total time and deaths for each save, controller support, and a portable mode for running it from a USB drive. There are builds for Windows, macOS, and Linux (x64, and ARM64 for handhelds, also on PortMaster), one for Android, and a web version on itch.io. The latest is 0.7.3 beta (July 8, updated August 5). The 0.7.1 release notes say the code contains one AI-generated function.

You needNo copy needed: Knytt Stories is a free game by Nifflas, and YKnytt comes with its files and levels; community levels are downloaded from inside the program. Plus Windows, macOS, or Linux (x64, or ARM64 on handhelds).

★ 109 · 2026-11-11 View →
Windows
WIN

LEGO Racers

isledecomp/racers

A work-in-progress decompilation of LEGO Racers (High Voltage Software, 1999) for Windows, modeled on the LEGO Island one by the same group, isledecomp. It aims for recompiled code that produces the same instructions as the original, and it’s built with Microsoft Visual C++ 6.0, the game’s own compiler, which every contribution is graded against; most functions already match instruction for instruction. Its two binaries, LEGORacers.exe and GolDP.dll (both dated July 22, 1999), are at different stages: the executable is almost fully decompiled and the library mostly done. The recompiled game is already playable, though the software renderer doesn’t work yet. Every change to the main branch publishes both binaries and per-function accuracy reports; on Linux and macOS it can be built with Docker. The code is true to the original and only compiles for 32-bit Windows: the port to modern systems and the web, racers-portable, lives in a separate repository.

★ 109 · 2026-11-11 View →
Xbox 360 Playable
360

Marvel Ultimate Alliance / Marvel Ultimate Alliance 2 (saulob)

saulob/marvel-ultimate-alliance-bundle-recompiled

A bundle that brings together Marvel Ultimate Alliance, its Gold Edition, and Marvel Ultimate Alliance 2 for Xbox 360, statically recompiled with the ReXGlue SDK to run natively on Windows (Direct3D 12) and, experimentally, on Linux and the Steam Deck (a Vulkan AppImage). Each game is installed separately from your disc packages with the TRG launcher. It offers render resolution up to 4x, ultrawide, NVIDIA DLSS (Windows and RTX only), AMD FSR 1 and 3.1, and high frame rates, plus cheats from the launcher and an in-game menu (F10). Version 0.2.0 (October 29) is the latest; it carries the DLSS and FSR runtimes inside the Windows zip (about 88 MB) and an AppImage of about 55 MB. The README says no game files are included.

You needYour own copy of each game you want (Marvel Ultimate Alliance, the Gold Edition, or Marvel Ultimate Alliance 2) for Xbox 360, as a disc image or package, which the launcher copies and verifies. 64-bit Windows 10 or 11 with Direct3D 12, or x86-64 Linux (experimental) with glibc 2.31 or later, Vulkan, and X11 or Wayland.

★ 109 · 2026-10-29 View →
Source port Fully playable
MAC

Nanosaur II: Hatchling

jorio/Nanosaur2

Nanosaur II: Hatchling, Pangea Software’s 2004 Mac game, updated for Windows, macOS, and Linux by Iliyas Jorio with Pangea’s permission. It continues the first Nanosaur’s story, but this time you fly a pterodactyl loaded with weapons: there’s a three-level adventure mode where you shoot down enemy dinosaurs and rescue eggs, and six two-player levels with racing, capture the flag, and battle. It’s a port of the original Mac version; compared with Pangea’s last release, 2.0.7 from 2008, it improves widescreen, mouse, and controller support, makes terrain texturing seamless, adds optional story subtitles, revamps the menus, lets you scale the status bar, fixes minor gameplay bugs, and shows the story slides in high resolution. The only release is 2.1.0 (December 17, 2022); since then the code has moved to SDL 3, fixed animation hiccups at high frame rates, and gained a Russian translation, not yet in a release. The downloads, on GitHub and, free or pay-what-you-want, on itch.io, include the whole game, which the author publishes under the CC BY-NC-SA 4.0 license with permission from Pangea Software.

You needNo copy needed: the game is published in full with permission from Pangea Software, and each download already includes its data. Plus Windows (x64), macOS, or Linux (x86-64 or ARM64).

★ 109 · 2026-06-06 View →
Xbox 360 Experimental
360

Asura's Wrath

PauloUbirajara/asuras-wrath-recomp

A static recompilation of the Xbox 360 version (title 43430817): the PowerPC code in default.xex is translated to C++23 on the ReXGlue SDK, with builds for Windows and Linux; the same repository also has an experimental Android build. The game is read from an “extracted” folder next to the executable, and command-line options pick Vulkan or Direct3D 12, the resolution, and the GPU. Its author warns that performance isn’t good yet: there’s stutter while textures and shaders compile, and NVIDIA cards need the slower FSI render path to avoid a red overlay on the picture. DLC doesn’t work yet. The latest desktop release is 0.3.1 (September 5), marked as a pre-release; the later ones are Android-only.

You needYour own Asura's Wrath ISO for Xbox 360, extracted with extract-xiso into the “extracted” folder next to the executable (or another one set with --game_data_root). Plus x86-64 Windows or Linux; building it takes CMake 3.25 or later, Clang, and Ninja.

★ 108 · 2026-11-08 View →
Xbox 360 Playable
360

Fight Night Champion

whompay/FNCReborn

FNC Reborn: an unofficial native Windows port of the Xbox 360 version, by static recompilation with the ReXGlue SDK. No executable is distributed: an installer downloads the tools (about 2.5 GB) and builds the game on your PC from your disc, in 15 to 60 minutes. Menus, Fight Now, Legacy and Champion modes, Create a Fighter, and saving work, with sound. It runs at 60 fps by default (30, 120, or 144 with one setting), adds a DISPLAY tab to the game’s Settings screen for frame rate, VSync, resolution scale (720p or 1440p), anti-aliasing, and fullscreen, and a camera behind your boxer toggled with Back. Through SDK changes it fixes bugs that made fighters vanish, kept saves from being found, or turned knockdowns and replays black. Minor issues remain: fighters can vanish for a moment after skipping a cinematic, some menu text flickers, and the short cutscene after a fight shows nothing. 1.0 came out on October 7.

You needYour own Fight Night Champion Xbox 360 disc, of the release the port was made with (USA/Europe, 1.0), as an ISO or a folder with default.xex and databigs; the installer warns you if your default.xex differs. Plus 64-bit Windows 10 or 11, a Direct3D 12 graphics card, and about 25 GB of free space; building it by hand needs 16 GB of RAM.

★ 107 · 2026-10-07 View →
Xbox 360 Fully playable
360

Castlevania: Harmony of Despair

Wrexxial/HarmonyRecomp

A static recompilation of Castlevania: Harmony of Despair (Xbox Live Arcade, title ID 58410A7A) for Windows, built on the ReXGlue SDK and modelled on NocturneRecomp. The PowerPC code of default.xex and the character modules is translated to C++ at build time and compiled natively for x86-64; graphics, audio, and the Xbox system services come from the ReXGlue runtime, derived from Xenia. The README says it runs the whole game, with all stages and the six base characters, and includes a settings menu (F6), an FPS counter, online co-op without Xbox Live (up to six players over LAN or a virtual LAN), and support for the character and stage DLC from your own packages and title update 2. The installer (HarmonyRecomp-Setup.exe) downloads the build tools (about 1 GB, plus Microsoft’s C++ components if missing) and builds the game on your PC. The latest version is 0.4.2 (October 31). 40 of its 42 commits list Claude as a co-author.

You needYour own copy of Castlevania: Harmony of Despair for Xbox 360: the file without extension (starting with LIVE) from 58410A7A\000D0000 of your console dump. Optionally, your DLC packages and title update 2. 64-bit Windows 10 or 11 and an internet connection for the build tools.

★ 106 · 2026-11-09 View →
N64 Playable Stalled · 6 months
N64

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).

★ 106 · 2026-04-26 View →
Wii
WII

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.

2% decompiled
★ 106 · 2026-10-04 View →
PS1 Playable
PS1

Ape Escape (mstan)

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. 39 of its last 100 commits list Claude as a co-author.

You needA disc image of Ape Escape (PS1, US version).

★ 105 · 2026-11-09 View →
Xbox 360 Playable
360

Army of Two (nikolaygorb)

nikolaygorb/ArmyOfTwoRecomp

A static recompilation of the Xbox 360 version to x86-64 Windows and Linux, with the ReXGlue SDK: the PowerPC code in default.xex becomes native C++, and file I/O, GPU, audio, and threading go through the ReXGlue runtime, with Direct3D 12 or Vulkan. Its releases claim full compatibility on Windows 11 and Ubuntu 26.04. It adds direct mouse look on foot, with sensitivity scaled to the zoom, and carries three Xenia Canary community patches as hooks: a frame rate unlock (60 by default, 30, or uncapped), the black shading fix, which disables MSAA, and 16x anisotropic filtering. The game can be set to English, Japanese, German, French, Spanish, or Italian. Its author presents it as a home-made demo of the SDK’s use. Version 1.3 (October 18) improved the graphics and fixed Vulkan rendering.

You needYour own copy of Army of Two for Xbox 360 (Title ID 4541084C, Media ID 7E3E9BEA, module hash AA1EA03FEC9A549C), dumped with ABGX360 or extracted from the ISO with extract-xiso. Plus 64-bit Windows or Linux and a Direct3D 12 or Vulkan graphics card.

★ 105 · 2026-11-05 View →
N64 Playable
N64

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. 38 of its last 100 commits list Claude as a co-author.

You needA Mischief Makers ROM (N64, .z64).

★ 105 · 2026-10-05 View →
Xbox 360 Playable
360

Naruto Shippuden: Ultimate Ninja Storm Generations

Masterllgod/naruto-storm-generations-port-nativo

A native port of Naruto Shippuden: Ultimate Ninja Storm Generations (Xbox 360) for Windows x64 and Android ARM64, made by static recompilation of default.xex, with a Vulkan backend adapted to phone GPUs. The project is closed source: the repository only holds documentation and screenshots, and the executables are in its releases. Version 0.3.5 (October 18, 2026) has an APK and a Windows zip; 0.4, marked as a pre-release, only the APK. It has fights at 30 fps, a 24 fps performance mode for phones, resolutions up to 4K on PC, FXAA, FSR 1, and CAS, editable on-screen controls on Android, and windowed or fullscreen, keyboard, and controllers on PC. All 6 of the repository’s commits list Claude as a co-author.

You needYour own copy of the North American (NTSC-U) disc of Naruto Shippuden: Ultimate Ninja Storm Generations for Xbox 360, with a default.xex identical to version 0.0.0.5 (title ID 4E4D0842; the README gives the SHA-1); the PAL version doesn’t work. 64-bit Windows 10 with an x86-64 CPU with AVX and a Vulkan 1.1 GPU, or Android 11 or later on ARM64.

★ 105 · 2026-11-03 View →
Port (decomp) Playable
WIN

Team Fortress Classic (TF15-Client)

FWGS/tf15-client

TF15-Client: a reverse-engineered Team Fortress Classic, to run on Xash3D FWGS instead of the Half-Life engine. The repository has the client (cl_dll) and game DLL (dlls) folders, among others, and builds for Windows, Linux, and Android. The continuous builds (the latest, from August 13, 2025, marked as a pre-release) come as an Android APK and packages for Windows (x64 and x86) and Linux (x64 and i386), although the README itself doesn’t recommend the Windows and Linux ones over the Steam version. Its author says they want a working server implementation and to reverse-engineer other mods the same way.

You needYour own copy of Team Fortress Classic from Steam: you copy the valve and tfc folders into the Xash3D FWGS directory, using its latest developer build. Windows, Linux, or Android.

★ 104 · 2026-11-06 View →
Switch Playable
NSW

The Legend of Zelda: Tears of the Kingdom (Muhammad1259-sigma)

Muhammad1259-sigma/totk-recomp

A static recompilation of the Switch 1.0.0 version to Linux x86-64, aimed at the Steam Deck. The repository holds the recompiler (a Python generator that translates the AArch64 code of main and parts of the SDK to C++), a runtime with the Switch services and an NVN graphics layer on Vulkan with a Maxwell-to-SPIR-V shader translator (the NVN layer is ported from LAS Recomp), a setup launcher, and the build scripts; the game is built on your machine from your dump, and the README says it contains no game code or data. According to the author it runs on a Steam Deck at about 60 fps outdoors, but only version 1.0.0 is supported. The biggest open issue is build time (about 17 minutes with clang -O2 on the author’s PC, 2.1 hours of CPU time; 1 to 1.5 hours expected on the Deck), and building from inside the launcher isn’t wired up yet: you run build_from_xci.sh. The first start compiles shaders, and a warm-up script takes about 4.5 minutes. It has no published releases. Both of its 2 commits list Claude as a co-author.

You needYour own dump of the 1.0.0 cartridge version (.xci, title 0100F2C0115B6000) and your own prod.keys (master key revision 0x0E). Linux x86-64 with AVX2 (Zen 2 or Haswell, or newer), about 45 GB free at the peak (20 GB afterwards), and 16 GB of RAM, with clang 17 or newer, cmake, ninja, Python with venv (capstone exactly 5.0.9), and the libraries the README lists. On SteamOS you build in an Ubuntu 24.04 distrobox or on another Linux PC and copy the result over.

★ 104 · 2026-10-20 View →
Xbox Fully playable
XBX

The Lord of the Rings: The Two Towers (Gumpolas)

Gumpolas/TooTawersRecomp

The Two Towers Recompiled: a native port of the US Xbox release by static recompilation with xboxrecomp, separate from the one in Athelas. It runs on Windows and Linux, and experimentally on macOS (Intel, or Apple silicon through Rosetta 2). It draws with Direct3D 11, Vulkan (DXVK, included), or OpenGL, with 1x–12x internal resolution, 4:3 to 32:9 with the HUD at the screen’s edges and widescreen cutscenes, MSAA, FXAA, and anisotropic filtering. It runs at 30 fps as on the Xbox, or at 60, 75, 90, 100, 120, 144, 165, 200, 240, or 300, or experimentally uncapped. It has keyboard and mouse with everything rebindable, mouse aiming and steering, controllers with rumble, in-game options pages, and a settings panel (F10). It translates every text in the game, subtitles included, into 33 languages besides English. Its “Ultra textures” bring the game’s menus, text, and HUD upscaled 4x and can use the GLOS69 GameCube texture pack, downloaded separately. It includes as mods the ECTS 2002 demo’s HUD, orange health pickups, and seven new playable heroes. Its README says the game is fully playable, though not everything works perfectly yet. Version 1.9.5 (October 21) moved more of the game to native code and fixed bugs at high frame rates and sound dropouts. Two of its commits, those for versions 1.9.2 and 1.9.4, list Claude as co-author. The repository and the download include the translations of the game’s text into those 33 languages; the original English text is taken from your copy.

You needYour own US copy of The Two Towers for Xbox, as an ISO image or an extracted folder. Plus 64-bit Windows 7 SP1, 8.1, 10, or 11, 64-bit Linux with glibc 2.27 or later, or macOS 10.15 or later.

★ 104 · 2026-11-09 View →
PSP Experimental
PSP

Ace Combat X: Skies of Deception

sal063/Ace-Combat-X-Recompilation

A static recompilation of the PSP game with a native renderer. Its recompiler, pspreco, takes the game’s MIPS code and turns it ahead of time into native C; a small runtime reimplements the PSP’s kernel services (sceIo, sceKernel, sceGe…), with the GE graphics engine on Vulkan, a window, audio, and video. Recompiled functions do not go through a MIPS interpreter or a JIT, although a MIPS/VFPU interpreter exists for traps and cold paths. The README insists it is not an emulator and not a copy of the game, and it includes tools to extract the ISO and the REGFILE.CDI archive and a debug overlay (F4). V1.5, the modding update (August 28), is the latest release; earlier ones added optimization with supersampling and texture overrides.

You needYour own copy of the game (USA, ULUS10176): an ISO image of your UMD and the decrypted EBOOT.elf from your copy, which you must obtain with your own tools. Plus Python 3.10 or later, a C compiler (clang), and, for the windowed build, Windows with SDL3 and a Vulkan loader.

★ 103 · 2026-08-28 View →
Source port Fully playable

EDGE-Classic

edge-classic/EDGE-classic

EDGE-Classic: a Doom source port that revives the EDGE 1.35 codebase for modern systems, with advanced features, easy modding, and attractive visuals while keeping hardware requirements modest. Besides Doom and Doom II it runs Heretic, Chex Quest and Chex Quest 3, HacX 1.2, Harmony, and REKKR, plus the free Freedoom and Blasphemer IWADs. Compared with EDGE 1.35 it adds an uncapped frame rate, a new renderer with OpenGL 3.3 and GLES3 alongside the legacy OpenGL 1.3 one, multithreaded BSP traversal, Dehacked support up to MBF21, DSDehacked, Boom, UDMF, and UMAPINFO, Lua as its main scripting language (with a COAL compatibility layer), expanded DDF and RTS, an inventory system, widescreen status bar, intermission, and title screens, optional dynamic reverb, soundfont MIDI, OPL emulation, many more music and sound formats, and MPEG video. Its README showcases mods made for it, such as Operation: Arctic Wolf Revisited and Aliens: Stranded. The latest release is 1.53 (July 11), with downloads for 32- and 64-bit Windows and for Linux; on macOS and the BSDs you build it from source. Its website also has a browser version, which comes with Freedoom Phase 2 and Blasphemer.

You needThe data files (IWADs) from your own copy of Doom, Doom II, Heretic, or another supported game; with the free Freedoom or Blasphemer IWADs no copy is needed. Plus Windows 7 or later, Linux (x86 or ARM), macOS (Intel or Apple silicon), or BSD.

★ 103 · 2026-10-19 View →
Xbox 360 Fully playable
360

Splatterhouse

0c0de/splatterhouse-decomp

“Splatterhouse Recompiled”: a native Windows port of the 2010 Xbox 360 version, by static recompilation with the ReXGlue SDK. Despite the repository’s “decomp” name, it isn’t a decompilation: the original XEX is translated into about 208 C++ files that are compiled for your PC. The author calls it playable end to end, with the full campaign and DLC. You just drag your ISO onto the installer, which extracts it and decrypts the executable. It runs at 60 fps with the Xenia Canary community’s patch, scales the image with FSR, CAS, or FXAA, renders natively at 21:9 and 32:9, shows the text in other languages (voices stay in English), and unlocks every chapter. The port’s options are on a separate screen (F5), labeled in Spanish for now. DLC (Survival Arenas, masks) installs itself when dropped into a dlc folder. The first visit to an area can stutter if the shader cache is incomplete, and combat is heavier on AMD and Intel cards, so the installer picks 720p for them. Version 0.3 (October 20) improved performance and added ultrawide.

You needYour own copy of Splatterhouse for Xbox 360 as an ISO (title ID 4E4D07F0). Plus 64-bit Windows 10 or 11, a graphics card with Direct3D 12 and Rasterizer-Ordered Views (NVIDIA GTX 900 or later, AMD RX 400 or later, Intel Arc), and an Xbox-compatible controller.

★ 103 · 2026-10-20 View →
3DS Experimental
3DS

The Legend of Zelda: Ocarina of Time 3D (OTPR26)

OTPR26/Ocarina-ReTuned

A native, single-screen recompilation of OOT3D for Windows, Mac, Linux, Android, iOS, Apple TV, and experimentally Nintendo Switch, called Ocarina ReTuned. It is a substantially modified fork of TriAevum that integrates the Ocarina ReFramed gameplay with its own interface and its own ROM-preparation flow. It adds optional dual-screen support on Android, manual jump on X or ZR, a PAK loader for player models, customizable touch controls, adjustable internal resolution with frame interpolation (including 60), texture packs, and bundled HD dialogue fonts. Shaders are generated on your machine from your game’s data. Preview 0.5.7 (October 27) is the latest release and the README warns of rough edges.

You needYour own decrypted ROM of the USA version, in .3ds or .cci format; other regions and revisions are not supported. The first time, the program prepares it on your machine, and optional texture packs are supplied separately.

★ 103 · 2026-11-10 View →
Windows
WIN

Barnyard

InfiniteC0re/OpenBarnyard

OpenBarnyard: a decompilation of Barnyard (Blue Tongue Entertainment) for Windows and of TOSHI 2.0, the proprietary engine it was built on. It reconstructs the game and engine code, which builds with Visual Studio 2026 for DirectX 8, and every change publishes a nightly build (OpenBarnyard.exe, 12.8 MB; the latest from October 22). The README warns that it owns neither the engine nor the game, that TOSHI is now owned by THQ Nordic, and that it must not be used to pirate Barnyard or any other TOSHI game. The numbered releases also include a mod loader (BYModCore.dll) and a speedrun tool (BYSpeedrunHelper.dll), both from March 4, 2025, and the repository’s SDK carries the code of several mods, such as BYEnhanced and BYWinterMod. The repository includes no game data, so you need your own copy of Barnyard (the README doesn’t say which one). It does carry, in Content/, the DirectX 8.1 installer and the FMOD and Bink libraries (about 27 MB).

★ 102 · 2026-11-09 View →
DS Experimental
DS

Chrono Trigger (DS)

power-pudu/egg-of-time

A native PC port of the Nintendo DS version of Chrono Trigger, for Windows, Linux, and macOS. It is a static recompilation: every function of the game’s code is translated to C and compiled into a native program, with a small runtime standing in for the DS hardware; it is not an emulator. The game is built on your computer from your ROM on first start, which takes a few minutes. It offers widescreen, high resolutions, higher frame rates, gamepad support, and mods. According to the README it is playable from the start (tested through the opening, the Millennial Fair, the first time warp, battles, and Game Over) with sound, music, and cutscenes; Wi-Fi, the microphone, and the DS 3D engine are not implemented. It states that it was developed with Claude through Claude Code, which did the reverse-engineering analysis and wrote the recompiler, the runtime, and the documentation under the repository owner’s direction. Version 0.2.3 (October 29) is the latest, with a Windows zip. 13 of its 19 commits list Claude as a co-author.

You needYour own Chrono Trigger ROM for the Nintendo DS, US release (game code YQUE, English and French, SHA-1 11f9e8204e484eab42181b210c9f214584be75bf); the Windows release refuses any other file. Plus Windows or Linux; on macOS the runtime compiles, but a full game build has not been tested.

★ 102 · 2026-11-09 View →
PS1 Playable
PS1

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.

★ 102 · 2026-10-08 View →
Fan remake Playable Stalled · 1 year
MOB

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.

★ 102 · 2025-07-09 View →
Port (decomp) Playable
PS2

Dragon Ball Z: Budokai Tenkaichi 4 (NauTaro)

NauTaro/DBZ-BT4-Tag-Team-Decomp

BT4decomp adapts BT4 B14 Rev2, a fan-modified version of Dragon Ball Z: Budokai Tenkaichi 3 for PS2, to Windows, Linux, and Apple Silicon. It is built on Tenkaichi3Decomp and runs the game code natively rather than emulating a console. It adds simultaneous team battles with up to five fighters per side, a six-player free-for-all, 1 vs 1 with rollback netplay, tournaments of two to eight entrants, spectator rooms with a free camera, and proximity voice chat; menus are in English and Spanish. A setup wizard asks for your compatible Spanish or English BT4 B14 Rev2 ISO and, if you choose both languages, downloads the other one’s package from the repository. The README says it distributes no disc images or extracted game data. Version 0.1.39.2 R8.1 is from November 1.

You needYour own compatible ISO of BT4 B14 Rev2 (the modified version of Budokai Tenkaichi 3), Spanish or English. Windows x64, x86-64 Linux with glibc 2.35 or later, or macOS 15 or later on Apple Silicon.

★ 102 · 2026-11-11 View →
PS3 Experimental
PS3

God of War II HD

andrebrumdev/gow2-recomp

A native port of the PS3 PSN release (NPUA80491) for Apple silicon macOS, made by static recompilation: the PPU code (about 69,000 functions) and the seven SPU programs are translated ahead of time to C/C++ and compiled for arm64, with no emulator or JIT, on a fork of the ps3recomp runtime with Metal for graphics, VideoToolbox for movies, and CoreAudio for sound. It gets from boot to the menu, saves, and gameplay in Rhodes, with combat, HUD, particles, and lighting at 45–60 fps on an Apple silicon Mac; the Colossus of Rhodes fight is playable with a graphical glitch, and audio still partly follows the host clock. A setup kit decrypts EBOOT.BIN with your license, translates and builds the game on your Mac, and checks every generated file against the project’s hashes; a SwiftUI launcher handles options, mods, and RPCS3-style patches, and an in-game menu covers display, remappable controls, and sound. The iPhone and Android builds are experimental, and the Windows one isn’t maintained. Its documentation indicates it’s developed with AI agents (Claude and Codex), and four of its 654 commits list Claude as a co-author. The latest kit is from September 30.

You needYour own copy of God of War II HD for PS3 in its US PSN release (NPUA80491, 1.00): the PS3_GAME folder, with USRDIR/EBOOT.BIN and gow2.psarc, taken from RPCS3 or your PS3, and your UP9000-NPUA80491_00-GODOFWARIIHDUS00.rap license. Plus an Apple silicon Mac (M1 or later) with a recent macOS, the Xcode Command Line Tools, and Homebrew with cmake, ninja, pkgconf, and sdl2; the first build takes 5 to 15 minutes.

★ 102 · 2026-10-19 View →
Mod Usable
WIN

M2TWEOP

EOP-Labs/M2TWEOP-library

M2TWEOP (Medieval II Total War Engine Overhaul Project): a project to expand the capabilities of Medieval II: Total War, aimed at mod makers. It uses C++ and assembly to modify the game’s code in memory and exposes it through a Lua API with more than a thousand functions, with documentation and examples, integration with existing campaign_script scripts, hot reload, a custom console, and VSCode debugging. It removes engine limits (unit types and sizes, religions and cultures, buildings and chains, ancillaries, custom settlements and models), unlocks all of the base game’s console commands, and fixes bugs such as berserkers crashing the game, elephants breaking sieges, and elephant cannons unable to attack gates. It also adds drawing cas models at any scale on the campaign map, a configurable launcher, Discord Rich Presence for more than thirty mods, a Rome: Total War style tactical map viewer, hotseat battles played online whose result returns to the campaign, custom key bindings, and custom sounds or music in WAV, OGG/Vorbis, and FLAC. The latest release is 3.3.1 (August 23, 2024), not savegame compatible with other versions, and the last commit is from October 19. The repository includes prebuilt third-party DLLs (FBX SDK, ffmpeg, Lua, SDL, and others) and the download is about 188 MB.

You needYour own copy of Medieval II: Total War for PC, on disc (version 1.5) or from Steam (1.52). Plus Windows.

★ 102 · 2026-10-19 View →
Port (decomp) Experimental
DS

Pokémon Black

Project-Holon/eidos

A native PC port of Pokémon Black, built from the aletheia decompilation: it compiles the game’s decompiled C and runs it natively, without emulating the DS, and reads the game data from your own ROM. It has an SDL platform layer, a 2D engine, a 3D engine drawn on the GPU at a higher resolution with fog, edge marking, and anti-aliasing, fast forward, remappable keyboard and gamepad controls, and a mod loader. It plays from the title screen into the opening hours (new game, the first battles, the field menu, saving, and continuing); crashes are expected further on, multiplayer beyond syncing positions is experimental, and Pokémon White is listed as a later milestone. Version 0.1.7 (October 29) provides Windows, macOS, and Linux builds and a launcher that installs and updates the game.

You needYour own copy of Pokémon Black (USA or Europe) for the DS, from which the program reads and extracts the data on first start. Plus Windows, macOS, or Linux.

★ 102 · 2026-11-09 View →
PS2 Playable
PS2

Ridge Racer V

danisandoval/fukami

Fukami: a native port of the US PS2 release (SLUS-20002) for Windows, Apple silicon macOS, and the Steam Deck, made by static recompilation: the game’s MIPS code is translated ahead of time to C++, on top of PS2Recomp’s runtime, and the GS and SPU2 come from PCSX2. The VU microcode and the hottest functions are compiled ahead of time too, with no JIT. It runs at 60 fps progressive without changing the game’s timing, with up to 8x internal resolution, anti-aliasing, FXAA, CAS sharpening, anisotropic filtering, and true widescreen (16:9, 16:10, and 21:9) where the camera sees more, plus optional extra full-detail cars, longer draw distance, and faster loading. It has controller support with rumble, keyboard, two players, and an in-game settings menu; controls can’t be remapped yet. The releases carry the game’s code already translated and, on first launch, take the files they need from your disc. Three of its nine commits list Claude as a co-author. Version 1.1.0 (October 14) added Windows, with Direct3D 11 or Vulkan.

You needYour own dump of the US Ridge Racer V disc (SLUS-20002) as a CHD or .cue/.bin; only that release is accepted, and its SHA-256 hashes are checked. Plus about 500 MB of free space and, depending on the system, 64-bit Windows 10 or 11 with a Direct3D 11 or Vulkan graphics card and the Visual C++ Redistributable (x64); an Apple silicon Mac with macOS 27 (what 1.1.0 was built on); or SteamOS 3.7 or later. Other Linux distributions are untested.

★ 102 · 2026-10-14 View →
Port (decomp) Playable
N64

⑂ 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.

★ 102 · 2026-11-11 View →
Port (decomp) Playable
DOS

Ultima VII: The Black Gate / Serpent Isle (Ultima7_Decomp)

Kitrinx/Ultima7_Decomp

A decompilation of Ultima VII: The Black Gate and Ultima VII Part Two: Serpent Isle, verified byte for byte with Borland C++ 2.0, the original compiler; what Origin wrote in assembly is kept as assembly, and most function and variable names are inferred. Two ports are built on it. Ultima VII Portable, with builds for Windows, macOS (Apple silicon), and Linux, replaces each game’s original executables with hardly any change to their logic: it merges the intro, menu, game, and endgame into one program, fixes the null pointers DOS tolerated and the 16-to-32-bit issues, and plays sound through an MT-32 emulated with Munt (with your own ROMs) or an AdLib emulated with Nuked OPL3; the latest release is 0.4.0 (October 12). Ultima VII Modern, added on October 20 and not released yet, plays both games on the Serpent Isle engine: it brings that game’s fixes and conveniences to Black Gate (the paperdoll, hotkeys such as feed and target, a keyring from the start), adds 16:9 and 16:10 views, a start menu with settings, and stereo AdLib music derived from the MT-32 score, and lets items from one game appear in the other. Black Gate’s paperdoll uses Grant W. Chapman’s art, with the artist’s permission. The author states the decompilation was AI-assisted. The repository also includes the two games’ decompiled usecode as source (the character and event scripts, with their dialogue), which is compiled separately and isn’t needed to play.

You needThe files from your own installed copy of Ultima VII: The Black Gate (with its STATIC folder), Serpent Isle, or both; Ultima VII Modern needs both. Ultima VII Portable writes to the game folder, so use a copy. For MT-32 music, the Roland MT-32 ROMs. Plus x64 Windows, an Apple silicon Mac, or x64 Linux.

★ 102 · 2026-10-24 View →
Fan remake Experimental Stalled · 5 years
WIN

Death Rally (DreeRally)

enriquesomolinos/DreeRally

DreeRally: a reimplementation of the Death Rally engine (Remedy Entertainment, 1996) that recreates the Windows version and replaces DeathRally.exe. Its plans are multiplayer, mods, and a Linux port, and for now it offers OpenGL rendering (-gl) and smoothing (-smooth), per-language translations (-lang), windowed mode, sound and effects that can be turned off, and a simple mod system: a mods/<name> folder with a config.txt and a files folder with modified game files, enabled with -mod. It has no multiplayer yet. Its two versions, 0.1.0 (April 22, 2019) and 0.2.0 (December 20, 2019), are pre-releases, and the last code change is from September 2021. It builds with Visual Studio 2010 to 2017, with MinGW, or on Linux with make. Death Rally is free, since Remedy distributes it as freeware, and the README points to the full Windows version; the project includes no game assets. Another project covers the same game, dRally, which starts from the DOS executable’s assembly.

You needThe files of the Windows version of Death Rally, which is free (the full version, which the README links from ModDB): ENDANI.haf, ENGINE.BPA, fmod.dll, IBFILES.BPA, MENU.BPA, msvcr71.dll, MUSICS.BPA, SANIM.haf, SDL.dll, and TRX.BPA, in the folder where the DreeRally executable goes in place of DeathRally.exe. Plus Windows; on Linux you build it.

★ 101 · 2021-09-10 View →
Mod Stable
WIN

EEex

Bubb13/EEex

EEex: an executable extender for Beamdog’s Enhanced Edition of the Infinity Engine. Its goal is to externalize certain parts of the engine to give modders more control over mechanics that were hardcoded. EEex’s core doesn’t change the game itself, it only lets other mods do so; the installer also offers components that make gameplay changes, such as a module that shows hit chances when hovering the attack cursor over a target. A loader (InfinityLoader.exe or EEex.exe) modifies the game’s executable after it’s placed in memory, and the game has to be started through it: the vanilla executable crashes. It’s distributed as a Gibberlings3 (WeiDU) installer, and also as an .iemod and a ZIP. The latest release is 1.3.1 (October 7, 2026), for engine v2.7 (from v1.1.0), and v2.6 is supported by versions from 0.9.0-alpha. It runs natively on Windows and partially on Linux (Proton or Wine) and macOS (CrossOver). The repository includes prebuilt DLLs of the loader and EEex, and the debug PDB files (about 88 MB).

You needYour own copy of Baldur’s Gate: Enhanced Edition, Baldur’s Gate II: Enhanced Edition, or Icewind Dale: Enhanced Edition (engine v2.7 for current versions). It needs the Microsoft Visual C++ Redistributable; if Steam’s BG:EE ships Siege of Dragonspear as a ZIP, it must be merged first with DLC Merger. Plus Windows (native), or Linux or macOS with Proton, Wine, or CrossOver.

★ 101 · 2026-11-02 View →
N64 Playable
N64

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. 7 of its 27 commits list Claude as a co-author.

You needYour own Road Rash 64 ROM (N64, US version 1.0). Neither the ROM nor the soundtrack is distributed.

★ 101 · 2026-11-10 View →
Port (decomp) Experimental
WIN

Space Rangers HD: A War Apart

pakompom/SpaceRangersHD_FPC

SpaceRangersHD_FPC: an experimental Free Pascal port of Space Rangers HD: A War Apart (Космические рейнджеры HD: Революция), built from the Delphi source recovered by SpaceRangersHD_decomp, the same author’s decompilation, which builds a Rangers.exe byte-for-byte identical to the original. It follows the game’s October 6 prerelease build (2.1.2500) and tries to keep its behavior: it preserves Delphi Win32 arithmetic, 24-bit x87 precision, and final loop counter values, and replaces x86 assembly with Pascal. It’s built with a Free Pascal fork and uses SDL2 and OKGF, a C reimplementation of the game’s okgf.dll that acts as a software renderer; it also reimplements in Pascal the DLLs of Utility Functions Pack and AutoSearch, two community add-ons. It runs on x86-64 Linux, ARM64 macOS, and 32- and 64-bit Windows, as well as Android, iOS, the browser (WebAssembly), and Switch homebrew. The robot battle engine is missing: planetary battles count as won, with their normal rewards, and on Android parts of the interface don’t fit touchscreens well yet. Every change to the main branch publishes a compiled build; the latest, from October 15, has Windows and Linux x86-64 and Android. A personal branch by the author adds optimizations and extra features. Its README says it’s developed with LLMs such as GPT-6 Astra through Codex, and the decompilation states it was carried out almost entirely by GPT-6 Astra in Codex, with some human steering.

You needThe files from your own copy of Space Rangers HD: A War Apart. Plus, for the published builds, 64-bit Windows or Linux (or Android 8.0 on ARM64); to build it, Python 3.10, FPC 3.2.2, GNU Make, CMake 3.20, and Clang 14 or later, and on Linux and macOS, SDL2 2.26, libogg, libvorbis, libjpeg, and libpng. AVI videos need Xvid.

★ 101 · 2026-10-15 View →
PS1 Experimental
PS1

Einhander

strider973/Einhander-Recompiled

Recompilation of Einhander, Square’s shoot ’em up for PlayStation. 6 of its 12 commits list Claude as a co-author.

You needAn Einhander disc image (PS1) and the SCPH1001.BIN BIOS.

★ 100 · 2026-08-29 View →
Port (decomp) Playable
ARC

OutRunners

cheviman/outrunners-port

A native port for Windows, Linux, and macOS (plus Switch with Atmosphere, Android, and Anbernic handhelds) of Sega’s OutRunners arcade game (System Multi 32 board), built on its C decompilation, which is checked frame by frame against MAME in picture and sound. Two games come out of the same code: OutRunners Arcade, the arcade game as is with both cabinet screens, and OutRunners, the home version with a single screen, free play, an options menu, two players, local-network races of up to four devices, and modes such as Time Attack, with a ghost, or all 31 courses in one race. The repository contains no game data: on first launch it extracts the assets from your MAME game and keeps them. Version 1.1.0 was published on October 31. None of its last 100 commits list an AI as co-author.

You needYour own MAME “orunners” (World) set as a zip, kept beside the game or dropped on its window; the assets are extracted from it. The Switch build also needs a console with Atmosphere and your keys, and the Android build needs an APK signed with a key of yours.

★ 99 · 2026-11-10 View →
Port (decomp) Playable
PS2

Ratchet & Clank (rac1-native)

RAC-Native/rac1-native-game

rac1-native: a native PC port of Ratchet & Clank (PlayStation 2, 2002), for Linux and Windows. The game’s code is ported to C++ function by function from the North American release (SCUS-97199), and each function is checked against the original code: an oracle runs the original in an R5900 interpreter and compares the results bit for bit. It isn’t an emulator: the game’s code, including the PS2’s vector-unit microcode, runs as native C++, and the 3D is drawn by a renderer of its own (OpenGL, or Vulkan as an experimental option), which allows widescreen, high resolutions, full-detail textures, and a longer draw distance. Setup reads your ISO: it extracts the assets and, with generators, translates much of the MIPS and vector-unit code into C++ (about 2,150 of the 4,000 ported functions), and that generated code stays on your machine, not in the repository. About 1,600 more functions are hand-written. In 0.4.0 (October 18) every planet is ported, from Veldin to the final fight with Drek, with one function left to port; the whole game has been played through, but the second half only once, and it’s tested on Linux only (Windows is experimental). The main branch adds a launcher, an experimental Vulkan renderer, a widescreen HUD option, and 5.1 and 7.1 sound. Support for the European release (SCES-50916) is untested. The repository was created on October 9 and 69 of its last 100 commits list Claude as a co-author.

You needYour own ISO of the US PS2 disc (SCUS-97199); the repository contains nothing from the disc. You have to build it with CMake and run the setup script (setup.sh or setup.cmd), which generates code from your ISO; the published releases carry no binaries. Plus Linux or Windows.

★ 99 · 2026-11-11 View →
PS2 Playable
PS2

Shadow of the Colossus (LightVelox)

LightVelox/sotc-vibe-pc

An unofficial native Windows port of the PS2 Shadow of the Colossus (PAL, SCES-53326 v1.00), by static recompilation of the PS2 code to C++ with PS2Recomp; it is the PS2 original, not the PS4 remake that is already in the catalog. The EE code and the VU1 microprograms are translated ahead of time and compiled with MSVC, the IOP runs in an emulated R3000 with high-level replacements for disc, memory card, pad, and sound, and the GS is drawn with an OpenGL 4.6 renderer. Its README declares it fully written by AI (Claude and ChatGPT/Codex) and directed by a person. It says boot, the intro, and gameplay work, as do riding Agro, climbing, and fighting; all 16 colossi pass an automated test harness and the early ones have been played by hand; there are memory card saves and save states (F5 and F9), a 60 Hz mode, widescreen, and mouse support. Issues remain, such as an occasional black frame, and only Windows and the PAL v1.00 disc are supported. Version 0.2.0 preview 2 (October 20) is a prebuilt zip of about 22 MB, which therefore carries the translated game code and which we haven’t checked inside. 36 of its 61 commits list Claude as a co-author.

You needYour own .iso dump (2048-byte sectors) of Shadow of the Colossus, Europe and Australia (PAL), SCES-53326 version 1.00, with SHA-256 068925770645266189005f09c9a9a1fee25726bfc93c89b12f832f3673664ac4; the tools only accept that disc and check its hashes. Windows x64 with an AVX2-capable CPU and OpenGL 4.6. To build from source, MSVC x64 (Visual Studio 2022 or newer) and Python 3.10 or newer; the generated code is about 9,000 C++ files and a full build takes around an hour.

★ 99 · 2026-10-20 View →
3DS Playable
3DS

Shin Megami Tensei IV

Invictus-potens/smt4-recomp

A static recompilation of the US 3DS version for 64-bit Windows: 3dsrecomp translates the game’s ARM code to C ahead of time, which is compiled into a program of its own, and Zakuro serves as the runtime for everything else (kernel, services, GPU, and sound). The game’s code runs natively, without an emulator’s interpreter or JIT. On top of that it adds 16:9 and 21:9 widescreen (a wider 3D scene, not a stretched picture), x2, x3, and x5 multipliers for Macca, hero and demon EXP, and App Points, easy recruiting, 60 and 30 fps, and community cheats, all from the game’s cheat menu; from Zakuro it inherits Vulkan or OpenGL, screen layouts, filters, save states, and controller support. A launcher written in Rust finds the ROM, installs missing tools with winget, downloads and updates the project, builds the game with a progress bar, and starts it. The project calls itself a beta: it was played for more than 10 hours from a new game with no crash, but the rest of the game hasn’t been played yet. Version 0.1.5 (October 23) added updates from the launcher. Linux should work too, but hasn’t been tried.

You needYour own decrypted dump of Shin Megami Tensei IV (USA), title ID 00040000000E5C00, as .3ds or .cci. Plus 64-bit Windows 10 or 11, a graphics card with Vulkan (or OpenGL 3.3), about 10 GB of free space, and 8 GB of RAM for the build, which takes 20 minutes or more. The tools (Rust with the GNU toolchain, MinGW-w64, and git) are installed by the launcher through winget.

★ 99 · 2026-11-06 View →
Port (decomp) Playable Stalled · 2 years
WIN

Tomb Raider: The Last Revelation (TOMB4)

Trxyebeep/TOMB4

TOMB4: a decompilation of the PC version of Tomb Raider: The Last Revelation, by the authors of TOMB5, the Chronicles one. It’s inspired by Arsunt’s TR2Main, and its stated goal is to preserve the original source code of the PC version. It started as a DLL that replaced game functions and, since 2.0.0 (October 17, 2022), builds its own executable, with no DLL. It adds a new options menu with several shadow styles, footprints, flexible crawling, health bars with TR5 or PlayStation colors and positions, enemy bars, a PlayStation-style game-over menu, skipping cutscenes with ESC, and cheats. Since 2.2.0 (May 5, 2023) it supports The Times Exclusive level: the download The.Times.Exclusive.zip (about 25 MB) is a playable package with everything needed for that level, including an executable modified only for it, which must not be used with the base game. The latest release is 2.2.1 (May 6, 2023), with the last commit in September 2023.

You needFor the full game, your own copy of Tomb Raider: The Last Revelation for PC, from Steam, GOG, or on CD; with the CD you also copy the audio, data, and fmv folders, SCRIPT.DAT, and your language’s .dat into the game folder. The download’s contents are copied over it. For The Times level no copy is needed: its package includes everything. Plus Windows.

★ 99 · 2024-06-06 View →
Wii Playable
WII

Wario Land: Shake It!

santiagovalencia109/Wario-Land-Shake-It-Native-PC

WarioRecomp is an unofficial native PC port of Wario Land: Shake It! (Wii, 2008, US release RWLE01). The game’s PowerPC code is statically recompiled to C++ with WiiCompiled and runs as a regular Windows program, not in an emulator: the Wii system libraries are replaced with native code. It supports render resolution from 480p to 1440p, true 16:9 widescreen, windowed and fullscreen options, Direct3D 12 or Vulkan, frame interpolation to 120 FPS (experimental), gamepad and keyboard, and Wii Remote motion through L2/R2 (shake) and L1/R1 or the stick (tilt), plus the DualSense accelerometer. An experimental option removes the side panels in levels. The README calls it a testing build: it boots, saves, and is playable, but parts of the game are untested. Version 0.2.0 is from October 27. One of its 3 commits lists Claude as a co-author.

You needYour own copy of Wario Land: Shake It! for Wii (USA, RWLE01, unmodified; main.dol with SHA-256 053BE60D…912A) as an .iso, .wbfs, .ciso, .rvz, .wia, or .gcz, or already extracted to a folder with sys and files. 64-bit Windows 10 or 11, about 3 GB free for the build (plus 4.4 GB if the launcher extracts the image), and 16 GB of RAM or more recommended while building.

★ 99 · 2026-11-03 View →
Xbox 360 Playable
360

WWE 2K14 (wwe2k14-recomp)

PromethenDev/wwe2k14-recomp

An unofficial static recompilation of the Xbox 360 version for 64-bit Windows and Linux, built with the ReXGlue SDK by the author of the WWE '13 port. A launcher finds or extracts your files, installs the title update and DLC, and checks every file before you play. Some shadow and lighting differences from the console remain, frame rates can dip on some systems, and integrated graphics aren’t well supported yet. All 2 of its commits list Claude as a co-author.

You needThe files from your own copy of WWE 2K14 for Xbox 360 (folder or ISO) and title update 1.0.3, which is required; DLC is optional. Plus 64-bit Windows 10 or 11 or Linux (glibc 2.38 or newer), an AVX2 CPU, a dedicated Vulkan graphics card, and about 10 GB of free space.

★ 99 · 2026-11-10 View →
PS2
PS2

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.

57% decompiled
★ 98 · 2026-11-08 View →
Xbox 360 Playable
360

Naruto Shippuden: Ultimate Ninja Storm 3 Full Burst

Masterllgod/naruto-storm-3-full-burst-port-nativo

A native port of Naruto Shippuden: Ultimate Ninja Storm 3 Full Burst (Xbox 360) for Windows x64 and Android ARM64, made by static recompilation of default.xex, with a Vulkan backend adapted to phone GPUs. The project is closed source: the repository only holds documentation and screenshots, and the executables are in its releases. There’s a Windows zip in 0.3 and in 0.3.2 (the latter a pre-release); 0.4 (October 18, 2026, a pre-release) only has the Android APK. It has fights at 30 fps with the Full Burst content, a 24 fps performance mode for phones, resolutions up to 4K on PC, FXAA, FSR 1, and CAS, and editable on-screen controls on Android. The repository’s 6 recent commits list Claude as a co-author.

You needYour own copy of the North American (NTSC-U) disc of Naruto Shippuden: Ultimate Ninja Storm 3 Full Burst for Xbox 360, with a default.xex identical to version 0.0.0.9 (title ID 4E4D085C; the README gives the SHA-1). 64-bit Windows 10 with an x86-64 CPU with AVX and a Vulkan 1.1 GPU, or Android 11 or later on ARM64.

★ 98 · 2026-11-03 View →
Mod Stable
WIN

Vinifera

Vinifera-Developers/Vinifera

Vinifera: a community-made, open-source (GPL-3.0) engine extension for Command & Conquer: Tiberian Sun, with new features and bug fixes aimed at mod makers. A launcher of its own, LaunchVinifera.exe, starts the game with the DLL that SyringeEx injects into GAME.EXE; it only supports version 2.03 in US English, because of technical limitations in patching the binary. It integrates with the TS Client, which has a “Vinifera Beta” channel, and its documentation is at vinifera.readthedocs.io. Version 1.0.0.0 (August 22, 2026) added, among other things, voxel light customization, an option to disable Tiberium storage, custom superweapon descriptions in the sidebar, integer variables and new trigger actions and events, multiplayer beacons, chat improvements, unit promotions with sound and an EVA announcement, and customizable wakes, and it replaced DirectDraw with SDL; 1.0.0.1 (August 23) fixes loading saved games from the client. Nightly builds of the develop branch are available. 5 of its last 100 commits list Claude as a co-author.

You needYour own copy of Tiberian Sun updated to version 2.03 in US English (EA released it as freeware in 2010, and the README links unofficial mirrors of the GDI, Nod, and Firestorm discs; it can also be bought in Steam’s Command & Conquer: The Ultimate Collection). Vinifera’s files are extracted into the game folder, where Game.exe is, and you launch with LaunchVinifera.exe. Windows.

★ 98 · 2026-10-18 View →
N64 Playable
N64

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.

★ 98 · 2026-10-15 View →
Xbox Playable

007: Everything or Nothing

hk21x/007eon-recomp

An unofficial native PC port of the original Xbox version of 007: Everything or Nothing, with extended graphics options and other enhancements. The game’s x86 code is statically recompiled with Xbox XBE Recomp into Windows executables, one for on-foot play and the menus (EoN.exe) and another for the driving missions (EoNDriving.exe), and the console’s graphics, sound, and system libraries are reimplemented (Direct3D 12 or 11, XAudio2, SDL); it is not an emulator. It plays on foot and in the driving missions, with saves, up to the last mission, and brings widescreen and ultrawide, keyboard and mouse, and 60 FPS driving. The only download is EoNLauncher.exe (about 2 MB; 1.0.2 is from October 29), which builds the game on your PC from your disc: the game’s code is never downloaded. Its last 100 commits all list Claude as a co-author.

You needYour own copy of 007: Everything or Nothing for the original Xbox, European (PAL) or US (NTSC), as an .iso image or folder; the README gives the SHA-1 sums of each edition’s default.xbe and driving.xbe. 64-bit Windows 10 or 11 with a Direct3D 12 or 11 graphics card.

★ 97 · 2026-11-11 View →
Source port Fully playable
MAC

⑂ Fork of softdorothy/GliderPRO

Glider PRO (Aerofoil)

elasota/Aerofoil

Aerofoil: a port of Glider PRO, John Calhoun’s classic paper airplane game for the Macintosh (1994), from the source code the author released under the GPL-2.0. It offers a 90s-style interface, gamepad support, high-quality upscaling with color correction, a full port of the level editor, import tools that unpack and convert most community content, and a new touchscreen interface for mobile devices. The game’s data (the application and the houses, meaning the levels, by Calhoun, Kim Money, Jonathan Chin, Ward Hartenstein, Shawn Brenneman, Steve Sullivan, and others) is published alongside the code, so the repository includes it (about 49 MB) and the downloads already bring it. The Windows releases go up to 1.1.2 (November 10, 2021); the macOS one is 1.1.0 (May 14, 2021). There’s also a browser (HTML5) version on itch.io. The Android version has been discontinued because of its maintenance demands, and its Google Play listing was retired in August 2025. The last commit is from September 6, 2026.

You needNo copy needed: the author published the game with its code and the data comes with the downloads. Plus Windows or macOS (or a browser, with the itch.io version).

★ 97 · 2026-10-26 View →
Windows Experimental
WIN

Need for Speed Underground

codepdbh/nfsu1-recompiled

A static recompilation of the PC version (patch 1.4, Speed.exe): the x86 executable is translated function by function into C with a patched pcrecomp (lift32) and compiled for the target, with no emulator, Wine, or JIT. It draws with Direct3D 9, and with DXVK on Vulkan on Android. It builds on the same author’s tools for Need for Speed Underground 2. By the project’s own status table, the Windows host boots, plays the intro videos, reaches the main menu, loads the profile, and gets to the story-mode video, but races have not been tested yet; the arm64 Android APK installs and reaches the menus. The published releases are only Android APKs (0.2.6, from October 23, stabilized sound on several chips); on Windows you build it from the source, with Visual Studio and Python. Everything derived from Speed.exe is generated on your machine and is not committed to the repository.

You needYour own PC copy of Need for Speed Underground with patch 1.4 (Speed.exe). To build it on Windows, Visual Studio (MSVC x86), Python 3 with capstone and pefile, and a checkout of the patched pcrecomp; there is no prebuilt Windows version.

★ 97 · 2026-11-10 View →
Wii
WII

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.

20% decompiled
★ 97 · 2026-11-10 View →
Port (decomp) Playable Stalled · 2 years
WIN

Tomb Raider: Chronicles (TOMB5, PC)

Trxyebeep/TOMB5

TOMB5: a decompilation of the PC version of Tomb Raider: Chronicles, by Troye (main programmer and project leader) with ChocolateFan, thatguyfrombb, and Raildex. It’s inspired by Arsunt’s TR2Main and by the TOMB5 decompilation by Gh0stblade and zdimension (which targets PlayStation). Its stated goal is to preserve the original source code of the PC version; variable, file, method, and structure names come from the PlayStation debug symbols (.SYM and .MAP), and PC-specific function names from the Mac executable. There are two downloads: the executable plus a DLL, or the DLL alone. The latest release is 3.2.0 (February 5, 2023) and the repository’s last commit is from September 2023. The author says it started as a test of whether it could be done and grew into a full project worked on in their free time.

You needYour own copy of Tomb Raider: Chronicles for PC; the project points to its usage guide (USING.md) for installing it over the game. Plus Windows.

★ 97 · 2024-05-12 View →
PS1 Experimental
PS1

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.

★ 96 · 2026-10-13 View →
Switch Fully playable
NSW

Tomodachi Life: Living the Dream

josiahg2502-glitch/TomodachiLife-recomp

An unofficial native Windows port of the Switch version, made by static recompilation: the game’s code is translated to C and compiled on your PC, with no emulator underneath. It is built on the runtime and tools of ssbu-recomp. An installer with a launcher finds your files and keys, recompiles the game (about 40 minutes the first time), and compiles the shaders for your GPU; afterwards you play from the launcher or a desktop shortcut. It supports versions 1.0.0 and 1.0.4, widescreen (ultrawide included), resolutions up to 4K and beyond, 60 fps by default, fast-forward, an in-game settings menu, save backup and restore, importing a save dumped from your Switch, LayeredFS-style romfs mods, mouse control, and Local Play (Mii exchange) over the network. The README says it can be played from start to finish as far as its authors know, and lists as open issues that very large islands (30+ residents) run slowly on some PCs, some sounds that are too loud, Local Play over the internet untested between two real routers, and that it only works on Windows. Version 1.0.0 is from November 2 (3 releases in total, the first from October 29); the installer and the zip weigh about 4.5 MB, and the README says they contain nothing of the game. 100 of its last 100 commits list Claude as a co-author.

You needYour own dump of the base game (.nsp, .nsz, or .xci, title 010051F0207B2000) and, optionally, the 1.0.4 update (.nsp or .nsz, 010051F0207B2800, version v262144); without it you get 1.0.0. A folder already dumped with exefs and romfs also works and needs no keys. Otherwise, your own prod.keys, dumped from your console with Lockpick_RCM. Plus 64-bit Windows 10 or 11, about 15 GB free, 8 GB of RAM or more (16 recommended), and a GPU with OpenGL 4.5 (mostly tested on NVIDIA).

★ 96 · 2026-11-06 View →
Arcade Playable
ARC

Virtua Fighter 2

mr-finster/vf2-recomp

A recompilation of the arcade Virtua Fighter 2 (Sega Model 2A board) for Mac, Windows, and Linux or Steam Deck, by the same author as the Virtua Fighter one. Every time it starts, the Intel i960 program from your ROM is recompiled to native code (ARM64 or x86-64), checked instruction for instruction and cycle for cycle against MAME’s interpreter. Only that program is recompiled: the rest of the board (the TGP geometry processor, the geometrizer and polygon renderer, the tile layers, and the sound board with its 68000 and SCSP) runs on MAME’s code. At 1x it gives the arcade’s frames and sound as MAME makes them; above that, render scales up to 6x, widescreen and ultrawide, and smooth motion at your screen’s refresh rate, with the 3D on the GPU. It has a menu, keyboard and gamepads for two players, the arcade’s settings, and, as cheats, the hidden characters Dural, MUE, and KOJAC. There’s no online play yet. It states it was made with the help of AI coding tools.

You needYour own dump of the game as MAME’s vf2 set (vf2.zip, Version 2.1). Plus a Mac, 64-bit Windows, or Linux or a Steam Deck.

★ 96 · 2026-11-10 View →
Xbox 360 Playable
360

2014 FIFA World Cup Brazil

HossEz/fifa-world-cup-2014-recompiled

A static recompilation of the Xbox 360 version for Windows, built with ReXGlue: the game’s code is translated ahead of time into C++ and compiled for PC, with no CPU emulation. A launcher asks for your copy of the game, either the folder with default.xex or the .iso image, and checks that it is the right one. Its settings cover window, resolution, frame rate, and an FPS counter, and you play with a controller (Xbox, PlayStation, and others) or the keyboard. It comes as an installer or as a portable version that keeps everything, saves included, in its own folder, and the launcher announces new versions and installs them. The latest, 0.1.8 (October 22), improved frame pacing with G-SYNC and FreeSync, fixed stutter on 60 Hz screens, and cut CPU load considerably. As a known issue, at 4K the pre-match scenes, replays, and celebrations drop frames. 10 of its 60 commits list Claude as a co-author.

You needYour own copy of 2014 FIFA World Cup Brazil for Xbox 360, as a disc image (.iso) or a folder with default.xex. Plus 64-bit Windows 10 or 11, a graphics card with Direct3D 12 and up-to-date drivers (the game is harder on the graphics card than on the processor: integrated graphics run it poorly and 1440p or 4K needs a strong card), and a processor with SSE4.2.

★ 95 · 2026-11-03 View →
Source port Playable
WIN

Aliens versus Predator (NakedAVP)

atsb/NakedAVP

A port of Aliens versus Predator Classic (2000) to modern systems for Windows, Linux, and macOS, based on the icculus port of the game’s source code. It uses SDL3, OpenAL, OpenGL, and FFmpeg; the latter only to decode Bink (.bik) and Smacker (.smk) movies, and the project ships no movies or Bink or Smacker SDKs. It plays the movies when the game’s original files are present. The README, inherited from the icculus port, warns that previously missing features, such as multiplayer, are still missing. It has no game files: you copy the data from an installation into the executable’s folder or point to it with the AVP_DATA variable. Version 1.3.1 (October 16) is the latest of ten releases, going back to 2023; the Windows zip weighs about 11.5 MB.

You needYour own copy of Aliens versus Predator, the Gold edition or the Classic 2000 from GOG or Steam, or the original CDs, with all the game’s files and folders renamed to lowercase. Place it next to the executable or point to it with AVP_DATA. Plus Windows, Linux, or macOS with an OpenGL-capable graphics card.

★ 95 · 2026-11-09 View →
Switch Playable
NSW

⑂ Fork of PDEYVID/HWDER---mod-pt-br

Hyrule Warriors: Definitive Edition (blocker-3)

blocker-3/HWDER

HWDER: Hyrule Warriors: Definitive Edition on Windows and Linux PCs, recompiled from your own Switch copy, with no emulator and no game files in the repository. A setup wizard downloads private build tools (about 260 MB) and builds the game on your PC in several minutes (about 15 on a ROG Ally running Linux). Over the Switch version it adds optional 120 fps battles, resolution from 0.5x to 3x of 1080p or unlocked, ultrawide with the HUD kept in a centered 16:9 area, anisotropic filtering, FXAA, sharpening, remappable controllers with rumble and gyro, two-player local co-op on one PC, mod support (Switch LayeredFS layouts work as they are), 3.2, 4, or 6 GB of game memory, the game’s 1.0.1 update, save import, and its own F1 menu. It is a fork with about 380 commits of its own ahead of the project it comes from. Version 0.3.3 (pre-release) is from October 30. 94 of its last 100 commits list Claude as a co-author.

You needYour own game dump (.nsp) and your own prod.keys from your Switch, which are read on every start and never copied; optionally the 1.0.1 update. 64-bit Windows 10 or 11 with a Vulkan 1.2 driver and an AVX2 CPU, or x86-64 Linux with glibc 2.35 or later, Vulkan 1.3, AVX2, and Python 3; several GB free for the build.

★ 95 · 2026-11-01 View →
PS3 Experimental
PS3

Killzone 2 (YYOzcan)

YYOzcan/tokisaki-port

Tokisaki Port: a static recompilation of Killzone 2 for PC with ps3recomp, with Linux and Vulkan as the main platform. It isn’t playable yet: it boots, reads its data, runs its SPU jobs, and walks its menus, with all their text, up to the start of a campaign; the level loads and its loading screen is drawn, but the first in-level frames stall, and the intro movie hangs. 67,196 PPU functions, 23 SPU programs, and 36 job modules are already translated, into a native executable of about 118 MB. Its author states it’s developed with an AI coding agent (Claude).

You needYour own copy of Killzone 2 for PS3, with EBOOT.BIN decrypted as EBOOT.ELF; the system fonts come from RPCS3’s dev_flash folder. To build it, Linux with clang, CMake, Ninja, Python 3.10 or later, SDL2, Vulkan, glslang, and zlib.

★ 95 · 2026-11-10 View →
Wii

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.

67% decompiled
★ 95 · 2026-09-06 View →
GBA Playable
GBA

Golden Sun / Golden Sun: The Lost Age

Shmargus/GSRecomp

Golden Sun Recompiled: native Windows and Linux (Steam Deck included) ports of Golden Sun and Golden Sun: The Lost Age, made by static recompilation with a modified copy of gbarecomp, with no GBA BIOS needed. Code that shows up during play without having been prepared ahead of time runs briefly through an interpreter while it’s compiled. A single launcher prepares each game from your ROM, with a compiler included in the download. According to its README, the first game is playable through to the ending credits, while The Lost Age, added in 0.5, is still experimental. It adds an expanded widescreen view, from 3:2 to 16:9, with its own GPU renderer for the field, world map, and battles, color profiles, screen filters, color vision settings, walking speed, encounter rate, 2x battle speed, a hard mode, a cheat menu, and rebindable controls; Seamless mode carries the finished first game’s save into the second without passwords. Both are test builds with known bugs. Its README notes that parts of the project were made with AI tools, and 26 of its 28 commits list Claude as co-author. Version 0.5.3 came out on October 20.

You needYour own Golden Sun (SHA-1 5c4695205413df7db52b9a184815a07783999971) and Golden Sun: The Lost Age (SHA-1 b500663220cb9bf56b9f8e8c0c544f1d6fa3a824) ROMs, US/European release; the launcher can skip the check for patched ROMs, unsupported. Plus Windows 10 or 11, or 64-bit Linux with SDL2 and OpenGL.

★ 94 · 2026-11-03 View →
Launcher Usable

Ports Launcher

Nyaldee/Ports-Launcher

Ports Launcher: a library manager and installer for unofficial native ports and recompilations, written in Rust with a Slint interface, for Windows and Linux, with an Android version. It works from a catalog (ports.json) its author maintains in the repository, with about 350 PC entries, mostly PS1, N64, and Xbox 360, plus a local one (ports.local.json) for adding your own. It installs with one click from GitHub or GitLab releases, or from a direct link, picking the right file for your system, and keeps each port updated, with the option to pick one of its latest releases instead. Each entry has a panel with its instructions, such as the files it needs from your copy and their CRC32 checksums, links to its website, its mods, the install folder, and the save folder, and optional presets. It keeps saves when uninstalling, exports every port’s saves to a dated .zip, tracks play time, can be driven entirely with a keyboard or an XInput controller, and has a fullscreen library mode in the style of Steam’s Big Picture, more than 100 color themes, optional Discord presence, and its interface in 20 languages. It’s portable: one executable plus a minimal copy of 7-Zip for extracting, with no installation. It’s published as a single rolling release whose file is replaced on every update. Its README says it was built together with Claude. It includes no game files; the box art comes from SteamGridDB. The repository also keeps a few extras the catalog installs, among them a build of zelda3 and a RIP-format patch for its zelda3_assets.dat that changes the game’s language.

★ 94 · 2026-11-05 View →
PS1 Playable
PS1

Resident Evil 3: Nemesis (BrazilianHobbyist)

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.

★ 94 · 2026-11-10 View →
Fan remake Playable
DOS

Crystal Caves (OpenCrystalCaves)

OpenCrystalCaves/OpenCrystalCaves

OpenCrystalCaves: an unofficial open-source reimplementation of the engine of Crystal Caves, Apogee Software’s 1991 platformer trilogy for MS-DOS, written in C++20 with SDL2. Simon Sandström (gurka) started it in 2017, and today it’s mostly developed by Cong (cxong), who publishes the Windows and Linux builds on GitHub and itch.io. It aims to be a better, modern remake that keeps the original’s gameplay, and its README lists, with side-by-side captures, what changes: enemies no longer detect the player through walls, horizontal momentum isn’t lost when bumping your head on the ceiling, lasers line up with the muzzle, levels restart from the menu, backgrounds have parallax, there’s an optional blue monochrome palette for dark areas, and the episode is picked from the main menu instead of through separate executables. For now only the first episode is playable, all the way through since 0.7.0 (August 29); 0.6.0 (April 4) had added saving and continuing a game, and since then the menu lets you choose an episode and work on the second one has started. It still lacks the high score table, key remapping, controller and mouse input, and some sound effects and messages, and the sound isn’t entirely accurate. The repository and the downloads include the files of the first episode in its shareware version, which Apogee distributed for free, so that episode plays without owning the game.

You needNothing for the first episode, which is included in its shareware version. For episodes 2 and 3, once they’re playable, the data files from your own copy of Crystal Caves (such as CC1.GFX) copied into the media folder, or the game installed from Steam or GOG. Plus 64-bit Windows or Linux; on macOS you have to build it.

★ 93 · 2026-11-07 View →
N64 Fully playable
N64

Ogre Battle 64: Person of Lordly Caliber

lfarroco/ogre-battle-64-recomp

A static recompilation of the US Rev A release, built with N64Recomp on N64ModernRuntime with RT64 as its renderer; it isn’t a decompilation. According to its plan, the game runs end to end: menus, map, missions, battles, shop, Organize screen, credits, and ending. An options panel, which Esc also opens during play, has tabs for mods, controls, and settings. It adds 16:9 widescreen on the mission field, with the 2D screens kept at 4:3, a 1x, 2x, 4x, or 8x game speed (with “-” and “=” or R3 on a controller), mouse control on the world map and in missions (experimental and off by default), volume control, and controller as well as keyboard support. It ships three example mods: one that skips the boot logos, one that keeps leftover experience on level-up, and an experimental item randomizer. There are builds for Windows, Linux, and Apple silicon macOS; the latest, 0.8.3, came out on October 14 and added the 8x speed. Its author describes it as an experiment to see how far DeepSeek can go.

You needYour own US Rev A Ogre Battle 64 ROM (40 MB, as .z64, .n64, or .v64), which is checked by its hash. Plus 64-bit Windows 10 or 11, macOS 11 or later on Apple silicon, or a glibc-based Linux; a graphics card with Direct3D 12.0 (Shader Model 6.0) or Vulkan 1.2 on Windows, Vulkan 1.2 on Linux, or Metal on macOS (at least a GeForce GT 630, Radeon HD 7750, or Intel HD 510), an x86-64 CPU with SSE4.1, and 2 GB of RAM.

★ 93 · 2026-11-03 View →
Xbox Fully playable
XBX

SSX 3 (koenhendriks)

koenhendriks/SSX3-recomp

A static recompilation of the PAL Xbox release into a native Windows and Linux program, built with xboxrecomp (pinned at 0.13.1, with the project’s own patches): the game’s code runs as native code, and the Xbox GPU is emulated on Vulkan. According to the project, the whole game works: every Race and Freestyle event on all three peaks, Conquer the Mountain, two-player split screen, and saves. It runs at 60 fps, including the stretches where the original dropped to 30, at your monitor’s height and in true widescreen (16:9, 21:9, or 32:9), with a widened camera and the HUD at the edges. It adds up to 8x MSAA, anisotropic filtering, up to double view distance, sharper shadows, 5.1 surround sound on Windows, an optional CRT TV filter, and rebindable keys, and a launcher checks your copy and gathers the options. Since October 19, the repository includes Bl4ckH4nd’s HD texture pack for the PS2 version, matched to the Xbox textures, which the project says is distributed with EA’s approval. The only release, 0.1.0 (October 16), is for Windows; on Linux you build it yourself, and on Linux for Apple silicon Macs (Asahi) it reaches the menus. The audio effects processor isn’t implemented, so there’s no reverb.

You needThe files from your own PAL copy of SSX 3 for Xbox: default.xbe and the data folder, extracted from the disc (for example, with extract-xiso); the launcher checks that it’s the PAL release. Plus 64-bit Windows 10 or 11 and a Vulkan graphics card; on Windows N editions, the Media Feature Pack. Building it requires Visual Studio 2022 with C++, the Vulkan SDK, Git, and Python 3.9 or later; on Linux, GCC or Clang, CMake, Ninja, SDL2, and the Vulkan headers.

★ 93 · 2026-11-09 View →
Port (decomp) Fully playable
GC

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.

100% decompiled
★ 93 · 2026-10-25 View →
Xbox 360 Playable
360

GoldenEye 007 XBLA (GoldenEye Metal)

ysrdevs/goldeneye-metal

GoldenEye Metal: a native Apple silicon Mac port of the canceled GoldenEye 007 remaster for Xbox 360 (XBLA). The game’s code is recompiled ahead of time for ARM64, and a compatibility runtime provides the Xbox 360 APIs; graphics skip Vulkan and MoltenVK entirely: the Xenos shaders are translated and drawn directly with Metal. It’s built on a fork of ReXGlue and on the game integration code of GoldenEye-Recomp, SunJaycy’s Windows port also in the catalog, and adds the Metal renderer, a macOS launcher that imports your files once, save management, a safe mode after a crash, and diagnostic export. The campaign and two- to four-player local split-screen are playable, with keyboard and mouse or modern controllers with remapping, and you can switch between the original and remastered graphics mid-game. It renders internally at 1280×720 and scales to the window with MetalFX or filters; on an M3 Ultra it averaged 59.85 fps in Dam. It has a testing page with 14 cheats and level unlocks. Version 0.5.1 came out on October 9. Code for Windows and Linux exists, but the project’s changes aren’t verified there.

You needYour own GoldenEye 007 XBLA files for Xbox 360: the backup ZIP, the Xbox Live STFS package inside it, or a folder with default.xex, files/, music.xwb, and sfx.xwb; the launcher checks it’s the supported revision. Plus an Apple silicon Mac with macOS 14 or later.

★ 92 · 2026-10-09 View →
Mod
GB

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. 2 of its last 100 commits list Copilot as a co-author.

You needGen1Recomp, with your own game ROM.

★ 92 · 2026-08-26 View →
N64 Playable
N64

Sin and Punishment

wootbeer/snprecomp

Native PC port of Sin and Punishment (Tsumi to Batsu: Hoshi no Keishousha), made with N64Recomp, N64ModernRuntime and RT64. The latest release is 0.2.1 Beta (October 24, 2026). It offers widescreen with the HUD anchored to the screen edges (experimental), framerates above 30 fps (experimental), high resolutions, mouse aiming (absolute or relative) or analog stick aiming, remappable twin-stick controls, RT64 and Rice texture packs, screen filters, and unlocks and cheats in the settings. You can keep a Japanese ROM and an English-translated one at the same time, each with its own saves. The Linux and Steam Deck build is untested. 67 of its last 68 commits list Claude as a co-author.

You needA Tsumi to Batsu - Hoshi no Keishousha ROM (Japan, SHA-1 581297b9d5c3a4c33169ae0aae218c742cd9cbcf) or an English translation patched onto it (.z64, .n64 or .v64). No game data is included. Windows; Linux and Steam Deck untested.

★ 92 · 2026-11-10 View →
Fan remake Playable
WIN

Total Annihilation

open-annihilation/open-annihilation

Open Annihilation: an open-source engine for playing Total Annihilation on current systems with the data from your own copy; Total Annihilation: Kingdoms support is on its roadmap. It aims to match the 3.1c release’s behavior and save files: the frontend, skirmish, the campaign with its briefings, and network matches already run, with land units, ships, submarines, hovercraft, aircraft, and transports, though parts of the game are still missing. TCP/IP network games use the 3.1c protocol, so you can play with people on the original game, and it plays back and records games in the old demo recorder’s .tad format. It adds any screen size from 640×480 up, up to 120 fps with interpolated motion at the same game speed, up to 16x anti-aliasing, zooming out to the whole map, and a built-in Library to install and update mods, map packs, and translations; each mod is described in a single oamod.yaml file. There are builds for Windows (Windows 95 to 11, 32- and 64-bit and ARM), macOS 11 or later, Linux (ARM and Raspberry Pi included), and, experimentally, the Steam Deck, and it can be built on your own Mac for iPhone and iPad. The latest is 0.8.4 (October 19). Its credits state that Claude was used as an AI pair programmer throughout development. The Library downloads from Core Prime’s registry, built into the game, only what you choose: besides community mods and translations, it offers the 16 map packs and the bonus units Cavedog released as downloads. Downloads can be turned off in the settings.

You needAn installation of your own copy of Total Annihilation with the 3.1 update, such as the GOG edition; the first start reads the GOG installers for Windows and macOS directly and copies the game once. To try it without the full game, the free 1997 demo works, which you download yourself from the Internet Archive (Total Annihilation.exe, 21,540,864 bytes), with the first three Arm campaign missions and no skirmish or multiplayer. Plus Windows, macOS 11 or later, or Linux.

★ 92 · 2026-11-11 View →
N64 Playable
N64

007: The World Is Not Enough

riseio/TWIPE_00Sheven

I Could Have Given You the World: a native Windows and Linux (Steam Deck too) port of the US N64 release, recompiled with N64Recomp and with RT64 as its renderer. It ships no translated game code: on first launch it compiles the game on your machine from your ROM and reuses the result afterward, with no development tools or internet connection needed. It adds widescreen and ultrawide, a 40–100° vertical field of view, interpolation for high refresh rate displays, mouse or twin-stick aiming, radial menus for weapons and gadgets, quick save and load, on-screen objectives, sharper fonts, and enhanced textures generated on your machine. It also rebalances the game: bigger magazines, double pistol and SMG ammo, faster reloads on two weapons, double damage for the speargun and watch laser, and defusing a bomb takes a quarter of the time. Other changes are optional, such as a Nightfire-style grapple, regenerating health, civilians with double health, and invincible allies, and there are cheats. Its author made it for their own playthrough and shares it as a hobby project. Version 0.1.96 came out on October 17.

You needYour own US revision 0 ROM of 007: The World Is Not Enough for N64, placed next to the executable or picked on first launch. There’s a single portable EXE for Windows and an AppImage for Linux and Steam Deck.

★ 91 · 2026-10-27 View →
SNES / Super Famicom Playable
SNES

F-Zero (mstan)

RetroPortingToolKit/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. 33 of its 66 commits list Claude as a co-author.

You needYour own F-Zero ROM (SNES, US edition). BS F-Zero content and MSU-1 music are optional, and you supply them yourself.

★ 91 · 2026-11-11 View →
Xbox Playable
XBX

Far Cry Instincts

VinceIP/fci-recomp

A native Windows port of the Xbox version by static recompilation with a version of XboxXBE-Recomp adapted to this game. The downloads don’t include the game: a script takes your disc image, downloads whatever is missing (Python and the SDK), and builds the game on your machine in 15 to 25 minutes. In 0.1.2 the story mode works, with its saves, and so does the optional map editor, with custom maps that save and load. It adds anisotropic filtering, anti-aliasing, ambient occlusion, render scaling, soft and higher-resolution shadows, longer draw distances, 16:9 widescreen, and keyboard and mouse, all set in fci.ini. For now it’s locked to 30 fps, Xbox Live and system link don’t work, and the campaign hasn’t been tested end to end. Its author states it was made with extensive AI assistance, with the code reviewed by them.

You needA dump of your own Far Cry Instincts Xbox disc (title ID 55530008, version 1), as an ISO or extracted. Plus 64-bit Windows 10 or 11, a Direct3D 12 graphics card, about 10 GB of free space, and an internet connection for the first build.

★ 91 · 2026-11-07 View →
Source port Playable
WIN

Gish (freegish)

freegish/freegish

FreeGish: a free version of Gish, Cryptic Sea and Edmund McMillen’s physics platformer, built from the game’s code, which was opened in 2010. Since the original assets were never released, the community has created new levels and data, installed as a datapack of its own, “freegish”; the project also added, among other things, playing the campaign levels with several players. Version 2.0.0 (August 13) is FreeGish’s first release, for Windows: it ports the game to SDL2 and has chapter one finished, with seven levels. Anyone with the original Gish assets can create the datapacks/original folder, copy their folders there (animation, level, music, sound, texture, and tile01 to tile07), and pick that pack in the options. The last commit is from October 20, and four of the last 100 list Claude as a co-author. The repository includes the project’s own data (about 20 MB of levels, music, and textures) and a prebuilt Java level tool.

You needNo copy needed: the “freegish” datapack has new community-made data and the game is playable with it. If you own the original Gish assets, you can use them as a separate pack. Plus Windows (2.0.0); on other systems you have to build it.

★ 90 · 2026-10-20 View →
Switch Playable
NSW

Metroid Prime 4: Beyond

linuxopt/mp4-recomp

A static recompilation of the Switch version of Metroid Prime 4: Beyond for Linux, as a single AppImage. It builds on MZ Labs’ SwitchRecomp runtime: during first-run setup, the game’s code is recompiled on your machine into a native Linux library, and the console GPU’s work is translated to OpenGL. According to the README, it boots, plays, scans, and sounds right at a steady 60 fps on the test machine, with an AMD Radeon RX 9070 XT, and most rendering bugs and stutters are fixed. All tuning was done on AMD, so NVIDIA may show errors, and on the Steam Deck its author recommends lowering the internal resolution with FSR or capping at 30 fps. Some stutters remain when shaders compile in new areas, loading a save freezes for half a second, and the field of view slider doesn’t work yet. The Windows build is inherited from the upstream project and untested. The only release is v2026.11.02, from November 3. 53 of its 57 commits list Claude as a co-author.

You needYour own copy of Metroid Prime 4: Beyond for Switch (program 010019A01E2F2000) with the update whose main has build ID 8275FBE1…; the cartridge alone won’t do. Either the game’s .xci or .nsp with the update as .nsp and your prod.keys, or the extracted files (ExeFS and RomFS with the update applied); setup verifies all 445 RomFS files (26.9 GB). x86-64 Linux with glibc 2.38 or newer, Steam Deck included, a graphics driver with OpenGL 4.3 or later, SDL2, zlib, OpenH264 or FFmpeg for the videos, and about 30 GB free.

★ 90 · 2026-11-10 View →
Arcade Experimental
ARC

Virtua Fighter 3

mr-finster/vf3-recomp

A recompilation of the arcade Virtua Fighter 3 (Sega Model 3 board), by the same author as the Virtua Fighter 1 and 2 ones, still in alpha. Every time it starts, the PowerPC 603e program from your ROM is recompiled to native code (ARM64 or x86-64) and checked frame by frame against its own interpreter, which in turn matches the Supermodel reference over 173,000 test frames. The rest of the board is the port’s own code (the memory map, interrupts, the SCSI controller, the tile generator, and the Real3D renderer, on the CPU and on the GPU); only the sound board, with its 68000 and two SCSPs, runs on MAME’s code. It offers render scales up to 6x, anti-aliasing, widescreen and ultrawide (the stage backgrounds carry on from the game’s own panoramas), and up to 120 pictures a second. It has mostly been tested on Apple silicon Macs and on the Steam Deck, where it holds a steady 60; the Windows build has only been tested under Wine. Virtua Fighter 3 Team Battle isn’t supported yet. It states it was made with the help of AI coding tools.

You needYour own dump of the game as MAME’s vf3 set (vf3.zip, Revision D). Plus a Mac, 64-bit Windows, or Linux or a Steam Deck.

★ 90 · 2026-11-10 View →
PS1
PS1

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.

100% decompiled
★ 89 · 2026-10-19 View →
Source port Playable Stalled · 6 months
DOS

Doom / Heretic / Hexen (Russian Doom)

Russian-Doom/russian-doom

Russian Doom: a limit-removing source port of Doom, Heretic, and Hexen. It continues the Russian Doom and International Doom codebase maintained by Leonid Murin (Dasperal), builds on Chocolate Doom and Crispy Doom with significant additions from Doom Retro, and is distributed with their authors’ approval. It fixes numerous bugs of the original games, renders at enhanced 640×400 and 1280×800 resolutions, has improved palettes and many optional aesthetic enhancements, and offers the most complete translation into Russian possible. The latest numbered version is 6.3 (October 29, 2023), which gathers the changes made before International Doom 7.0 abandoned this code; its builds are for 32-bit and 64-bit Windows, and on Linux there is an AUR package or you compile it. The repository is still active (last change on May 11, 2026). A separate version exists for DOS. Besides the code, the repository includes about twenty WAD files in src/base with resources for the three games; among them, doom-beta.wad, doom-jaguar.wad, and hexen-psx.wad (4 to 6 MB each) carry maps and graphics from the Doom beta, Doom for the Jaguar, and Hexen for the PlayStation. test_data also holds three test WADs (DOOM1.WAD, HERETIC1.WAD, and hexen.wad, about 19 MB).

You needThe files (IWAD) from your own copy of Doom, Doom II, Heretic, or Hexen, depending on which game you want to play; the README points to the project’s wiki for details. Plus 32-bit or 64-bit Windows, or Linux.

★ 89 · 2026-05-11 View →
Xbox 360 Playable
360

FIFA 09

ChunchunQ/fifa09-recomp

FIFA 09 PC: a native Windows port of FIFA 09 (Xbox 360), with the game’s code translated to native code with the ReXGlue SDK, a modern launcher, and the online modes back, on NOBK.Online’s free servers (ranked 1v1 with MMR, leagues, and monthly champions, plus in-game friends with F1). It offers 720p or 1080p with AMD FSR or native 2K and 4K, a frame rate limit, controller or keyboard and mouse, Xbox 360-style achievement pop-ups, and a launcher with file verification, “Add to Steam” (Steam Deck too), and self-update, in English and Turkish. 1.4.0 is from October 23, 2026. Known issues remain, such as Team Play with 3 or more players sometimes not starting. The code written for the port (hooks, launcher, SDK patches, and tools) is MIT; the game and the code generated from it aren’t included. 5 of its last 8 commits list Claude as a co-author.

You needThe folder from your own copy of FIFA 09 for Xbox 360 (default.xex, data0.big to data6.big, audiodata, and data), with title ID 4541085B and the exact default.xex whose SHA-256 the README gives; other regions or title updates crash. 64-bit Windows 10 or 11, a DirectX 12 graphics card, and a controller or keyboard and mouse. For online play, a free NOBK.Online account.

★ 89 · 2026-10-23 View →
PS1
PS1

Legacy of Kain: Soul Reaver (Soul Reaverse)

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.

85% decompiled
★ 89 · 2026-11-11 View →
Launcher Usable
NSW

TotK Launcher

FurkanAnc/totk-launcher

A Windows launcher for valentderah’s recompilation of The Legend of Zelda: Tears of the Kingdom. It brings together in one window the totk.ini settings (frame rate, display, field of view, color), keyboard, mouse, and controller rebinding, and the game’s button icons, which can show your own keys instead of the Switch ones (it redraws them from your own installation and includes nothing from the game). It adds a mod list you can switch on and reorder, 74 achievements read from your saves, play time, save backups, a list of what is still left to find, cheats that apply while the game is closed, one-click updating of the recompilation, and a helper for reporting crashes. It is in English and Turkish. It ships as a single unsigned executable of about 35 MB; it published 5 releases between October 31 and November 1, the latest being 1.2.0. It needs the recompilation already installed.

★ 89 · 2026-11-02 View →
Port (decomp) Experimental
PS1

Vagrant Story

JEschete/VS-NativePort

Vagrant Story Native: a native source port of the US release for x64 Windows, written in modern C++ from the rood-reverse decompilation, which is also in this catalog. It doesn’t emulate the PlayStation: the game logic is reorganized into its own C++ systems, with no BIOS, no emulated memory, and no MIPS code. An extractor converts every file on your disc up front into open formats (JSON, glTF, PNG, WAV, and AV1 video), and the game reads only that output. It’s at an early stage: it runs the original boot and title code, with the logos, intro movie, and music, and attract and early New Game scenes render, but interactive combat, rendering parity, full sound, and memory cards aren’t there yet.

You needA 1:1 dump of your own US Vagrant Story disc (SLUS-01040), as .bin and .cue. To build it, 64-bit Windows 10 or 11 with Visual Studio 2026 and its Clang toolset, Git, an internet connection the first time, and FFmpeg 6.0 or later to convert the movies.

96% decompiled
★ 89 · 2026-11-11 View →
N64 Fully playable
N64

Jet Force Gemini (TK22-26)

TK22-26/JetForceGemini-Recomp

A native recompilation for 64-bit Windows. Version 1 is complete: the campaign plays from start to finish, along with the original local multiplayer and optional content. It comes prebuilt: you import your ROM once in the launcher and click Play. It adds modern controls, still experimental, with mouse and keyboard or dual sticks and a visual controls editor, plus high-refresh rendering with interpolation, adjustable motion blur, and adjustable fog. It also has a live map and inventory as companion tools. Version 1.3.0 came out on October 19. It states it was written with the help of AI (Codex), with human direction, review, and playtesting.

You needYour own US Jet Force Gemini ROM in .z64 (big-endian) format, and 64-bit Windows.

★ 88 · 2026-11-09 View →
Xbox 360 Playable
360

Tekken 6 (mahmoud-mess)

mahmoud-mess/tekken6-recomp

A static recompilation of the Xbox 360 version for Windows, built with ReXGlue, and the base that Ekspym’s Tekken 6 Native Online, also in this catalog, builds on. Since 0.9.4 (October 16), the download includes a portable builder: you pick your ISO and the renderers you want, and it compiles the game on your PC with the tools it carries, with no compilers to install and no internet connection; it deletes the temporary files when it’s done. The default renderer is Direct3D 12 with ROV, the most compatible one; there are also two Vulkan ones, experimental and, according to the author, still very buggy. At startup you choose the internal 3D resolution, from 640×360 up to the original 1024×576, and by default a 1024×1024 surface the game draws off-screen is reduced to 512×512, which can soften shadows. The author says 0.9.4 allows a steady 60 fps on modest PCs with integrated graphics. F3 shows a frame counter.

You needYour own Tekken 6 ISO for Xbox 360, the Europe and USA release, revision 1; the builder checks its default.xex and refuses other versions. Plus 64-bit Windows, a Direct3D 12 graphics card (the Vulkan FSI build needs fragment shader interlock support), and about 20 GB of free space to build, down to about 8 GB afterwards.

★ 88 · 2026-10-30 View →
Xbox 360 Fully playable
360

Perfect Dark Zero

nikolaygorb/PerfectDarkZeroRecomp

A static recompilation of the European Xbox 360 release on the ReXGlue SDK: the PowerPC code is translated to C++ and compiled, with no emulator. According to its author, it’s fully playable on Windows, with video, audio, achievements, and saves, and since 1.2 there’s a Linux build too. It includes xenia-canary’s 60 fps patch (on by default) and 16:9 patch, keyboard and mouse, Direct3D 12 or Vulkan, a third-person camera (V key), a choice among the languages your copy includes, local player profiles with their own saves and achievements (F9), and a settings overlay (F4). The latest release is 1.6 (October 17).

You needThe files from your own European (PAL) copy of Perfect Dark Zero for Xbox 360 (title 4D5307D3, Media ID 750FF1D9, XEX CRC 375EC9BB), extracted from the disc or ISO with ABGX360 or extract-xiso. Plus Windows (tested on Windows 11) or Linux (tested on Ubuntu 26.04); building it takes CMake 3.25 or later, Ninja, and Clang/LLVM.

★ 87 · 2026-11-05 View →
Native layer Fully playable
MOB

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.

★ 87 · 2026-02-21 View →
Windows
WIN

Star Wars Episode I: Racer

tim-tim707/SW_RACER_RE

A decompilation project for Star Wars Episode I: Racer (LucasArts, 1999) on PC. It doesn’t aim for a matching build or to decompile the whole game, but to document and reimplement some of its functions so the community can mod it: the source of truth is data_symbols.syms (global variables) and src/generated/hook_generated.c (functions). It’s heavily influenced by OpenJKDF2, and its latest tally, from June 12, 2026, lists 71.2% of the functions as analyzed (1,518 of 2,132), though not all of them are reimplemented. With that knowledge, the dinput_hook/ directory builds a mod with a dinput.dll that replaces the game’s rendering functions. Its version 0.17 (August 28), called the community improvement mod, is unzipped into the folder of your copy of the game (the one with SWEP1RCR.EXE and Smush.dll), works with the GOG and Steam versions, opens a menu with F5, and adds controller support in menus and races, a quick race menu, an audio menu, a cheat menu, laps and times without the original limits, custom tracks, and replacement of the 3D models with HD ones (the first pack, from February 2025). The repository includes nine custom tracks in assets/custom_tracks (about 215 MB, in the game’s block format), some named after circuits from other games, such as Bomb-omb Battlefield, Bowser’s Castle, and Koopa Beach. 54 of its last 100 commits list Claude as a co-author.

★ 87 · 2026-11-05 View →
Mod Usable
WIN

Unofficial Crusader Patch 3

UnofficialCrusaderPatch/UnofficialCrusaderPatch

Unofficial Crusader Patch 3 (UCP3): an unofficial patch for Stronghold Crusader by Firefly Studios; it’s a framework for applying community bug fixes, unit rebalancing, and quality-of-life improvements, and for adding new content, such as maps and AI. It’s installed with a graphical program, UCP3-GUI (1.0.14, from January 1, 2026, for Windows 10 or later, and .deb and AppImage packages for Linux), which installs the framework, downloads extensions from a store, and activates them in priority order: those higher in the list override the ones below when they configure the same thing. The installation includes no Firefly files: it edits the game’s own or adds community-made files. This repository is the entry point (README, translated news, and help with problems); the code lives in other repositories of the organization, such as UCP3-GUI. Only versions 1.41 and 1.41.1 of the game are officially supported; the team isn’t developing a UCP for the Definitive Edition and says there won’t be one if the full game stays just as hard to mod. The previous version, UCP2, lives in another repository.

You needYour own copy of Stronghold Crusader (Steam’s Stronghold Crusader HD, or any version that updates to 1.41 with Firefly’s free patch); official support is only for versions 1.41 and 1.41.1 in Latin languages. Windows 10 or later, with WebView2 for the interface and the Visual C++ x86 runtime; there is also an interface for Linux.

★ 87 · 2026-09-11 View →
Port (decomp) Playable
GBA

Kingdom Hearts: Chain of Memories

MatyMeatBoy/ReKHCoM

ReKHCoM: a PC port of the Game Boy Advance Kingdom Hearts: Chain of Memories, built on Pheenoh’s matching decompilation, which is also in this catalog. The decompiled game runs as a native program with its own renderer, audio, and launcher, on Windows, Linux, and Steam Deck, with alpha builds for Android, Anbernic handhelds, the browser, and PS5. It works with the European, US, and Japanese cartridges, in all their languages. It adds widescreen and ultrawide from 16:10 to 32:9 without stretching, showing more of the world in the field and in battles, HD text, smoothed audio, full-screen movies, and, when starting a new game, a second version, Re:Chain of Memories, with difficulty levels inspired by the PS2 remake, faster dialogue, and one-button dodge and stock. Its latest version includes the 90 official RetroAchievements achievements, no account required. In the browser, your ROM stays on your device. 77 of its last 100 commits list Claude as a co-author.

You needYour own dump of the Kingdom Hearts: Chain of Memories cartridge, European, US, or Japanese release, which the launcher checks by its SHA-1. There are builds for Windows, Linux, and Steam Deck.

100% decompiled
★ 86 · 2026-11-09 View →
Game-specific engine Playable
WIN

MDK

nautilusbits/mdk-sdl

A port of MDK to C# and SDL3 based on reverse engineering of the data files and of the MDKD3D.EXE executable; it is the successor to an earlier Godot port (mdk-godot) and reuses its work. Instead of relying on another engine’s renderer and physics, it draws and collides like the original: Kurt moves through the arenas’ BSP trees with the same box sweeps. It includes the whole game (every level, the fall before it and the stream after it, rides, menus, briefings and statistics, saves, and the end movies) and keeps the original look pixel-exact, with an optional enhanced look: filtered textures, sunlight and shadows outdoors, dynamic lights, ambient occlusion, glow, haze, and anti-aliasing. It adds stereoscopic 3D in several formats, a VR viewer for a phone in a Cardboard-style viewer or for PC VR glasses, gamepads, frame interpolation above 60 Hz, mods (textures, interface, fonts, and glTF models), and optional HD textures that it upscales on your own GPU with Real-ESRGAN from your copy, without distributing anything upscaled. 1.2.0 is from October 23. 88 of its last 100 commits list Claude as a co-author.

You needYour own PC copy of MDK (for example from GOG or Steam, or the CD): the port contains no levels, textures, models, sounds, music, or videos and reads them from the installation at run time. Plus Windows (x64), Linux (x64 or ARM64, such as a Raspberry Pi 5), macOS on Apple silicon, or Android.

★ 86 · 2026-11-06 View →
PS1 Playable
PS1

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. 20 of its last 100 commits list Claude as a co-author.

You needA disc image of Mega Man X6 (PS1, US version).

★ 86 · 2026-11-11 View →
Xbox Playable
XBX

Project Gotham Racing

hk21x/pgr1-recomp

An unofficial native port of the original Xbox version for Windows, with extended graphics options and other enhancements. The game’s x86 code is statically recompiled with Xbox XBE Recomp into a Windows executable, and the console’s graphics, sound, and system libraries are reimplemented (Direct3D 12 or 11, XAudio2, and SDL); it is not an emulator. It works with the European (PAL, version 5, title ID 4D530003) release; the others haven’t been checked. Version 1.0 (October 23) includes movies, menus, the Kudos Challenge, Quick Race, Arcade Race, Time Attack, saves, sound, and the radio, at 60 frames per second, with widescreen and ultrawide (the 3D view widens; menus and HUD stay 4:3), render scale from 25% to 200%, keyboard, Xbox, PlayStation, and Switch controllers, and racing wheels. The only published file is PGR1Launcher.exe, which builds the game on your PC from your disc: the game’s code is never downloaded, only the tools and the project’s source. All 32 of its commits list Claude as a co-author.

You needYour own copy of Project Gotham Racing for Xbox, European (PAL), as an .iso image or a folder with the disc’s files (default.xbe with SHA-1 4878c3bdbd44663b64ce64986b313e8c6b7f8917). Plus 64-bit Windows 10 or 11, a graphics card with Direct3D 12 or 11, about 15 GB free, and an internet connection to download about 1.4 GB of build tools.

★ 86 · 2026-11-10 View →
GameCube
GC

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.

100% decompiled
★ 86 · 2026-11-11 View →
PS1 Playable
PS1

Tekken 3 (FishB0nes98)

FishB0nes98/Tekken3Recompiled

Tekken 3 Recompiled: a hybrid recompilation of the US release (SLUS-00402), built with a modified psxrecomp: the translated code runs alongside a model of the PS1 hardware and an interpreter for the dynamic code it doesn’t cover. Its headline addition is Jun Kazama as a playable fighter, with her three Tekken Tag Tournament outfits and a stage of her own modeled on Tekken Tag Tournament 2’s Heavenly Garden: the installer imports her on your machine from the Tekken Tag Tournament and Tekken 3 arcade ROMs you provide, using a copy of MAME 0.289 it downloads itself. It also has 16:9 widescreen on by default, which shows more of the stage and adapts the main menu, character select, and loading screens; an outfit selector with seven new designs; HD textures for Yoshimitsu’s forest stage; separate music and effects volume; and Tekken Ball and Theater modes unlocked. The launcher handles mods, per-player controls, a disc library, and updates, and the easy setup downloads the tools and builds the game on your machine. The repository also holds the start of a separate native port, which for now uses placeholder fighters and stage, and tools to extract and modify the disc’s textures, sounds, and videos. It’s a Windows x64 preview; the latest, 0.1.4, came out on September 23. The new outfit textures and Jun’s stage were made with AI image generation, according to its documentation.

You needYour own disc image of the US release of Tekken 3 for PS1 (SLUS-00402), as a .cue with its .bin. Jun also needs the non-merged Tekken Tag Tournament and Tekken 3 arcade ROM sets (tektagt.zip and tekken3.zip). Plus 64-bit Windows, an internet connection for the first setup, and at least 4 GB of free space.

★ 86 · 2026-09-23 View →
Source port Fully playable
DOS

⑂ Fork of Xenoveritas/abuse

Abuse (apancik)

apancik/Abuse_2025

Abuse 2025: a modern port of Abuse, Crack dot Com’s run-and-gun platformer, updated for current systems, with high-resolution graphics, gamepad support, and other improvements. It continues Xenoveritas’s SDL2 port and the Abuse 1996 project, and the README says the source code was released under open licenses, the assets as non-commercial freeware, and the original shareware content is public domain. You can play the whole campaign solo or in co-op, load community content, create levels with the built-in editor, and play LAN deathmatches; multiplayer between different platforms and on Windows is not supported for now. The repository includes all the data files needed for the base game, and the author warns that they come from sources with different licenses. Version 2025.1.0 (January 17, 2025) provides builds for Windows x64 and universal macOS.

You needNo copy needed: the repository includes the base game’s data files, which Crack dot Com released as non-commercial freeware (the original shareware content is public domain). Windows x64 or macOS for the published builds.

★ 85 · 2026-03-25 View →
Xbox 360 Playable
360

GoldenEye 007 XBLA (CaiusCodes)

CaiusCodes/GoldenEye-007-XBLA-PC-Recomp

A native Windows port of the unreleased Xbox Live Arcade remaster of GoldenEye 007, by static recompilation with ReXGlue. It continues SunJaycy’s GoldenEye Recomp, also in the catalog and not updated since June, adding community fixes (from mrfox-1 and BeanTools Community Edition) and its own. A single portable program checks your XBLA package the first time, imports the game data from it, and from then on starts the game directly. It runs at a steady 60 fps, the game’s own rate, windowed from 1024×768 to 3840×2160 or fullscreen, with a 1x–3x render scale, 16:9 and 21:9, a field of view up to 30° wider, and a key to switch between the original and enhanced graphics. It has keyboard and mouse with rebindable controls, Xbox controllers, an in-game options menu, and LAN multiplayer, also online through virtual LAN services such as Radmin VPN, ZeroTier, Tailscale, or Hamachi. Among other things it fixes music bugs, doors and areas in the Frigate and Bunker multiplayer maps, and shotgun shots in multiplayer, and it uses Vulkan on AMD cards because Direct3D 12 crashes on them. Setup can optionally unlock 100% completion. 0.9.6a (October 21) made the render scale actually work and fixed a frozen or black screen. 39 of its 47 commits list Claude as a co-author.

You needYour own GoldenEye 007 Xbox Live Arcade package for Xbox 360 (Title ID 584108A9), with the exact executable it was recompiled from: setup rejects other builds. Plus 64-bit Windows 10 or 11 and a DirectX 12 graphics card.

★ 85 · 2026-11-06 View →
GBA Experimental
GBA

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. 9 of its 74 commits list Claude as a co-author.

You needYour own Mario Kart: Super Circuit ROM and the GBA BIOS.

★ 85 · 2026-11-11 View →
Xbox Playable
XBX

RalliSport Challenge 2

Mortify7612/RallisportChallenge2-decomp

A static recompilation of the NTSC Xbox release (title 0x4D530039) for Linux and Windows, built with xboxrecomp plus its own runtime work: a Linux platform layer, a Vulkan renderer for the NV2A GPU, sound, input, and kernel fixes. Boot, intro movies, menus, profiles, career mode, stage loading, and racing work. It renders at up to 6x internal resolution, with the game’s own 16:9 widescreen mode and frame rates above 60 (the game keeps time by the clock), and adds MSAA, anisotropic filtering, ambient occlusion, and HDR output. Sound goes through SDL2 with the game’s per-environment reverb (tunnels, forest, valleys, in the car), though the Xbox audio DSP isn’t emulated. It supports keyboard and controllers with rumble, and a pre-game launcher sets resolution, aspect ratio, GPU, display mode, frame rate limit, audio, and controls, and can add the game to Steam. The code translated from the executable is generated on your machine from your default.xbe. The Windows build was tested on real Windows from 0.5.1 on; the latest release is 0.6.0 (October 17). All 73 of its commits list Claude as a co-author. The source also includes one function translated from the executable, the controller-reading function of the Xbox development kit’s XInput library, which the port uses to record and replay input.

You needThe files from your own NTSC copy of RalliSport Challenge 2 for Xbox (the folder with default.xbe, Layer0, Layer1, Media, Movies…), in a game folder next to the program. Plus 64-bit Windows 10 or 11 with a Vulkan 1.3 graphics driver; the released Linux build needs an up-to-date Arch-based distribution (glibc 2.43 or later, SDL2, glslang 16…), and on other distributions you have to build it.

★ 85 · 2026-10-28 View →
PSP Experimental
PSP

God of War: Ghost of Sparta (Sparta)

arnaldolima1/gow-ghost-of-sparta-pc

Sparta: a static recompilation of the PSP version, built on PortableKit. The console’s code is translated ahead of time into C++ and compiled for your machine, running on a reimplementation of the PSP’s system software and drawing through Vulkan; there is no emulator or JIT. There are builds for 64-bit Windows, macOS on Apple silicon (the first target), and Android. The first start asks for your .iso, checks it, and from then on goes straight to the game. It is an alpha: per the project only the beginning of the game has been played, so expect bugs, graphical glitches, and crashes. 0.1.7 (October 15) is the latest Windows build and 0.1.8 (October 15) the latest with macOS and Android. 56 of its 64 commits list Claude as a co-author.

You needYour own copy of God of War: Ghost of Sparta, the European release (UCES-01401), as an uncompressed .iso of your UMD. Plus 64-bit Windows 10 or 11 with a Vulkan-capable graphics card and up-to-date drivers, or an Apple silicon Mac (M1 or later).

★ 84 · 2026-10-16 View →
N64
N64

Pilotwings 64

n64decomp/pw64

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.

100% decompiled
★ 84 · 2026-11-10 View →
Xbox 360 Playable
360

Rayman 3 HD

MysteriousAeon/rayman3-hd-recompiled

A native Windows port of Rayman 3 HD (Xbox 360), with the game’s code statically recompiled and no emulator. An installer (or a portable ZIP) validates your game package and sets it up. It offers Vanilla, HD+ (optional visual corrections and a new closing animation for the combo meter), and Custom profiles, the five languages of the original game (English, French, Spanish, Italian, and German), an optional Turkish translation, a keyboard with two layouts, a controller with button mapping, DualSense lightbar and adaptive triggers, achievements, Discord Rich Presence, and support for texture, text, font, and subtitle mods. French text, subtitles, and some cinematics have been verified; voice coverage throughout the campaign has not been checked. Version 1.0.3 (October 29) includes the installer, the portable edition, the Turkish translation, and the LGPL source code.

You needYour own Rayman 3 HD package for Xbox 360: the Xbox Live Arcade release (title ID 5841123F), without a title update, copied from your console’s storage (folder Content\0000000000000000\5841123F\000D0000\). Plus 64-bit Windows 10 or 11, the Microsoft Visual C++ Redistributable 2015–2022 (x64), a graphics card with Direct3D 12, and about 2.3 GB free.

★ 84 · 2026-11-10 View →
Mod Beta Stalled · 1 year
WIN

Shattered Paradise

ABrandau/Shattered-Paradise-SDK

Shattered Paradise: an OpenRA mod set in the Tiberian Sun universe, with the GDI, Nod, Mutant, Cabal, and Scrin factions, campaign maps, and units, structures, and upgrades of its own. This repository is its ModSDK and installation kit: it can be built with make (Linux and macOS) or make.cmd (Windows), with the same dependencies as OpenRA. The downloads on the releases page, between 200 and 290 MB, are playtest builds for Windows (installer and portable, x86 and x64), Linux (AppImage), and macOS (dmg); the latest is from December 31, 2024 and the repository’s last commit from September 2025. The downloads bring the OpenRA engine with the mod and Shattered Paradise’s own assets, which it publishes under CC BY-NC; the Tiberian Sun files come from a separate content installer. The engine and SDK code is GPLv3.

You needThe files from Tiberian Sun and its Firestorm expansion (cache.mix, conquer.mix, the firestorm folder, and so on), which the mod’s content installer takes from an installed copy (First Decade, Steam, or Origin) or downloads; the music comes only from a copy. Plus Windows, Linux, or macOS.

★ 84 · 2025-09-27 View →
Xbox 360 Playable
360

Skate 2 (christianortel)

christianortel/skate2-recompile-pc

A community Windows port of the Xbox 360 version, built with ReXGlue 0.10.0 and its own patches to the SDK: the PowerPC executable is translated to C++ and compiled as native code, and the Xenos graphics are turned into Direct3D 12 by the GPU plugin ReXGlue took from Xenia. The earlier Skate-2-Team recompilation served as an analysis reference, without carrying over its runtime code. It’s released as a prebuilt package: a script copies and checks your files once, and a launcher starts the game with the default profile, 2x internal resolution and an unlocked frame rate, with 1x and (experimental) 4x profiles and 60–240 fps caps. Free Skate, the campaign, replays, saves, controllers (USB DualSense directly), and audio output selection work. It has been tested on a single PC, with an hour of the campaign free of glitches, without finishing the game; there’s no ultrawide support. Version 0.1.1 (October 12) added an .exe launcher for shortcuts and Armoury Crate.

You needThe extracted files from your own copy of Skate 2 for Xbox 360 (title ID 4541087F, media ID 6ADB5821, executable 0.0.0.2): the folder with default.xex and data. default.xex must have the SHA-256 116ba3ee37fcf0d8db60b7d47c971fdb6d3eb2a7a4d3cfc3611a06704a588ae5, and an ISO or compressed archive must be extracted first. Plus 64-bit Windows 10 or 11, a Direct3D 12 graphics card, Windows PowerShell 5.1 (included with Windows), the Visual C++ x64 runtime, and a controller.

★ 84 · 2026-10-12 View →
PS1 Experimental
PS1

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. 2 of its 80 commits list Claude as a co-author.

You needA Street Fighter Alpha 3 disc image (PS1) and the SCPH1001.BIN BIOS.

★ 84 · 2026-10-10 View →
Switch Playable
NSW

Super Mario Odyssey (Coz-0)

Coz-0/smo-recomp

A native Windows x64 version of Super Mario Odyssey (1.4.1), made by static recompilation: the game’s AArch64 machine code is translated ahead of play into C and compiled for the PC, and the console’s system, NVN graphics API (on Vulkan, with a Maxwell shader translator), audio, video, controllers, and file system are reimplemented by the project’s own runtime. It isn’t an emulator. It started from the design, lifter, and runtime of Denkishi’s ssbu-recomp. The README calls it an early, unfinished version and measures everything on a single development PC: a new game starts and the save file works, an automated test plays through Cap Kingdom to the first capture in Top-Hat Tower, another starts the game’s 176 stages and 100 scenarios across all kingdoms, and its author played by hand to Cascade Kingdom’s first checkpoint with an Xbox One controller, at about 60 fps. It has an amiibo menu (F1), in-window help, and screenshots (F12); what the 1.4.1 update added hasn’t been tested yet. It publishes no releases: you build it from the source. 99 of its last 100 commits list Claude as a co-author.

You needYour own copy of Super Mario Odyssey 1.4.1, dumped from your console: the program with the update, the RomFS with the update applied, and the update’s control data, already decrypted (no keys or firmware are needed). 64-bit Windows 10 or 11 and a Vulkan 1.3 GPU (developed on NVIDIA). To build it: LLVM/clang 9.0.0, Visual Studio 2019 Build Tools with Windows SDK 10.0.19041, the Vulkan SDK 1.4, SDL3, the WebView2 SDK, and Python 3.13.

★ 84 · 2026-10-28 View →
Windows Playable
WIN

The Binding of Isaac

whylurking/IsaacRecomp

IsaacRecomp: a static recompilation of the original Flash game, with its Wrath of the Lamb expansion and the Eternal Edition, as a native 64-bit program for Windows and Linux, with Android and Switch homebrew builds as well. The project’s tools decrypt the SWF inside your Steam Isaac.exe and translate every block of ActionScript 2 (AVM1) bytecode into a C++ function, with Flash Player 8 semantics taken from Ruffle, and a new SDL2 and OpenGL engine reads the graphics, sounds, and music from your Isaac.exe at startup. Game logic still runs at 30 ticks per second, as in the original, and the picture is interpolated to your display’s refresh rate (60, 120, 144 Hz…); vector art is drawn at the screen’s native resolution, with no seams between colored areas. It recognizes the three versions by their content and lets you pick one at startup, each with its own save file, and it adds controller support without external tools, Rebirth-style analog movement (can be turned off), remappable controls, fullscreen or windowed play, and a converter for saves from the Flash version. Version 1.4.0 (October 20) was checked frame by frame against the original running in Ruffle, with every enemy, boss, item, pill, card, and trinket of the three versions, and fixed the few differences found. Its author states it was made with the help of AI (Claude). The repository includes the C++ generated from the game’s code for all three versions, about 10 MB for each of its two stage sizes (1440×1080 and 960×720).

You needThe Isaac.exe from your own Steam copy of The Binding of Isaac (and of Wrath of the Lamb, for the expansion), copied next to the program; Binding_of_Isaac.exe, which is just the Steam launcher, won’t do. Plus 64-bit Windows or Linux and an OpenGL 3.3 graphics card.

★ 84 · 2026-11-07 View →
Xbox 360 Playable
360

Crash of the Titans (MojoRecomp)

OAleex/MojoRecomp

MojoRecomp: a native Windows port of the Xbox 360 version, by static recompilation with XenonRecomp and its own runtime with a Vulkan renderer; it isn’t an emulator. A launcher installs and updates the runtime only when you ask it to, keeps earlier versions to roll back to, and sets the game up from your ISO, which is only read during setup. By default it stays close to the original, windowed at 720p, 16:9, and 30 fps with FXAA and 8x texture filtering, and it offers other resolutions and aspect ratios and a still-experimental mode above 30 fps. It supports two local players, on controllers or keyboard, the disc’s six languages, and, as an optional download, the author’s Brazilian Portuguese translation, applied as patches over your copy’s files. A debug mode has shortcuts to unlock moves and episodes. The same project is preparing Crash: Mind over Mutant, which isn’t playable yet. Launcher 1.1.0, with runtime 0.2.0-alpha (October 6), fixed black screens, shadows, and textures. Its author states that AI tools were used for research, repetitive implementation work, debugging, and documentation drafts, with human review.

You needAn ISO of your own Crash of the Titans copy for Xbox 360; the launcher checks its default.xex. Plus 64-bit Windows 10 or 11, a Vulkan 1.3 graphics card, and the Microsoft Edge WebView2 Runtime. A controller is recommended, but the keyboard works.

★ 83 · 2026-10-06 View →
PS1 Playable
PS1

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. 74 of its last 100 commits list Claude as a co-author.

You needYour own King's Field dump (PS1, North American edition SLUS-00158), as .cue/.bin or .chd.

★ 83 · 2026-11-11 View →
Port (decomp) Playable
GC

Mario Party 4 (Party Board, zeranemesis)

zeranemesis/Marioparty4

Party Board: a native port of Mario Party 4 (GameCube) built on the game’s decompilation; it isn’t an emulator. It runs on Windows (through the CubeShelf manager or from a zip), Linux (AppImage), macOS (Apple silicon and Intel), Android phones, and Meta Quest, in stereo 3D and mixed reality; the Switch homebrew version builds but hasn’t been run on a console yet. The game starts from a disc image (ISO, RVZ, WIA, or GCZ) that is checked by hash. It supports 60 to 240 fps without speeding the game up, an adaptive widescreen HUD or a locked 4:3, adjustable internal and shadow resolution, several graphics backends (Direct3D 12 and 11, Vulkan, Metal, OpenGL…), gamepad, keyboard, and mouse, an on-screen touch controller, a turbo key, a speedrun mode, unlocking minigames without touching your save, RetroAchievements, and mods applied on top of the image without rewriting it (through CubeShelf). It has online play for two to four players from Windows and Android, on a local network or in private and public rooms, with a lockstep simulation and a state comparison every tick, and a relay for anyone who can’t open ports. Version 0.20.0 (October 16) is the latest, marked as a pre-release. The README thanks the GameCube and Wii decompilation community, the Aurora and Dusk developers, and the contributors to mariopartyrd/partyboard, another Party Board repository. The dist/ folder holds a 30.7 MB ZIP with a backup of a Windows build (the executable and DLLs of the game code and the interface, with no game data). 83 of its last 100 commits list Claude as a co-author.

You needYour own copy of Mario Party 4 for GameCube as a disc image (ISO, RVZ, WIA, or GCZ): the US GMPE01 (revision 0 or 1) or the European GMPP01; the Japanese GMPJ01 is recognized but not supported yet. To play online, all players need the same disc (US revision 1 or the European one). Plus Windows, Linux, macOS, Android, or Meta Quest.

★ 83 · 2026-11-10 View →
Dreamcast Playable
DC

Soulcalibur (enrique363)

enrique363/voldorium

Voldorium is an unofficial native Windows and Linux port of Soulcalibur for the Dreamcast (US version, T-1401N V1.000), made by static recompilation: the game’s SH-4 code is translated into C with the project’s own translator and compiled together with a native runtime that stands in for the console’s hardware. It adds 16:9 widescreen (the 3D scene widens; the HUD, menus, and text keep their proportions), any resolution, multisample anti-aliasing, a virtual memory card, an in-game graphics menu, optional 16:9 artwork, and online versus in the main menu, with a worldwide lobby, matchmaking, NAT hole punching with a relay, and GGPO rollback netcode that joins Windows and Linux players. Voldorium.exe contains no game code: on first start it builds a module (sc_game.dll) on your PC with the translated code from your disc, and that module isn’t published because it derives from the game. Version 1.1.3, from October 31, is the latest. All 43 of its commits list Claude as a co-author, and the README names it among the project’s tools.

You needYour own dump of Soulcalibur for the Dreamcast, US (T-1401N V1.000), as a .gdi with its tracks; only that version works. Windows 10 or 11, or x86-64 Linux with glibc 2.28 or later, SDL2, and OpenGL, about 1 GB free, and an internet connection on first start, which downloads the Zig compiler and two Flycast files to build the module.

★ 83 · 2026-11-09 View →
PS1 Experimental
PS1

Tomba!

mstan/TombaRecomp

Tomba! driven end to end through psxrecomp. It reaches real gameplay (jumping, grabbing, quests), but with audio timing glitches and softlocks. 20 of its last 100 commits list Claude or Cursor as a co-author.

You needA Tomba! disc image (PS1) and the SCPH1001.BIN BIOS.

★ 83 · 2026-11-09 View →
Arcade Playable
ARC

Virtua Fighter

mr-finster/vf1-recomp

A recompilation of the original arcade Virtua Fighter (Sega Model 1 board) for Mac, Windows, and Steam Deck or Linux. When it starts, the NEC V60 program from your ROM is recompiled to native code on your machine; the rest of the board (the TGP geometry coprocessor, the rasterizer, the tile layers, the sound board with its 68000, and the I/O board) is reimplemented from MAME’s code. At 1x it gives the arcade’s frames pixel for pixel; above that, render scales up to 6x, widescreen and ultrawide, and smooth motion at your screen’s refresh rate, with the 3D drawn on the GPU (Metal, Direct3D 12, or Vulkan) and checked against the CPU’s picture at startup. It has a menu, keyboard and gamepads for two players, the game in English or Japanese, and cheats: randomly mixed fighters and the characters cut from the game, such as Siba, Jeff, and Dural. There’s no online play yet. It states it was made with the help of AI coding tools, and every build is compared frame by frame with MAME.

You needYour own dump of the game as MAME’s vf set (vf.zip). Plus macOS 11 or later (Apple silicon or Intel), 64-bit Windows 10 or 11, or a Steam Deck or x86-64 Linux.

★ 83 · 2026-11-10 View →
PS3 Playable
PS3

Armored Core for Answer (PS3)

SulphurS16/ACFA-Port

An unofficial native Windows port of the US PS3 release (BLUS30187), part of Project Glintburn; it shares its runtime with the Armored Core 4 port. A recompiler translates the game’s roughly 4.5 million PowerPC instructions to C++, and the SPU programs are translated ahead of time too, with an interpreter as a fallback. Graphics are turned into Direct3D 11, and a few firmware parts run recompiled from your own system files. It draws at your screen’s resolution with a 50–200% render scale, runs from 30 fps to uncapped at the same game speed, uses the mouse with raw input, and adds a PC SETTINGS menu inside the game itself. The launcher decrypts what it needs with your RPCS3, downloads the tools, and builds the game on your machine. Version 0.7.2 (October 18) greatly raised frame rates. 48 of its 54 commits list Claude as a co-author.

You needYour own US copy of Armored Core for Answer for PS3 (BLUS30187), the folder with PS3_GAME; RPCS3, used once to decrypt a few files; the system software 4.93 PS3UPDAT.PUP file from Sony’s website; and, optionally, the 1.35 update. Plus 64-bit Windows 10 (1903 or later) or 11, a CPU with AVX2, a Direct3D 11 graphics card, about 4 GB of free space, and an internet connection.

★ 82 · 2026-11-04 View →
PS1 Stalled · 7 months
PS1

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.

13% decompiled
★ 82 · 2026-04-14 View →
N64
N64

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.

100% decompiled
★ 82 · 2026-08-13 View →
Xbox 360 Playable
360

Kameo: Elements of Power

MaxDeadBear/KameoRePowered

“Kameo: RePowered”: a static recompilation of the Xbox 360 version for Windows and Linux, on the ReXGlue SDK. The PowerPC default.xex is turned into x86-64 code at build time, and a small host runtime of its own adds logging, overlays, and hooks so the game can be modded like a PC port. It was written mostly by birabittoh, the author of the Goopie launcher, together with MaxDeadBear, whose account the repository later moved to. It has keyboard and mouse on by default with rebindable keys, seven languages, GPU selection, a per-channel volume mixer (F9), a separate build with the title update, and a script that extracts your DLC so the game detects it. The executables are in the repository’s releases and on Goopie. The latest stable one is 0.2.1 (June 23); 0.3.0 (October 19) and 0.3.1-beta.1 (October 20) are marked as pre-releases. Some of its commits list Copilot or Claude as co-authors.

You needYour own copy of Kameo: Elements of Power for Xbox 360 (title 4D5307D2), with the ISO extracted into the assets folder; the README uses the US release and doesn’t say whether other regions work. Optionally, the title update and your DLC packages. Plus x86-64 Windows or Linux; building it takes Clang, CMake, Ninja, and Python.

★ 82 · 2026-11-04 View →
Xbox 360 Playable Abandoned
360

Lost Odyssey (FaliGame)

faligame/lost-odyssey-hd-remaster

Lost Odyssey HD Remaster: a static recompilation of the Xbox 360 version for Windows, built on the ReXGlue SDK, with a fork of its Xenos GPU plugin and with boma’s Xenia Canary patches turned into options you can switch while playing. The recompiled code isn’t published: it’s generated on your machine from your own disc. An installer styled like the game’s menus checks all four discs and copies them into the game folder (about 17 GB), and afterwards it changes discs by itself. It offers 720p to 4K and two 21:9 modes, with the interface always at the screen’s resolution, DLSS and FSR 3.1 on Direct3D 12 and Vulkan, 60 fps, every shader prepared before you play, the fonts redrawn at four times their resolution, save anywhere, turbo up to 8x, optional random encounters, six languages, keyboard and mouse, and PlayStation button prompts, all in new tabs of the game’s own Configuration menu. It fixes the known crashes in the prison cell, the cutscene after the first boss, and the frozen train, though nobody had played it from start to finish. Version 0.2.0 (October 13) added experience and gold multipliers, an attack ring that comes out perfect on its own, and winning a battle with one button. On October 18 its authors cancelled it and archived the repository, pointing to freefrank’s port, which is also in the catalog. The installer can also download, from archive.org and optionally, an encrypted HD texture pack of about 28 GB that only opens with your discs. 19 of its 27 commits list Claude as a co-author.

You needYour own copy of Lost Odyssey for Xbox 360, the multi-language “USA, Europe” release (title 4D5307FA), with all four discs (disc 1 is required) as extracted folders, .iso images, or Games on Demand packages; the installer checks them against their hashes, and the Asian release isn’t supported. Plus 64-bit Windows 10 or 11, a Direct3D 12 or Vulkan graphics card (DLSS on RTX only), 16 GB of RAM recommended, and about 17 GB free for the discs, plus about 28 GB if you want the HD pack. It was only tested on one PC, with a Core i9-10850K and an RTX 3080.

★ 82 · 2026-10-18 View →
Source port Fully playable
WIN

Moon Child (Moon Child FE)

MorsGames/MoonChildFE

Moon Child FE (Friend Edition): a port to Windows, Linux, and macOS of the source code of Moon Child, the 1997 Windows 95 platformer by Reinier van Vliet (programming), Metin Seven (graphics), and Ramon Braumuller (music and sound). It builds on the code Reinier van Vliet released in April 2026, a portable SDL version, with the code under the MIT license and the graphics, music, and sound under CC BY-NC 4.0; according to the project, it’s based on the later iOS release and restores things from the Windows 95 version such as the menu layout and the videos. It’s made by Mors, with contributions from other authors. It saves and loads progress automatically and has controller support, separate keys for “Up” and “Jump,” fullscreen or windowed modes, a 50/60 fps toggle with vsync, shimmer-free scaling, slightly higher-quality audio, alternate title screen music, and updated credits, and it adds a speedrun mode with a timer, an option that makes jetpack shooting more intuitive, and another that makes the final level slightly easier on the eyes. There’s also a web version you play in the browser, with the full game, like the downloads. It came out on April 22; 1.1.0 (May 16) added macOS, and the latest release is 1.1.1 (June 5). Since then it has received higher-quality music and SDL2 support alongside SDL3.

You needNo copy needed: Moon Child’s code was released under the MIT license and its graphics, music, and sound under CC BY-NC 4.0, so the downloads include the full game. Plus 64- or 32-bit Windows, x64 Linux, or macOS (a universal binary for Intel and Apple Silicon); the web version only needs a browser.

★ 82 · 2026-08-12 View →
N64 Experimental
N64

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).

★ 82 · 2026-09-17 View →
Arcade Playable
ARC

The Lost World: Jurassic Park

snicolast/LostWorldNative

A native PC port of Sega’s 1997 arcade light-gun game, for the Sega Model 3 board. The README says it is not an emulator: the original code, PowerPC recompiled to C++, with a modern Vulkan renderer. It offers true widescreen (16:9 or 21:9), ray-traced sun shadows, ambient occlusion, distance haze, bloom, new rain and lightning, a flashlight in the night stages, MSAA or NVIDIA DLAA, HD textures, smooth motion at 120 or 144 Hz, mouse, gamepad (with gyro), or two mice for two players, and new modes (Random Spawns, Boss Fight, Survival) with achievements and stats. The repository publishes no releases: it is built with Python and the Visual Studio 2022 Build Tools. The code is under the MIT license. 62 of its 91 commits list Claude as a co-author.

You needYour own copy of the arcade ROM lostwsga.zip, the Japan Rev. A set (Sega Model 3 Step 1.5), with files such as epr-19936.20 and mpr-19918.1; other versions will not work. Plus 64-bit Windows 10 or 11, a Vulkan graphics card, Python 3, and the Visual Studio 2022 Build Tools with the C++ workload.

★ 82 · 2026-11-11 View →
Windows Playable
WIN

Championship Manager 01/02

maxevans60/cm0102-bosman-edition

CM 01/02: Bosman Edition: version 3.9.68 of the 2002 game, translated instruction by instruction from x86 to C and compiled for macOS 11 or later (Apple silicon and Intel), 64-bit Windows 10 and 11, and 64-bit Linux (an AppImage that also runs on the Steam Deck in desktop mode). No emulator, no Wine, and no CD. The downloads hold the files of the free edition that Eidos published in 2008, with the last official patch, so you don’t need your own copy. It adds a resizable 1280 × 800 widescreen window (and a 1920 × 1080 HD layout), any season from 2001/02 to 2025/26 with its own database, leagues, cups, and rules, an Assistant menu that picks the best team, the fittest team, or an under-21 team, clickable player and club names, colored attributes, holiday until the next match, save backups, and keyboard shortcuts. Each feature is a line in settings.txt and can be turned off; in the base game, none changes a match result. The published downloads are prereleases: 0.5.0 (October 16) for Windows, Mac, and Linux and 0.5.1 (October 18), Mac only; the README already announces 0.6.0 (Choose Season), and online play with friends is planned for 0.7.0. Code under GPL-3.0 from 0.6.0. 91 of its last 100 commits list Claude as a co-author.

You needNo copy needed: the downloads already include the game files from the free edition Eidos published in 2008, with the last official patch (3.9.68). Plus macOS 11 or later, 64-bit Windows 10 or 11, or 64-bit Linux.

★ 81 · 2026-11-11 View →
DS Playable
DS

Dragon Quest IX: Sentinels of the Starry Skies

sackchief/dqix-enhanced

A recompilation of Dragon Quest IX’s code to native PC code, with the DS hardware rebuilt around it; according to the README it is not an emulator running the DS code. The game is built on your PC from your ROM: a batch installer sets up MSYS2 and compiles in 10 to 20 minutes. It offers a classic mode, checked frame by frame against a reference DS emulator, and an enhanced mode with the 3D drawn at up to 12 times the resolution, basic and dynamic widescreen (the latter experimental), one or two windows, a “DS Lite” screen filter, saves in the DS’s own format, internet multiplayer (tag mode and co-op for up to 4 players), and the DQVC shop with its 52 weekly sales and the downloadable quests, served by a small built-in server. The releases list has 8 entries; the latest is v32, from October 27, and there is also a “nightly” from the same day. 100 of its last 100 commits list Claude as a co-author.

You needYour own ROM (.nds, or a .zip containing it) of Dragon Quest IX, US or European (others can be tried). 64-bit Windows 10 or 11, about 3 GB free, and internet the first time, to install MSYS2 and the build tools.

★ 81 · 2026-11-04 View →
Xbox 360 Playable
360

Forza Motorsport 2 (ReGPU)

zer0ducksgiven/Forza-Motorsport-2-ReGPU

Forza Motorsport 2 ReGPU: a native Windows port of the Xbox 360 version. The CPU is statically recompiled: the whole PowerPC executable (51,034 functions) is converted with XenonRecomp into 64-bit C++ running on the project’s own implementation of the Xbox 360 kernel and XAM, with no interpreter or JIT. The GPU is replaced by a native Direct3D 12 renderer instead of Xenos emulation: shader microcode is translated to HLSL, render state to D3D12 pipelines, EDRAM resolves to GPU copies, and tiled textures are decoded natively. A Windows installer builds the game files from your disc and applies the title update, and there is a Linux build, with diagnostics for the Steam Deck. Version 0.5.8 (October 24) makes the launcher warn about reduced performance when the graphics card can’t share memory directly with the game, and 0.5.7 brought back the cars’ shadows. 80 of its last 100 commits list Claude as a co-author.

You needYour own .iso of the European Forza Motorsport 2 disc and the title update file (named like TU_16L61VA_…); optionally a folder with your downloadable content packages. Plus Windows with Direct3D 12 (the installer bundles its own Python and downloads the .NET 10 Desktop runtime if missing) or Linux.

★ 81 · 2026-11-11 View →
Xbox 360 Experimental
360

Dead or Alive Xtreme 2

hibikifukui22/Dead-or-Alive-Xtreme-2-Recompilation

A native Windows port of the Xbox 360 version, made with the ReXGlue SDK: the PowerPC code is translated ahead of time to C++ and runs natively, at 30 fps or at a native 60 with the original game speed. It is drawn on the GPU with Direct3D 12, emulating the console’s graphics hardware. The README warns that Intel integrated graphics are not supported and that the system requirements are estimates. It has a launcher with play, settings, graphics settings, input (experimental) and self-update since v1.1.3. Only the retail disc is supported, with no title updates. v1.1.4a (October 25, an “experimental test build”) publishes a zip of about 19 MB with the program already built, with no game data, and another with the source; the README says it includes no game code. All 17 of its commits list Claude as a co-author.

You needYour own copy of Dead or Alive Xtreme 2 for Xbox 360, the retail disc only (title ID 544307D2, media ID 21B9628E, default.xex version 3 with SHA-256 c4a14853e1f7af951be34f380604113703638780b36d5e74e674fe7431992870), extracted into the “extracted game files here” folder. 64-bit Windows 10 or 11 and a DirectX 12 graphics card.

★ 80 · 2026-11-10 View →
Source port Playable
DOS

Descent / Descent II (DXX-Redux)

dxx-redux/dxx-redux

DXX-Redux: a Descent and Descent II source port based on DXX-Retro, which in turn builds on DXX-Rebirth. There is one engine per game, D1X-Redux and D2X-Redux. Many of its changes are for multiplayer; among what it adds are an observer mode (with separate options per game mode, third-person views, bomb timers, and damage lists), demo improvements, including automatic demos, customizable team colors, a borderless window, joystick axes usable as buttons, a classic option with no ammo autoselect when you run out, game logs split into separate files, an option to show only confirmed hit sparks, and crash dumps. Version 1.1 (January 25, 2025) ships builds for 32-bit Windows, Linux (also one with sdl12compat), and macOS (Intel and Apple silicon); the data folder on Linux and macOS is now called redux instead of rebirth, and since 1.0 the Linux package works on the Steam Deck. It builds with CMake and vcpkg in Visual Studio, or on Linux and with MSYS2. Its last change is from September 14, 2026.

You needThe data files from your own copy of Descent and Descent II; the README doesn’t list them. Plus Windows, Linux, or macOS.

★ 80 · 2026-09-15 View →
Game-specific engine Experimental
PS2

Guitar Hero (Guitar Dream)

mbracali/prj-gd-engine

Guitar Dream Engine is a reimplementation of the engines of the Guitar Hero and Rock Band era of guitar games, with one folder and engine per game and a universal launcher. The README states it contains no original code or assets and distributes none: you are expected to buy the discs and extract their content yourself. According to its table, Guitar Hero (the PlayStation 2 version) is 99% playable, Guitar Hero II (Xbox 360) 88%, Guitar Hero Encore: Rocks the 80s (PlayStation 2) 80%, and Guitar Hero III (Xbox 360) 47%; the other titles, through Rock Band 3, show no progress yet. There are launcher builds for Windows, Linux, Steam Deck, macOS, and Android; 0.1.8 is from October 30. It is published under the PolyForm Noncommercial license plus additional attribution terms, so it is not for commercial use. Each game’s folder includes notes for AI coding agents.

You needYour own copy of each game, from which you extract the assets yourself (discs or ROMs in the original_isos folder): Guitar Hero and Encore in their PlayStation 2 version, Guitar Hero II and III in the Xbox 360 one. Windows, Linux (including Steam Deck), Apple Silicon macOS, or Android.

★ 80 · 2026-11-11 View →
PS2 Playable
PS2

Rogue Galaxy

victor-takai/rogue-galaxy-recomp

Rogue Galaxy Recompiled: a native Windows port of the US PS2 release (SCUS-97490), by static recompilation on PS2Recomp, with the function maps from the RGDecomp decompilation and DQ8-Recompiled’s SDL3 GPU graphics backend and menu. It offers 60 fps, widescreen, internal resolution up to 8x, its own menu (F1) with new game options (more bag space, items up to 99, faster weapon growth, a smaller minimap), a free camera, Xbox controller prompts, Japanese voices and movies (undub), the Japanese Director’s Cut’s battle balance, enemy behavior, and party AI as options, text in French, German, Spanish, or Italian (experimental), and texture packs, PCSX2’s included. It’s a pre-release: the whole game can be played, but it hasn’t been played from start to finish yet, most testing covers the early game, and it warns of graphics glitches, dips to 50 fps in the heaviest scenes, and a possible freeze. The installer builds the game on your PC from your image in about 20 minutes, up to an hour on slower machines. 0.2.0 (November 4), a pre-release, is the latest of 2 releases. 84 of its last 100 commits list Claude as a co-author.

You needYour own uncompressed .iso of Rogue Galaxy, US release (SCUS-97490), like Redump’s (6,967,721,984 bytes); .chd and .cso files have to be turned back into an .iso first. For the undub and the Director’s Cut balance, which are optional, your image of the Japanese Director’s Cut (SCPS-17013), and for the European texts, the European disc’s (SCES-54552). Plus 64-bit Windows 10 or 11, about 16 GB free, and an internet connection: the installer downloads about 300 MB of build tools.

★ 80 · 2026-11-10 View →
PS2 Playable
PS2

Urban Reign

thiagordsfx/urban-reign-recomp

A native Windows port of the US PS2 release (SLUS-21209), made by static recompilation with PS2Recomp: the executable’s 9,878 functions are translated to C++, the IOP runs the game’s original modules on an interpreter, and the picture is drawn by PCSX2’s GS renderer with Direct3D 11. It builds on the runtime of LightVelox’s Shadow of the Colossus port and takes its video decoder from the Ace Combat 5 one. According to its author, fights and story mode work, with sound, movies, and a PCSX2-compatible memory card. It runs at 60 fps, eight fighters on screen included, with 1x–8x internal resolution, FXAA, sharpening, TV shaders, HD texture packs in PCSX2’s format, and the game’s own hidden widescreen mode (16:9, with the camera corrected), on by default. It supports controllers with rumble and a multitap for up to eight players, save states, .pnach patches, and DLL mods with their own kit; it includes CoopTool, which allows up to eight humans in multiplayer and Free Mode missions for four. A launcher asks for your disc image and starts the game. Its documentation indicates it was made with the help of Claude. Version 1.3.0 came out on October 13.

You needYour own US Urban Reign PS2 disc image (SLUS-21209) as an .iso. Plus 64-bit Windows 10 or 11, a DirectX 11 graphics card, a CPU with SSE4.1, and the Microsoft Edge WebView2 Runtime for the launcher (already in Windows 11). The HD texture pack, if you want it, is downloaded separately.

★ 80 · 2026-11-04 View →
GameCube
GC

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).

87% decompiled
★ 79 · 2026-10-11 View →
Xbox 360 Experimental
360

Naruto: The Broken Bond (jorjbarbosa)

jorjbarbosa/broken-bond-recomp

An unofficial native port of Naruto: The Broken Bond (Xbox 360, 2008) for Windows. The game’s PowerPC code is statically recompiled with the ReXGlue SDK and the graphics run on a custom Direct3D 12 renderer, with the shaders translated when the port is built; it is not an emulator. It offers internal resolution from 1× to 4×, up to 16× anisotropic filtering, FXAA, FidelityFX CAS or FSR, MSAA, frame rates above the game’s own (the frames between its logic steps are interpolated), and a launcher with keyboard and mouse mapping. According to the README it has been played on Windows 11 through the menus, the start of Story Mode with its first fights and cutscenes, Fight Mode, and the open world, with English and Japanese voices, at 30 and 60 frames per second; Xbox Live, most of the story, other graphics cards, and other executable revisions have not been tested. The only published release is 0.1.0-beta (October 20), with an installer and a portable package. The README states that AI tools are used to assist development.

You needThe files from your own Xbox 360 copy of the game, in the supported revision: title ID 55530825, media ID 09FFE047, executable version 0.0.0.3, and a default.xex with SHA-256 8f70e79443e36b38e44b6a105dad51fb8909fb615d982753cabaac9b15f0d576. The port refuses any other revision. Plus 64-bit Windows and a graphics card that supports Direct3D 12.

★ 79 · 2026-11-02 View →
PS1
PS1

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.

100% decompiled
★ 79 · 2026-10-27 View →
Game-specific engine Playable
WIN

Torchlight

GreenSwampDweller/torchlight-rekindled

Torchlight Rekindled: an engine that runs Torchlight on a homebrew Nintendo Switch, Android, iOS, and desktop (Windows and Linux). Its game logic follows Runic’s own Xbox 360 port (Xbox Live Arcade, 2011), which had gamepad support and a controller-designed interface; it draws with OGRE 14 and ParticleUniverse. It reads your copy’s files at run time: it accepts the Xbox 360 pak.zip as the reference or the Pak.zip from a PC release (Steam, GOG, Epic, or retail), with a basic fallback interface for the latter, plus the music folder, without which the game runs silently. 1.0.2 (October 23) added an optional free camera, a frame limiter, and faster big fights with many monsters. Its author notes the desktop builds have only been tested on a laptop with a gamepad, not on handheld PCs like the Steam Deck.

You needYour own copy of the full game: any purchased PC release (Steam, GOG, Epic, or retail) or the Xbox 360 release, from which you take pak.zip (or Pak.zip) and the music folder. Plus 64-bit Windows or 64-bit Linux.

★ 79 · 2026-11-02 View →
Xbox Playable
XBX

007: Nightfire (hk21x)

hk21x/nightfire-recomp

An unofficial native PC port of the original Xbox version, with extended graphics options and other enhancements. The game’s own x86 code is statically recompiled with Xbox XBE Recomp into Windows executables, and the console’s graphics, sound, and system libraries are reimplemented (Direct3D 12 or 11, XAudio2, and SDL); it is not an emulator. It supports the European (PAL) and North American (NTSC) releases; since the game is two programs, the on-foot and menus one and the driving missions one, both are recompiled, into Nightfire.exe and NightfireDriving.exe, and the switch between them happens on its own. A launcher downloads portable build tools (about 1.4 GB) and the project’s source and builds the game on your PC from your disc, in 30 to 90 minutes the first time; the game’s code is never downloaded. Version 1.0.2 is from October 31. All 75 of its commits list Claude as a co-author.

You needYour own copy of 007: NightFire for Xbox, PAL or NTSC release (title id 45410026), as an .iso image or a folder with the disc’s files (default.xbe, Driving.xbe, and their folders); the xbe SHA-1 hashes are given in the README. 64-bit Windows 10 or 11, a Direct3D 12 or 11 GPU, about 3 GB free plus room for your copy (7.3 GB if the image has to be copied), and internet access for about 1.4 GB of tools.

★ 78 · 2026-11-09 View →
Xbox 360 Playable
360

Dragon Age: Origins

96dot/Dragon-Age-Origins-Recomp

A static recompilation of the Xbox 360 version into a native x86-64 Windows program, with a Direct3D 12 renderer based on Xenia’s. The download is an installer with nothing from the game: it checks your ISO, downloads the tools, translates the game’s code to C++ on your machine, and builds it (30–60 minutes the first time); afterwards it works as a launcher for settings, mods, and updates. It renders at up to 4K or more, with temporal upscaling and anti-aliasing through FSR 4, FSR 3.1, XeSS, or DLSS 4.5 (experimental), FSR 3.1 frame generation, HDR, and optional motion blur; it runs at 60 fps (the original is locked to 30) or, experimentally, up to 240 or uncapped, with low latency through Anti-Lag 2 or Reflex and an adjustable field of view. It adds a Graphics tab in the game’s own options, a photo mode, a cheats menu that runs the debug scripts BioWare left in the game, an on-screen keyboard for the controller, SDL3 controllers (DualSense included), mods with a converter for PC-version mods, save backups, the DLC (Awakening included) from your own packages, and the text in English, Italian, or Spanish. As an experiment, on AMD RDNA 4 cards it can apply DLSS 5’s neural rendering as ported by lmxxf, with the network’s weights downloaded separately. On Linux it runs through Wine or Proton, still untested. The latest release is 0.9.0 (October 14), with later development builds. 153 of its 158 commits list Claude as a co-author.

You needYour own ISO of Dragon Age: Origins for Xbox 360 (title 454108C0), the English, Italian, and Spanish edition (media 186A1115), which is also disc 1 of its Ultimate Edition; the French and German editions aren’t supported. For Awakening and other DLC, Title Update 6 or 7 and the DLC packages from your console. Plus Windows 10 or 11 (or Linux with Wine or Proton) on an x86-64 PC with an AVX CPU and a Direct3D 12 graphics card, and about 25 GB of free space.

★ 78 · 2026-11-07 View →
Switch Experimental
NSW

Hyrule Warriors: Definitive Edition (sonsegajp)

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. All 5 of its commits list Claude as a co-author.

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.

★ 78 · 2026-10-14 View →
Xbox 360 Playable
360

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).

★ 78 · 2026-10-18 View →
Launcher Usable

nxnative-gui

jamescastells/nxnative-gui

A macOS app that puts a graphical interface on nxnative, the project that converts Switch games into native apps for Apple chips: a Mac app or an unsigned IPA for iPhone and iPad. It reimplements nothing from nxnative: it downloads it and updates it every time it opens, installs missing dependencies, reads the list of games with a profile from its documentation, collects the options in a form (game, folder with the files, prod.keys, output folder, app name, language, platform, FPS overlay), runs the script, and shows the progress as status lines. A game’s first conversion can take 30 to 60 minutes. Its latest release is 1.2, from October 28 (3 in total). None of its last 10 commits list Claude as a co-author.

★ 78 · 2026-10-28 View →
Mod Usable
WIN

OpenPhantom

OpenPhantom/OpenPhantom

OpenPhantom: a fix and modding-tools project for Star Wars Episode I: The Phantom Menace (1999) on PC. It has two parts. The one that works today is the legacy patches (legacy/), a loader and one DLL per feature that modify the retail executable in memory: field of view, widescreen and ultrawide resolutions, uncapped frame rate, mouse look, controllers, music and video that work again, decals, a free camera and photo mode, and online co-op for up to four players. They come with a Windows installer that installs the game from your own disc and applies the parts of the patch you tick; it carries no game data, the disc is read on your machine, and everything it installs is inside it, with nothing downloaded. It includes third-party components (ffmpeg, VLC, OpenAL Soft, DSOAL, dxwrapper, and x264) with their source code. The second part, a new open source engine and a map and content editor, hasn’t been started. The latest patch is 1.0.1 and the latest installer 2.0.1, both from October 5, 2026; the repository was created on August 4. It runs on Windows 10 and 11, and on Linux and Steam Deck through Proton. MIT license.

You needYour own copy of the game on disc: the installer reads the CD and includes no game data. Plus Windows 10 or 11, or Linux and Steam Deck with Proton.

★ 78 · 2026-10-05 View →
N64 Playable
N64

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. 11 of its last 100 commits list Claude as a co-author.

You needYour own copy of Rush 2: Extreme Racing USA (N64). Nothing from the original cartridge is included.

★ 78 · 2026-11-11 View →
Arcade Fully playable
ARC

Star Wars Trilogy Arcade

snicolast/StarWarsTrilogyNative

A native Windows port of Sega’s 1998 arcade game, for the Sega Model 3 Step 2.1 board. The README says it is not an emulator: the original PowerPC code is recompiled to C++ (3,407 functions) and runs with a modern Vulkan renderer; it builds on the code of the same author’s The Lost World port. According to its documentation, it plays from start to end, every stage, with sound, music, and the Digital Sound Board’s voices. It offers true widescreen (16:9, 21:9, 32:9, and 48:9 for three monitors), ray-traced sun shadows, ambient occlusion, haze, bloom, and HDR, space and a Death Star redrawn for this port, MSAA or NVIDIA DLAA, HD text, smooth motion at 120 or 144 Hz by drawing the image between the game’s frames, surround sound, mouse, gamepad (with gyro and aim assist too) or light gun, the cabinet’s force feedback as rumble, quality presets, achievements, and stats. A new mode, Dogfight, is in the works. It publishes no releases: install.bat installs what’s needed and builds the game from your ROM, and update.bat updates it. The code is under the MIT license. 41 of its 68 commits list Claude as a co-author.

You needYour own copy of the arcade ROM swtrilgy.zip, the Rev. A set (Sega Model 3 Step 2.1), with files such as epr-21379a.17 and mpr-21339.01, and also epr-21119.ic8, the force feedback board’s program, which some older sets lack; other versions will not work. Plus 64-bit Windows 10 or 11 and a graphics card with Vulkan 1.3. install.bat installs Python 3 and the Visual Studio 2022 Build Tools (a few GB) with winget, and the build downloads SDL3 and NVIDIA DLSS.

★ 78 · 2026-11-11 View →
PS1 Playable
PS1

Xenogears (OpokXeno)

OpokXeno/xenogears-recomp

XenogearsRecomp: a static recompilation of the US release, built with PSXRecomp. The game’s executable and the overlays it loads from disc (field, battle, world map) are translated to C and compiled ahead of time into a single program, along with the free OpenBIOS, which is included; the original BIOS is optional. It has its own Xenogears renderer on Vulkan, the recommended option since 0.11.0 (October 18), or OpenGL. It adds widescreen with part of the interface repositioned, 60–240 fps, supersampling, anti-aliasing (SSAA, MSAA, TAA, SMAA, and FXAA), anisotropic filtering, a true depth buffer with no z-fighting, subpixel precision that removes the graphics’ wobble, perspective-correct textures, and texture replacement compatible with RetroArch packs. It supports mods as .psxmod packages, including Perfect Works mods converted with a script, and C/C++ hooks. It speeds up menus, map transitions, and memory card access, and adds a free camera and fast-forward. Both discs work. It’s in alpha: it boots and is playable, but no one has finished it start to finish, and the project treats everything past the opening as unverified. There are Windows and Linux builds. The project states it’s developed with AI assistance: coding agents take part in reverse engineering, code generation, debugging, and documentation.

You needYour own images of both discs of the US release of Xenogears for PS1, as a .cue with its .bin or as .chd. Building it also requires the SLUS_006.64 executable from disc 1 and an SCPH1001.BIN BIOS dumped from your own console. Published builds are for 64-bit Windows and Linux.

★ 78 · 2026-11-06 View →
Xbox 360 Fully playable
360

50 Cent: Blood on the Sand

nlwstein/skullburglar

Skullburglar: a native port for Windows, Apple Silicon Macs, Linux, and the Steam Deck, by static recompilation with the ReXGlue SDK. The story is playable from start to finish on all of them: a 36-minute run through all nine missions held a median of 60 fps in every mission. Instead of emulating the GPU, a native renderer draws the game’s Direct3D calls with Vulkan, much faster than Xenia. It adds proper keyboard and mouse, PlayStation controller prompts, shader precompilation, ultrawide, and co-op without Xbox Live: over a LAN and, experimentally, split-screen or two windows on one PC. Ready-to-play builds come from its website, with a launcher that sets the game up from your disc. Its author describes it as an AI-generated project, directed and play-tested by a human.

You needYour own 50 Cent: Blood on the Sand Xbox 360 disc. There are builds for Windows, Apple Silicon Macs, Linux, and the Steam Deck.

★ 77 · 2026-11-11 View →
Fan remake Experimental
MOB

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.

★ 77 · 2026-11-01 View →
Fan remake Playable
WIN

OpenE2140

OpenE2140/OpenE2140

OpenE2140: a remake of Earth 2140 on the OpenRA engine, based on the OpenRA ModSDK. It’s still in development and has skirmish and multiplayer games, with a basic skirmish AI, base building, resource mining, technology research, and maps of its own. The most recent release is from September 20, 2026, with sound and text alerts when the Bantha or Heavy Lifter is attacked, new sounds for the DETECTOR’s machine gun and the ORCA’s missile launcher, AI and lobby starting cash tweaks, and bug fixes; earlier releases date from August. The downloads, between 58 and 108 MB, are an installer and a portable build for Windows x64, a Linux AppImage, and a macOS dmg. The project shows its progress in preview videos and on its PeerTube channel, and is published under the GPL-3.0. It takes its game files from an Earth 2140 installation: the download doesn’t bring the original data.

You needThe files from your own copy of Earth 2140 (GOG, Steam, Topware Shop, or Zoom), which OpenRA’s content installer takes from your installation; the music and extra soundtracks are separate packages. Plus Windows x64, Linux, or macOS.

★ 77 · 2026-11-07 View →
DS
DS

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.

12% decompiled
★ 77 · 2026-11-08 View →
N64 Playable
N64

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).

★ 76 · 2026-09-20 View →
Port (decomp) Experimental Stalled · 3 years
DOS

Death Rally (dRally)

urxp/dRally

dRally: an open-source engine for Death Rally (Remedy Entertainment, 1996) that aims for a native port for Linux and BSD-based systems and also builds for Windows. It starts from reassembled code of the DOS executable: version 0.1 (May 6, 2019) was a “working reassembly” of the DOS game, and 0.2 (January 13, 2022) was a 64-bit alpha with Linux and Windows builds. It builds with GCC or Clang, make, and SDL2. It has no multiplayer yet, and the last change is from July 2023. Death Rally is free, since Remedy distributes it as freeware, and the README points to the registered Windows version offered by CHIP magazine, whose installer is unpacked with 7z. The project includes no game assets. Another project covers the same game, DreeRally, which reimplements the engine of the Windows version.

You needThe files of the Windows version of Death Rally, which is free (the registered version, which the README downloads from CHIP): ENGINE.BPA, IBFILES.BPA, MENU.BPA, MUSICS.BPA, and the TR0 to TR9 .BPA files, plus ENDANI.HAF, ENDANI0.HAF, and SANIM.HAF in a CINEM folder that a CDROM.INI points to, all with uppercase names. Plus Linux, BSD, or 64-bit Windows.

★ 76 · 2023-07-26 View →
Port (decomp) Playable
WIN

Wing Commander

neuromancer/wc1-re

A source reconstruction of Wing Commander as shipped in Wing Commander: The Kilrathi Saga (1996), the Windows re-release, with a native SDL2 port for Windows, Linux, and macOS. The reference build, with Microsoft Visual C++ 4.20, aims to reproduce the original executable as closely as possible, though the byte-for-byte reconstruction isn’t complete yet. The port runs on The Kilrathi Saga’s data and, partly, on the original DOS Wing Commander’s: its OriginFX and AdLib music and synthesized sound effects work, other DOS-specific things may not. It has a graphical launcher and adds a resizable window, gamepads, an optional OpenGL renderer that draws ships at output resolution, 16-colour EGA dithering, a cockpitless view, joystick modes with rumble, and fixes for bugs in the original, such as landing on the Tiger’s Claw from any bearing. It states that OpenAI Codex and Anthropic Claude were used during the reconstruction.

You needYour own copy of Wing Commander: The Kilrathi Saga (with its STREAMS files), or of the original DOS Wing Commander, with partial support. Plus Windows, Linux, or macOS.

★ 76 · 2026-11-11 View →
Recompiler Experimental

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. 37 of its last 100 commits list Claude as a co-author.

★ 75 · 2026-11-11 View →
Xbox 360
360

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.

1% decompiled
★ 75 · 2026-10-01 View →
DS
DS

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.

4% decompiled
★ 75 · 2026-11-01 View →
Port (decomp) Playable
PS1

Parasite Eve (khasinski)

khasinski/parasite-eve-pc

A native PC port built from the game’s original code through the project’s own fork of PsyZ, that is, on top of its decompilation. It is an early alpha, with builds for Apple Silicon macOS, Linux (x86-64 and arm64), and Windows (marked experimental). On launch you choose your disc images; if you give both discs it switches between them automatically. The Escape menu adjusts graphics (geometry correction, anti-aliasing, model texture filtering, and a widescreen option that shows more background where available), controls, audio, and mods, and there is an optional interpolated 60 Hz mode, a speed button, and a mod host with optional item and equipment features. An optional pack of HD backgrounds, about 327 MB, is downloaded from inside the game from a server outside GitHub. There is also a save editor and a separate tool for experimenting with room lighting. Version 0.9-alpha is from October 31.

You needYour own North American CUE/BIN images of both discs (each CUE next to its BIN); no game data is included. macOS 15 or later on Apple Silicon, Linux, or 64-bit Windows (experimental).

★ 75 · 2026-11-11 View →
Xbox 360 Playable
360

Rockstar Games presents Table Tennis

davidptrssvea/Table-Tennis-Rockstar-PC

A recompilation of the Xbox 360 version for 64-bit Windows, with ReXGlue SDK 0.10.0 and DirectX 12. A graphical installer checks your ISO, downloads what it needs (a portable Python, the Visual Studio Build Tools if missing, and the SDK), and builds the game on your PC: the downloads contain neither the game executable nor generated code. It adds up to 4K output with a higher internal resolution, 60, 120, 144, or 240 fps targets or uncapped, FXAA, FSR, and CAS, a settings launcher, a frame counter, and SDL3 controller support. It removes Xbox Live from the main menu, keeping Tournament, Exhibition, Training Mode, and Extras. Saving and loading progress hasn’t been fully revalidated yet.

You needYour own unmodified US or European Xbox 360 Table Tennis ISO (Title ID 545407DF), which the game keeps reading during play. Plus 64-bit Windows 10 or 11, an AVX2 CPU, a DirectX 12 graphics card, an internet connection for the first setup, and several GB of free space.

★ 75 · 2026-11-05 View →
Xbox 360 Playable
360

Geometry Wars: Retro Evolved 2 (saulob)

saulob/geometry-wars-retro-evolved-2-recompiled

A native Windows port of the Xbox Live Arcade version, by static recompilation with the ReXGlue SDK, with the TRG launcher and an experimental Linux and Steam Deck AppImage. Unlike geow2, also in the catalog, which rewrites the game through reverse engineering, this runs the original code, recompiled. It goes from 30 to 240 fps or uncapped: above 60 the game still updates 60 times per second and the frames in between are interpolated, with about 17 ms of visual delay. It offers up to 4x resolution (5120×2880), a 50–100% internal render resolution, a graphics card choice on Windows, FXAA, 2x or 4x MSAA, up to 16x texture filtering, native aspect ratios from 4:3 to 32:9, and original, reduced, or no bloom. Profile, scores, leaderboards, and the 12 achievements are kept on the PC, with no Xbox Live, and it adds three cheats, optional controller rumble (a port addition), keyboard remapping, and launcher updates from GitHub. There’s no online play. Linux has only been tested on one real machine, and the 0.4.0 speed fix hasn’t been confirmed there. 0.5.0 came out on October 21. Its author states that AI tools were used and that the maintainer directed, tested, and reviewed the changes.

You needYour own Geometry Wars: Retro Evolved 2 Xbox Live Arcade package (Title ID 584108FF, version 0.0.1.2; default.xex with SHA-1 048B852E52A8C776C7AE752141591701B7EA5E69); other versions are rejected. Plus 64-bit Windows 10 or 11 with DirectX 12, or 64-bit Linux or a Steam Deck with Vulkan (experimental).

★ 74 · 2026-10-27 View →
Port (decomp) Playable
WIN

Indiana Jones and the Infernal Machine (OpenJones3D)

smlu/OpenJones3D

OpenJones3D: a recreation of LucasArts’s Jones3D engine, which powers Indiana Jones and the Infernal Machine (1999), reconstructed function by function in C from the game’s executable, its debug symbols and strings, and what is known about related engines, such as Sith (Jedi Knight’s), Grim Fandango’s, and projects like OpenJKDF2. It advances in phases: first a shell of functions that call those of the original executable (Indy3D.exe), then it replaces them one by one with its own code through hooks and, at the end, the global variables too. Version 0.3.0 (April 30, 2025) left the engine, according to the project, 87% complete, and added QHD and 4K resolutions, HD fonts, fade plate models for 21:9, developer console commands, parsing and compiling of COG scripts, and up to 128 simultaneous sounds. Version 0.3.1 (July 8, 2025) fixes several bugs, such as the radius of the fade plates, but attaches no files: the latest download is 0.3.0. The README states that the project includes no game assets.

You needYour own copy of the game (for example, from Steam or GOG) and, in addition, version 1.0 of Indy3D.exe from the CD edition, whose SHA-256 the README gives. OpenJones3D’s files are unzipped into the installation’s Resource folder, next to Indy3D.exe, and you launch Jones3D.exe. Windows.

★ 74 · 2026-11-08 View →
Fan remake Playable
PS1

Jackie Chan Stuntmaster (ReChan)

SilverwireGames/ReChan

ReChan: a reimplementation of Jackie Chan Stuntmaster, the PlayStation game, written in C++ for PC through reverse engineering. It isn’t a PS1 emulator: it rewrites the game logic, rebuilds its data structures and formats, and tries to match the original behavior, after a long effort of documenting the original code. It started in October 2025 and targets the NTSC-U version (SLUS-00684). It adds keyboard and mouse, HOR+ widescreen, higher resolution, PC-specific settings, and quality-of-life improvements. On first launch it checks the disc image and extracts the required assets with its own extractor, with no separate tool needed; afterward the image can be deleted. The most recent pre-release is 1.0.2 (October 13, 2026), with fixes for crashes, enemies, and cutscene scripts; it runs on 64-bit (x86-64) Windows and Linux, and the project also publishes a Switch build. The package includes new files made by the project’s author (text, fonts, and textures), not taken from the game. Code under the MIT license.

You needA disc image (.bin or .iso) of your own US copy of Jackie Chan Stuntmaster for PS1 (SLUS-00684) in a discimage folder beside the executable; the PAL version isn’t supported. Plus 64-bit Windows or Linux (x86-64).

★ 74 · 2026-10-29 View →
Mod Experimental
WIN

ReHitman

ReGlacier/ReHitman

ReHitman: a reverse-engineering project for the Hitman: Blood Money executable, made for its last build (the one carrying the string blood-build3-20060616-26123 in the executable). It isn’t a port or a decompilation that produces an executable of its own: you install it by copying NVCPL.dll and ReHitman.dll into the game folder and launching HitmanBloodMoney.exe, and the DLL hooks into the game’s Glacier engine. Its final goal is to build a multiplayer mode similar to Mafia 2’s, and its goals include an open SDK for the Glacier 1 engine (done), an ImGui interface over Glacier’s renderer wrapper (done), reversing the input (done), the rendering API, the GUI, and the scene format, and a toolset for the game. The repository collects the results as C++ headers of the engine and game, with tools such as on-screen actor panels. There is one pre-release, 1.1.0 (June 7, 2026), and earlier releases from 2020 and 2021; the last commit is from October. It states no license.

You needYour own copy of Hitman: Blood Money for PC in its latest version (build 20060616-26123). NVCPL.dll and ReHitman.dll go in the game folder. Plus Windows.

★ 74 · 2026-10-06 View →
Source port Fully playable
MAC

Bugdom 2

jorio/Bugdom2

Bugdom 2, Pangea Software’s 2002 Mac game (the sequel to Bugdom), updated for current systems by Iliyas Jorio with Pangea Software’s permission. Version 4.0.0 (October 8, 2023), its only release, brings cross-platform support for macOS, Windows, and Linux (x86-64 and ARM64), widescreen, better mouse and controller support, seamless terrain texturing, and minor gameplay fixes. The repository includes the original instruction manual in eight languages and a list of cheat codes, and its last commit is from February 2025. The code and data are published under the CC BY-NC-SA 4.0 license with permission from Pangea Software, and the downloads are free, with an optional pay-what-you-want donation on itch.io. The repository includes the whole game with its data (about 180 MB).

You needNo copy needed: the game is published in full with permission from Pangea Software, and each download already includes its data. Plus Windows, macOS, or Linux (x86-64 or ARM64).

★ 73 · 2025-03-08 View →
Native layer Playable
XBX

Call of Duty 2: Big Red One

SmokeDoggy044/CoD2-BRO-Native-Loader

A native loader for Linux and Windows: since the Xbox has an x86 CPU, the game’s original executable is loaded into memory and runs directly on the PC’s CPU, with nothing recompiled. Everything around it is replaced: the Xbox kernel and the libraries the game uses (Direct3D 8 on Direct3D 9 through DXVK, DirectSound on OpenAL Soft, and controllers, keyboard, and mouse through SDL3), plus a few patches. In 0.1.4, still a prototype, the campaign plays from the menus: missions 1 to 5 are tested through and mission 6 started. It runs at 60 fps, with widescreen, higher resolutions, and System Link multiplayer over LAN; Xbox Live isn’t available. It’s the proof of concept for a full native port, which is progressing in the same author’s decompilation. It states that most of the code and the reverse engineering were written by Claude, directed and playtested by the author.

You needThe files from your own copy of Call of Duty 2: Big Red One for Xbox. Plus 32- or 64-bit x86 Linux (glibc 2.30 or later) with Vulkan 1.3 and the 32-bit libraries, or 64-bit Windows 10 or 11.

★ 73 · 2026-11-01 View →
Xbox 360 Playable
360

Hard Corps: Uprising

saulob/hard-corps-uprising-recompiled

A native Windows port of the Contra spin-off for Xbox Live Arcade, by static recompilation with the ReXGlue SDK, with the TRG launcher and an experimental native Linux and Steam Deck AppImage with Vulkan. 0.6.0 added native aspect ratios from 4:3 to 32:9, which show more of the scene at the sides instead of stretching the picture, a 50–100% internal render resolution, and a graphics card choice on Windows; it also has 1x–4x resolution, FXAA, 2x or 4x MSAA, and up to 16x texture filtering. The launcher installs the Harley Daniels, Sayuri, and Leviathan DLC characters from your own packages and offers an intro skip and seven cheats, which can also be changed in game with F10. The 12 achievements and the leaderboards work offline with your own scores, and two players can play with two Xbox controllers; there’s no online play. Linux is still experimental: 0.6.1 (October 16) made the AppImage start where it can’t be mounted with FUSE, not yet confirmed on SteamOS. Its author states that AI tools were used and that the maintainer directed, tested, and reviewed the changes.

You needYour own Hard Corps: Uprising Xbox Live Arcade package (Title ID 58410A18, version 0.0.0.3; default.xex with SHA-256 530EDE8ED5271051A2AB19C077A97FB167E4F30B094C292E8F59D37D0D2069DC); other versions are rejected. Optional DLC characters also from your own packages. Plus 64-bit Windows 10 or 11 with DirectX 12, or x86-64 Linux with Vulkan and glibc 2.31 or newer.

★ 73 · 2026-10-26 View →
DS Playable
DS

Mario Kart DS

AlonsoTlol/DS-Kart-Recompiled

A native PC port of the European edition, called DS Kart Recompiled, made by static recompilation: the game’s code for both DS processors (ARM9 and ARM7) is translated to C and compiled as a normal program, with a small runtime acting as the console (memory, interrupts, timers, the 2D and 3D engines, sound, saving, and controls). It offers 3D at 2x, 3x, or 4x resolution, up to 240 fps by generating in-between 3D frames while the logic stays at 60, both screens side by side, PS5, PS4, and Xbox controllers, the PC microphone for Balloon Battle, replays saved with F10, a settings menu, its own launcher in five languages, and everything unlocked from the start. Grand Prix, Time Trials, VS, Battle, and Missions work, as does local multiplayer or over the internet with a VPN; version 0.2.0 added online play in beta. On first launch the launcher downloads Python and the compiler (about 200 MB) and builds the game with your ROM. Its authors warn the first versions have many bugs. On Linux there is a beta without a launcher window. Version 0.2.1 is from October 31. 14 of its 15 commits list Claude as a co-author.

You needYour own dump of the European Mario Kart DS cartridge (game code AMCP). 64-bit Windows 10 or 11 (8 cores recommended, since the CPU draws the 3D), about 1.5 GB free, and an internet connection on first launch; or Linux (beta) with python3, clang, and SDL2.

★ 73 · 2026-11-11 View →
Native layer Experimental
PS4

Sengoku Basara 4 Sumeragi

razzconnect/basara4-native-pc

An open-source native Windows port of the PS4 version (CUSA01159): the original x86-64 code runs directly on the CPU, the PS4 system libraries are reimplemented function by function in C and C++, GPU commands are translated to Vulkan 1.3, and the Ngs2 audio engine is reimplemented in software, with ATRAC9 decoding. It has its own launcher with a resolution picker, display modes, anisotropic filtering, FSR 1 upscaling with RCAS sharpening, and controller configuration, a memory patch that unlocks the frame rate limit (from 90 up to uncapped), and a generic gamepad mapper. The README doesn’t say which parts of the game work. Version 1.0.5 (October 31) is the latest of 6 releases, with a zip of about 86 MB.

You needYour own decrypted dump of Sengoku Basara 4 Sumeragi for PS4 (CUSA01159, tested with that ID), with eboot.bin, sce_module, and sce_sys, in the game folder or the one you choose in the launcher; ideally with the update installed. Plus 64-bit Windows 10 (1903 or later) or 11, a CPU with AVX, a Vulkan 1.3 graphics card (a GTX 1060 or RX 580 at minimum), 8 GB of RAM, and about 20 GB free.

★ 73 · 2026-11-10 View →
SNES / Super Famicom Playable
SNES

The Legend of Zelda: A Link to the Past (mstan)

mstan/ZeldaAlttPSNESRecomp

A static recompilation of A Link to the Past (US version) with snesrecomp: the 65816 code is translated to C, and the rest of the console (video, audio, DMA) runs on an embedded emulation core derived from snes9x. It has been hand-verified up to the first dungeon, including sword combat and audio; later content (Hyrule Castle past the prologue, the Sanctuary, the Dark World) hasn’t been hand-verified, though an assisted survey for 0.6.5 entered fourteen dungeons and thirteen boss rooms, without certifying every boss defeat or the ending. As launcher mods it has adaptive widescreen, up to 446 logical pixels wide with the HUD anchored to the edges, and MSU-1 music if you supply a music pack, using qwertymodo’s patch, which is built in at compile time. It has save states, turbo, and SDL controllers. The latest release, 0.6.5 (October 18), is Windows-only; the latest Linux build is 0.6.1. 53 of its last 100 commits list Claude as a co-author.

You needYour own US The Legend of Zelda: A Link to the Past ROM (SNES, CRC32 777AAC2F, 1 MiB); it works with or without a 512-byte copier header. 64-bit Windows, or Linux with version 0.6.1.

★ 73 · 2026-11-06 View →
Launcher Beta
GBA

AutoTMC

StonedModder/auto-tmc

A desktop application in Python, with a CustomTkinter interface, that automates the installation and management of releases of TMC, 999sian’s port of The Legend of Zelda: The Minish Cap (the application’s code queries that repository). It shows the releases published on GitHub with their notes, downloads and installs the one you pick, manages and verifies the ROM, optionally checks for updates, and keeps the installed versions and ROMs in an SQLite database. It runs on Windows, macOS, and Linux with Python 3.14 or later; the repository also includes AutoTMC-Windows.exe. You must supply your own ROM. Version 1.0.2 (May 8, marked as a prerelease) is the latest release.

★ 72 · 2026-07-25 View →
N64
N64

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.

88% decompiled
★ 72 · 2026-11-04 View →
Xbox 360 Playable
360

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).

★ 72 · 2026-10-22 View →
Xbox 360 Playable
360

Diablo III: Reaper of Souls – Ultimate Evil Edition

Boron853/Souls-of-the-Reaper

Souls of the Reaper: a static recompilation for Windows of Diablo III: Reaper of Souls – Ultimate Evil Edition for Xbox 360, on the ReXGlue SDK. The installer asks for your disc image and extracts the game data once, about 7.4 GB; the game’s language is your disc’s. It has two render paths: ROV, the faithful one, at 60 fps, and RTV, the fast one, at up to 240 fps, with 120, 144, and 240 fps options in the launcher. It supports keyboard, keyboard and mouse, and up to four controllers at once for local co-op, with in-game key rebinding (F4). Its author calls it playable and stable. Beta 1.3 (July 25) replaced the zip with a standard installer and added local co-op. The code was published in a single commit, and the repository description says it was made using AI.

You needYour own disc image of Diablo III: Reaper of Souls – Ultimate Evil Edition for Xbox 360; the author has tested the US and Spanish discs. Plus 64-bit Windows 10 or 11 and about 7.4 GB of free space for the game data.

★ 70 · 2026-07-25 View →
Port (decomp) Playable
DS

Dragon Quest IV: Chapters of the Chosen

GoldieLeGenie/DQIV-Recompiled

DQIV-Recompiled: the European Nintendo DS release, built from its decompilation, which lives in the repository itself, and turned into a native Windows program with its own PC layer (window, OpenGL, sound, files). It joins both screens into one 16:9 picture at 60 fps, drawn whole by the bottom camera, instead of the two 30 fps screens the DS alternated; it draws the 3D at the window’s resolution with 2x supersampling and upscaled textures, supports 60 to 240 fps or uncapped, a 50–200% camera zoom, and 16:9 battles with enlarged monsters. It brings back the party chat that the European release removed, in English, French, German, Italian, Spanish, and Japanese, lets you play with the Japanese text already on the European cartridge, and, if you provide the Android version’s data file, uses its music and sound effects instead of the DS synthesizer. It also adds quick save anywhere, text and battle speed settings, rebindable controls, and a settings screen in the game’s style. There are no prebuilt releases: a script builds it with Visual Studio and packs the data extracted from your ROM into a single executable. Version 1.4 (October 20) removed tearing with vertical sync on. The repository includes the party chat text: the English lines, taken from the mobile version with the dq4-partychat-patcher fixes, and their French, German, Italian, and Spanish translations.

You needYour own European Dragon Quest IV ROM for Nintendo DS (game code YIVP), as a .nds or inside a .zip; for the mobile version’s sound, also the Android version’s .obb data file (main.xxxxx.com.square_enix.android_googleplay.dq4.obb). To build it, Visual Studio 2022 or 2026 with the “Desktop development with C++” workload and an internet connection the first time. The executable is 32-bit and runs on 64-bit Windows.

★ 70 · 2026-10-25 View →
Launcher Usable
PS3

inFAMOUS Reborn PS3

adamstark1/inFAMOUS-Reborn-PS3

Note: this isn’t a PC port. inFAMOUS Reborn PS3 is a custom server, with its own launcher, that brings user-generated content (UGC) back to inFAMOUS 2 and inFAMOUS: Festival of Blood on a PS3: the game runs on the console and the server on your Windows, macOS, or Linux PC. The launcher frees ports 53 (DNS) and 80 (HTTP), downloads the mission files from Archive.org, and starts the server; on the PS3 you set the IP the launcher shows as the primary DNS, so the console talks to your PC instead of the original servers. It brings back 205,364 player-made missions across the two games and, with them, the UGC-related trophies, so the Platinum is within reach again. It doesn’t include the game: you need your own copy on the console. It’s written in C#, and version 1.0.3 came out on September 29. It isn’t the same project as whompay’s inFAMOUSreborn, the port of the first inFAMOUS to Windows.

★ 70 · 2026-11-09 View →
PSP Playable
PSP

Monster Hunter Freedom Unite (MHForever)

Mango77x/MHForever

MHForever: unofficial native PC ports of the classic Monster Hunter games through static recompilation, with no emulator. For now only Monster Hunter Freedom Unite (Monster Hunter Portable 2nd G in Japan), on PSP, in its European release (ULES01213, v1.01) works; the US and Japanese releases and other games in the series are planned. A launcher sets everything up from your disc image. It runs at 30 fps like the console or at 60 to 180 fps (multiples of 30) with frame interpolation, which is experimental, at several times the original 480×272 resolution and with an optional smoother texture filter; controllers (tested with a DualSense) and the keyboard are rebindable. Saves use the PSP format: you import them from a PSP or PPSSPP and can copy them to PPSSPP. Online play doesn’t exist yet; internet multiplayer is being designed. Version 0.4.1 (October 23) added a Linux download (Ubuntu 24.04 or later, tested by a contributor; untested on the Steam Deck) next to the 64-bit Windows one. According to the maintainer, single player can be played from start to finish, but there are bugs. GPL-3.0 license. It includes and downloads no game assets.

You needYour own copy of Monster Hunter Freedom Unite for PSP, European release (ULES01213, v1.01), as a disc image. Plus 64-bit Windows or 64-bit Linux (Ubuntu 24.04 or later; the launcher needs WebKitGTK 4.1 and GTK 3, and the game needs OpenGL 3.3).

★ 70 · 2026-11-11 View →
Recompiler Experimental

ndsrecomp

RetroPortingToolKit/ndsrecomp

Very early pre-alpha Nintendo DS static recompiler research. The toolchain behind the Metroid Prime Hunters recomp. 37 of its last 100 commits list Claude as a co-author.

★ 70 · 2026-11-10 View →
Source port Fully playable

Signus: The Artefact Wars

signus-game/signus

A Czech turn-based strategy game in the style of Battle Isle, by Valacirca, published by Zima Software in 1998; its original authors released the source code under the GPL in 2002, and the game has been free since, data included. This repository maintains that release: it uses SDL2 and runs on Linux and Windows, with fullscreen scaled to the desktop resolution. It has 40 units (scouts, tanks, artillery, helicopters, planes, ships, and support units that repair, refuel, and rearm), nine buildings, and five defense towers. Version 1.96.0 (May 28, 2021) came out as a complete free release, with all the data and a separate package with the game in Czech; the latest, 1.96.1 (December 23, 2023), is a patch over it that fixes two AI bugs, adds keyboard control in the main menu, and changes the default settings for modern computers. It’s also distributed on Flathub.

You needNo copy needed: its authors released the game, code and data, under the GPL 2.0, and the published releases include them. There are 32- and 64-bit Windows builds and an RPM package for Linux; building it takes SDL2, SDL2_mixer (with libmikmod for music), SDL2_ttf, SDL2_image, libvorbis, libjpeg, and libpng.

★ 70 · 2023-12-23 View →
Port (decomp) Playable
ARC

Street Fighter III: 3rd Strike (3sxw)

guimaraf/3sxw

Hard fork of 3sx, the PC port of Street Fighter III: 3rd Strike.

★ 70 · 2026-10-30 View →
N64 Playable
N64

Blast Corps (SlaveOfIDO)

SlaveOfIDO/blastcorps-recomp

A native port of the Nintendo 64 version, made by static recompilation with N64: Recompiled and with RT64 as the rendering engine; it is not an emulator. The menus load assets directly from your copy of the game, with no extraction or build step. It offers high frame rates, widescreen and ultrawide, audio faithful to the original, instant load times, low input lag, and mod support, and it runs on Windows, Linux (the Steam Deck included, via Flatpak), and macOS. The only known issue it lists is that overlays such as MSI Afterburner or Wallpaper Engine can stop the game from rendering correctly. The README states that no generative AI was used. Version 1.1.0 (October 28) is the latest; 1.0.0 came out on October 23.

You needYour own copy of Blast Corps for the Nintendo 64, North American version 1.1, which you point to in the main menu. Plus a GPU supporting Direct3D 12 (Shader Model 6), Vulkan 1.2, or Metal (Argument Buffers tier 2); on x86-64 PCs an SSE4.1 CPU; on a Mac, Apple Silicon or a 7th-generation Intel with macOS 13 or later.

★ 69 · 2026-10-29 View →
Xbox 360 Playable
360

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. 70 of its 81 commits list Claude as a co-author.

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.

★ 69 · 2026-10-21 View →
32X / Super 32X Playable
32X

Knuckles' Chaotix

YuutaTsubasa/ChaotixRecompiled

A static recompilation of the 32X game to C++: the code for the 68000 and both SH-2s is translated ahead of time, and a small compatibility layer (32X and Mega Drive registers, both VDPs, interrupts, timers, and sound chips) plus an SDL3 frontend turn it into a native program. It needs no 32X BIOS. It boots, the menus work, and the levels are playable with sound. Levels get true widescreen: the game’s own renderer is extended to draw tiles, objects, and sprites in the extra area, from 4:3 up to 2:1, and the center 320 pixels stay identical to the original, which a test checks; outside levels it stays 4:3. It adds its own menu with TIME ATTACK, which drops you into any level with the options of the stage-select screen the game carries but never shows, per-player controls for two players, 22 local achievements, cheats (99 rings, speed shoes, and Action Replay codes), separate music and effects volumes, music replacement with WAV files, and touch controls. There are builds for Windows, which the author has built and played, for x64 Linux, tested only under WSL, and for Android. The latest is 0.4.5 (October 21), which makes the special stages run as recompiled code. 81 of its 89 commits list Claude as a co-author.

You needYour own Knuckles' Chaotix (Japan, USA) ROM, SHA-1 0c2fff7bc79ed26507c08ac47464c3af19f7ced7; on first launch it’s verified and copied into the program’s data folder. No 32X BIOS is needed. Plus 64-bit Windows, or x64 Linux with glibc 2.35 or later (the release is built on Ubuntu 22.04). Building it requires CMake 3.20 or later, a C++17 compiler, SDL3, and SDL_ttf.

★ 69 · 2026-11-10 View →
SNES / Super Famicom Playable
SNES

Super Mario All-Stars

TanookiStudios/SuperMarioAllStarsRecomp

A recompilation of the Super Nintendo collection (Super Mario Bros., The Lost Levels, Super Mario Bros. 2, and Super Mario Bros. 3), turned with snesrecomp into a native program for macOS, Windows, and Linux, and also an Android APK. It comes with a launcher that asks for your game file and shows “ROM verified” when it is the right one, crisp pixels at any size, controller support, cheats, and sound switches; you pick the game on the cartridge’s own Select Game screen. Version 0.1.0 (October 20) was the first release and 0.2.0 (October 21) added Android, with an on-screen SNES controller. The Mac version is signed and notarized by Apple. All 18 commits in the repository list Claude as a co-author. The repository does not include the game.

You needYour own .sfc copy of Super Mario All-Stars (USA) (Super Mario All-Stars - 25th Anniversary), the 2010 re-release: the 1993 cartridge, plain “Super Mario All-Stars (USA),” is a different file and isn’t accepted. Plus macOS 11 or later (Apple or Intel), 64-bit Windows, or 64-bit Linux.

★ 69 · 2026-10-21 View →
N64 Experimental Stalled · 1 year
N64

⑂ 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).

100% decompiled
★ 69 · 2025-05-05 View →
Port (decomp) Playable
360

Terraria (TerrariaOGC)

PPrism/TerrariaOGC

TerrariaOGC: a decompilation and PC port of the “old-gen” console versions of Terraria, the 2013 Xbox 360 and PS3 releases made by Engine Software, which can no longer be bought because their stores closed. Its author asks people to support the official releases and says it isn’t meant as a free substitute. It can play console versions 1.00 (launch), equivalent to PC 1.1.2, and 1.01 (with some PC 1.2 additions); 1.03 (equivalent to PC 1.2.1.2) and 1.09 (the last one, PC 1.2.4.1) are planned for later. It adds variable screen sizes, optional gameplay tweaks in Settings.ini, an FPS counter, an achievement system based on the Xbox 360 and PS3 one, world backups on save, and the ability to bring over saves from the original versions if the version matches. The auxiliary code uses a mix of FNA and MonoGame with Lidgren.Network for networking. It starts in trial mode so as not to encourage piracy. The latest release is the project’s 1.03 (April 30, 2026), source only, and the last commit is from May 27. For now it builds only on Windows with Visual Studio; there is no support for other systems.

You needThe assets from your own copy of the old-gen Xbox 360 or PS3 version of Terraria; the repository doesn’t include them. There are no compiled builds: you have to build it on Windows with Visual Studio, following the project’s WINBUILD.md.

★ 69 · 2026-05-27 View →
Xbox 360 Playable
360

WWE '12

iMrBurn/wwe12-pc

A native Windows port of the Xbox 360 version, by static recompilation with the ReXGlue SDK and a native Vulkan renderer adapted from nefariousjosiah’s SmackDown vs. Raw ports, which in turn build on re:Blue. In beta 0.8.0, menus, matches with 1 to 6 wrestlers, and entrances render natively at 60 fps, with entrances at 30 like the console or at 60 in an experimental mode. It has a launcher with settings, controls, mods, backups, and import of your Xbox 360 saves; 540p to 4K internal resolution; DLC; all five languages of the European release; Xbox and PlayStation controllers; and a mods folder that replaces game files. Some graphics glitches remain on certain Intel and AMD cards. 100 of its last 100 commits list Claude as a co-author.

You needAn image (.iso) or the files of your own WWE '12 copy for Xbox 360; optional DLC also from your console. Plus 64-bit Windows 10 or 11 and a graphics card with Vulkan 1.2.

★ 69 · 2026-11-11 View →
Switch Playable
NSW

⑂ Fork of jmars125/xcx-recomp

Xenoblade Chronicles 2

jmars125/xc2-recomp

XC2 Recomp: a static recompilation of Xenoblade Chronicles 2, the 2017 Switch game, into a native Windows x86-64 application with a Vulkan renderer. It is a fork of XCX Recomp, itself built on TotK Recomp, Valiantsin Dzerakh’s Tears of the Kingdom recompilation; both are in the catalog. Its installer, XC2-Setup, builds the game on your PC from your files with a bundled llvm-mingw, and the result contains the game, so it is for your own use only. The README describes it as early development: starting a new game, cutscenes, and gameplay work on Windows with sound, text, and menus, at 60 fps by default (30 to 360 in the settings; above 60 is experimental). It supports update 3.0.1 and the Expansion Pass add-on content, and has an in-game settings menu (F1), a performance overlay (F10), keyboard, mouse, and gamepad support, and any resolution, ultrawide included. Mods made for emulators and VRR remain planned. It published four releases on November 4, 0.1.0 to 0.1.3, with Windows packages and a Linux AppImage. According to the README, most of the code and documentation is written by AI coding agents (Claude Code) under its author’s direction; 32 of its 71 commits list Claude as a co-author.

You needYour own copy of Xenoblade Chronicles 2 for Switch, dumped from your console: the base game and the 3.0.1 update as NSP files (the add-on content is optional), plus your console’s keys (prod.keys). Windows 10 or later, an x86-64 CPU with AVX2, a GPU with Vulkan 1.3 and VK_EXT_external_memory_host, and about 36 GiB free during setup (20 GiB after). There is also a Linux AppImage.

★ 69 · 2026-11-04 View →
PS1 Playable
PS1

Alien Resurrection (DiegoDeDios)

DiegoDeDios/AlienReRecomp

A native macOS, Windows, and Linux port of the US PlayStation release (SLUS-00633), made by statically recompiling the MIPS code to C, on a runtime that stands in for the console’s BIOS and hardware. The released builds contain no game code: they read the executables from your disc image and run them through the port’s own MIPS interpreter, with the same enhancements; the recompiled build is generated on your machine and is for personal use only. It adds widescreen from 16:9 to 32:9 that widens the field of view, up to 8x internal resolution, precision geometry that removes polygon wobble, a steady 60 fps, mouse and keyboard with rebindable controls, sticks without the original’s delay, sprinting, adjustable enemy damage, an infinite flashlight, and quick saves. The menus, the first level, the movies, and memory cards work; later levels haven’t been fully played through, and the Windows and Linux builds have only been tested under Wine, a virtual machine, and containers. 16 of its 35 commits list Claude as a co-author.

You needYour own US Alien Resurrection disc image (SLUS-00633), as a .cue with its .bin files. There are builds for macOS 11 or later, 64-bit Windows 10 or 11, and x86-64 Linux (glibc 2.35 or later).

★ 68 · 2026-11-07 View →
PSP Playable
PSP

Grand Theft Auto: Vice City Stories

OverkillLabs3/vice-city-stories-recomp

VCSNative: a native Windows and Apple silicon macOS port of the US PSP release (ULUS-10160), made by static recompilation with PSPRecomp: the game’s MIPS program is translated to C++ ahead of time and runs on a reimplementation of the PSP’s Allegrex CPU and Graphics Engine, with no interpreter or JIT. The recompiler and the game profile are the work of Jessica Natalia, PSPRecomp’s author; this project adds keyboard and mouse with raw mouse look (the game’s prompts show your keys, or Xbox buttons with a controller), any aspect ratio from 4:3 to 32:9 with a correctly placed HUD, evenly paced 60 fps, a Vulkan graphics stack with SMAA or FXAA, color grading, a sky palette remap, sharpening, CloudWorks volumetric clouds, and Project2DFX distant lights, draw distance settings, a fix for the ATRAC3+ audio that silenced the second half of cutscenes, and a settings launcher. It also publishes an optional pack of more than 7,000 upscaled game and HUD textures, installed from the launcher. Missions and saves have had less testing than the opening areas, and it has only been tested on NVIDIA cards. Version 1.0.0 came out on October 5. The repository includes the C++ code generated from the game’s executable.

You needYour own US copy of GTA: Vice City Stories for PSP (ULUS-10160), in a PSP_DATA folder with PSP_GAME/SYSDIR/EBOOT_DECRYPTED.ELF (the executable, decrypted outside this project) and PSP_GAME/USRDIR. Plus 64-bit Windows 10 or 11 with a Vulkan 1.1 driver and a CPU with AVX2, FMA, BMI1/BMI2, LZCNT, F16C, MOVBE, and POPCNT, or macOS 13 or later on an Apple silicon Mac.

★ 68 · 2026-10-27 View →
Native layer Playable
PS4

Knack II

Hyant4/Knack-II-pc-port

An experimental unofficial port of the PlayStation 4 version for Windows, with Vulkan graphics, its own launcher, and local two-player co-op. The project owner reports that it is playable from beginning to end, but the README states that the automated tests and hands-on checks do not certify the full campaign or all hardware, and that graphical defects, Vulkan device loss, and crashes may occur. It offers QHD and 4K internal resolutions; ultrawide is experimental and cutscenes show blue areas at the sides. The README’s download link is 0.17.5; the most recent version, 0.17.7-rc5 (October 29), is a release candidate. 37 of its last 100 commits list Claude as a co-author.

You needYour own Knack II dump for PS4: CUSA08014 (US, version 01.01), the primary target, with eboot.bin, game.elf, sce_sys, and sce_module; the European edition CUSA07670 has experimental support and only a short boot was checked. Plus a recent 64-bit Windows, a Vulkan-capable graphics card with up-to-date drivers, and two controllers for local co-op.

★ 68 · 2026-11-10 View →
Xbox 360 Playable
360

Naruto: The Broken Bond (Auremana666)

Auremana666/Naruto-The-Broken-Bond-PC-Port

An unofficial PC port of Naruto: The Broken Bond (Xbox 360), made by statically recompiling the original game with the ReXGlue SDK and adding a full PC options menu. Version 2 is built on jorjbarbosa’s recomp: its recompilation, audio fixes, and native Direct3D 12 renderer are his work, and this port adds its own features, such as the options menu, key and controller remapping, field of view, ultrawide view, mouse camera, and, in 2.5, weather, a free camera, Hokage skins, and Steam Deck fixes. Version 2.5 (October 26) runs on the Steam Deck through Proton. 40 of its 87 commits list Claude as a co-author, and the README credits Claude with the code of the PC features and of the version 1 recompilation.

You needYour own copy of Naruto: The Broken Bond for Xbox 360 as an ISO image, placed in the assets folder or next to the executable. Windows; on the Steam Deck, through Proton.

★ 68 · 2026-10-31 View →
Game-specific engine Playable
NSW

Pokémon Brilliant Diamond

u2-bot/uDPRE

uDPRE is the Windows player of the uDPR project (the game rebuilt as a native Unity 2019.4 game) plus a converter that turns your own dump into the data that player reads. You press Convert once (about a minute on a fast desktop) and then Play. It updates itself, along with its mod packs, and supports console data mods, Luminescent Platinum and others and, in beta, an editor and randomizer, a Nuzlocke mode, LAN play and visible wild Pokémon in the overworld. The release (v0.5.4, October 29, a zip of about 77 MB) carries the player already built (Dpr.exe and GameAssembly.dll, with Unity’s and Wwise’s runtimes and the shader programs compiled for Direct3D 11) and the converter; the README says no file holds bytes of the game (textures, models, sounds, text or scripts) and that an audit checks it before every release. The player’s source is not published in this repository, which only has the Python converter and the release scripts; the game’s logic ships compiled inside the release. Shining Pearl isn’t supported yet.

You needYour own dump of Pokémon Brilliant Diamond with the v1.3.0 update applied (base game and update extracted together), in a folder with romfs (with Data inside); exefs isn’t needed. 64-bit Windows 10 or 11, a DirectX 11 graphics card, about 7 GB free, and 8 GB of RAM recommended.

★ 68 · 2026-11-09 View →
Port (decomp) Fully playable
NES

Super Mario Bros. / The Lost Levels (SMB Vanilla)

nukep/SMB-Vanilla

SMB Vanilla: a C decompilation of Super Mario Bros. and the Japanese Famicom Disk System Super Mario Bros. 2 (The Lost Levels), ported to Windows and Linux on SDL3. It only reimplements the gameplay: levels, graphics, and sound come from your ROM, and it won’t start without one. It aims to behave exactly like the original, bugs included (it keeps the ones that don’t break the game, such as the minus world and the collision and clipping glitches), and to serve as a readable reference for the game’s logic, with label names from doppelganger’s disassembly. Both games boot and can be beaten, with sound except for The Lost Levels’ ending, which uses the Famicom Disk System’s 2C33 audio chip. Keys are changed in smbvanilla.ini, and in Super Mario Bros. you can start at any level from the command line. Part of the code is still Ghidra’s output and is being refactored; tests and a UI with configurable controls are still missing. Its website also has a browser version that likewise asks for your ROM. The first release, 0.1.0, came out on October 3 for 64-bit Windows and Linux. Issues and contributions are handled on Codeberg. The project states that it includes no AI-generated code or assets.

You needYour own NTSC Super Mario Bros. ROM for NES, as smb.nes (SHA-1 ea343f4e445a9050d4b4fbac2c77d0693b1d0922), and, for The Lost Levels, your smb2j.fds disk image (SHA-1 3b8c8998b4887d6dd676965943d69a320738ab9c or 20e50128742162ee47561db9e82b2836399c880c); ROM hacks that change code or other data aren’t supported. Plus 64-bit Windows or Linux; on Linux, SDL 3 from your package manager.

★ 68 · 2026-10-07 View →
Xbox Experimental
XBX

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. 3 of its 21 commits list Claude as a co-author.

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.

★ 68 · 2026-11-02 View →
Xbox Playable
XBX

007: Agent Under Fire

hk21x/007-agentunderfire-recomp

An unofficial native PC port of the original Xbox version, by the same author as the 007: Nightfire one. The game’s own x86 code is statically recompiled with Xbox XBE Recomp; it isn’t an emulator. It supports the European release (PAL, title 4541000D), which is five programs (the launcher and movies, the game in each of its three languages, and the driving missions), and the US release, which is three; on Windows each program’s code lives in a DLL. On-foot, driving, and mounted-gun missions are playable, in English, French, and German, though not every later mission has been played through and multiplayer is untested. It adds widescreen with the menus and HUD in a centered 4:3, 60 to 240 fps or unlimited on foot with the speed tied to real time (the console ran at 30), 60 game steps a second when driving instead of PAL’s 50, field of view from 50 to 150%, skipping the intro movies, the mouse for looking, aiming, and menus, remappable keys, PC settings inside the game’s own menus, achievements, full-resolution screenshots, MSAA, FXAA or SMAA, texture filtering, render scale, sharpening, scene textures at double size, and aim assist, off by default. A launcher downloads the package for your disc (the runtime and a compiler, with no game code, about 80 MB) and compiles the game on your PC from your copy; on a clean Windows Sandbox it took 111 seconds with the PAL disc. v1.0.1 (November 3) is the latest of 2 releases. All of its last 100 commits list Claude as a co-author.

You needYour own copy of 007: Agent Under Fire for Xbox, European (PAL, title 4541000D) or US release, as an .iso image or a folder with the disc’s files; the xbe SHA-1 hashes are given in the README. 64-bit Windows 10 or 11, a Direct3D 12 or 11 GPU, and a connection to download the package.

★ 67 · 2026-11-11 View →
Native layer Playable
ARC

Hydro Thunder / Offroad Thunder / Arctic Thunder (VCThunder)

mourix/VCThunder

A Windows host for Midway’s Quicksilver II (Hydro Thunder and Offroad Thunder) and Graphite (Arctic Thunder and Ultimate Arctic Thunder) boards. It is not an emulator: the original 32-bit x86 game code runs unmodified on the processor, and VCThunder replaces everything around it: the Phar Lap ETS kernel becomes Win32, the Glide 2.53 boundary is its own rasteriser, and the cabinet’s I/O boards, audio, timebase, and NVRAM are host implementations. According to the README, Hydro Thunder and Offroad Thunder are playable at a locked 30 frames per second, and both Arctic Thunders run at their own 60 but are in progress; link play between two copies is an early beta. Version 0.4 (October 28), the fourth public beta, is the latest. The author says the project was a challenge to see how far Claude Opus 5 could be taken; 4 of its 6 commits list Claude as a co-author.

You needYour own copies of the games as MAME CHDs next to VCThunder.exe; the importer checks the executable (Hydro Thunder v01.01b from 1999-02-27, Offroad Thunder from 2000-02-25, Arctic Thunder v1.002 from 2000-12-18, and Ultimate Arctic Thunder v1.9.5.0 from 2004-05-03, which comes from its update CD and also needs Arctic Thunder’s CHD). Plus Windows.

★ 67 · 2026-11-03 View →
Port (decomp) Experimental
PS1

Metal Gear Solid: Integral (RE:INTEGRAL)

Drommedhar/mgs-reintegral

RE:INTEGRAL: an unofficial Windows source port of the PlayStation Metal Gear Solid Integral, built from the C code recovered by FoxdieTeam (their decompilation of the game) and the PsyZ platform library. Godot handles presentation and visual modding, and the native runtime handles gameplay, collision, animation state, audio, saves, and timing. 0.3.0 (October 15) brings the Godot renderer and a modding SDK together with the launcher and the preserved “Legacy 0.2” renderer. A preparation step, Prepare.cmd, extracts the data from your two campaign discs using the BIN/CUE images. Mods install as portable zips and there is a guide to making them. The project itself warns that campaign-wide acceptance of appearance, playability, and performance is still in progress. Windows is the only target; Linux is planned. The repository includes the project’s code and patches, and the releases also publish native debug symbols.

You needYour own Japanese campaign discs of Metal Gear Solid Integral: disc 1 (SLPM-86247) and disc 2 (SLPM-86248), as single-track MODE2/2352 BIN/CUE images; other regions and plain ISO files are not substitutes. Plus 64-bit Windows 10 22H2 or Windows 11 and .NET Framework 4.8 for the launcher, and a graphics card with Vulkan (Godot) or Direct3D 12 (Legacy renderer).

★ 67 · 2026-11-07 View →
Xbox 360 Playable
360

Project Gotham Racing 4 (shaunsingh)

shaunsingh/pgr4-native

A native Direct3D 12 renderer for the static recompilation of Project Gotham Racing 4 (with Title Update 2), built on the ReXGlue SDK with fixes from Xenia Canary. It continues the work of safzanpirani/pgr4-native, which itself grew out of MTR-PGR4 and, before that, PGR4-Recomp. The README shows the game on a Steam Deck OLED and with FSR 4 Lite through OptiScaler; the build runs on Linux with clang-cl and the Windows executables run under Proton or on Windows. The game’s options menu has its own display, driving, and developer pages. The latest version is 0.3.0 (October 29), a Windows zip of about 68 MB that carries the already built program; the README warns that the C++ the build generates from the game’s executables must not be published, and we haven’t checked the zip inside.

You needYour own copy of the Project Gotham Racing 4 disc for Xbox 360, extracted (the disc is region-free and the PAL and NTSC ones match file for file), and Title Update 2, as its package or its two files. Console DLC as STFS packages in the Content folder. Windows, or Linux with Proton.

★ 67 · 2026-10-30 View →
SNES / Super Famicom
SNES

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.

★ 67 · 2026-11-09 View →
Arcade Playable
ARC

Killer Instinct

thefixinhixon/UltraCombo

UltraCombo: native PC ports of the Killer Instinct (1994) and Killer Instinct 2 (1996) arcade games, for Windows and Linux. It is one program that runs the arcade games’ own code, translated to C for your PC (prepared on first launch), with the board around it emulated: Midway’s DCS sound board and the IDE hard disk. On top it adds what a home version needs: shaders and CRT looks, rebindable controllers and controls, save states, rewind, run-ahead, a training mode, and rollback netplay. It supports Killer Instinct L1.5D (default) and L1.4 and Killer Instinct 2 L1.4. Version 1.1.0 (October 23, prerelease) also translates the sound board’s program instead of emulating it instruction by instruction, with identical sound and a game about 25% faster (the first launch after updating takes about a minute longer), fixes fullscreen switching, and matches button labels to your controller. MIT license. 44 of its 48 commits list Claude as a co-author.

You needThe files from your own copies of the arcade games, as MAME lists them, in the run/ folder: for Killer Instinct (kinst), the boot ROM ki-l15d.u98 (or ki-l14.u98), the sound ROMs u10-l1 to u13-l1 and u33-l1 to u36-l1, and the kinst.chd disk; for Killer Instinct 2 (kinst2), ki2-l14.u98, the sound ROMs ki2_l1.u10 to u13 and u33 to u36, and kinst2.chd. The program warns if a file doesn’t match. Plus Windows or Linux.

★ 66 · 2026-11-08 View →
Xbox 360 Playable
360

NHL Legacy Edition

puckhead73/nhl-legacy-recomp

A static recompilation of the Xbox 360 version into a native Windows executable, on the ReXGlue SDK and its Vulkan renderer, with patches of its own for this game. The installer checks your dump, extracts the disc, lays down the prebuilt binaries, and unpacks the game’s .big archives into loose folders so they can be inspected and replaced. It adds AMD FidelityFX (FSR upscaling and CAS sharpening), up to 2x supersampling, a color-grading pass (exposure, contrast, saturation, white balance, and tone mapping), shadow quality controls, an engine constants editor, and an overlay with settings, a performance HUD, and display options. VP6 movies are decoded by a bundled ffmpeg, because the recompiled decoder showed them corrupted; that fix is by alex-mcfadden. On Linux and Steam Deck it runs through Proton 11. The latest release is 0.6.0 (July 22). 138 of its 143 commits list Claude as a co-author.

You needYour own NHL Legacy Edition dump for Xbox 360, as an .iso or an extracted folder with its default.xex. The port is built from one specific unmodified image, and the installer checks default.xex by its hash: a different region, a modified dump, or one with the title update won’t pass. Plus 64-bit Windows 10 or 11 (or Linux and Steam Deck through Proton 11), a Vulkan graphics card, a CPU with AVX2, the x64 Visual C++ Redistributable, and about 10 GB of free space.

★ 66 · 2026-07-22 View →
Fan remake Playable
WIN

Star Wars: X-Wing vs. TIE Fighter

elyosh/OpenXvT

OpenXvT: an open-source reimplementation of X-Wing vs. TIE Fighter with its Balance of Power expansion, for Windows, macOS, and Linux, which uses the data from your installed game and includes none of its content. It supports online play for up to eight players across all three systems, with dogfights, team battles, and cooperative missions, including Balance of Power’s Rebel and Imperial campaigns, and an in-game server browser, so no external app like GameRanger is needed. It has a classic graphics mode that keeps the original look and a modern one that draws the original models and cockpit at high resolution with shadows, ambient occlusion, bloom, motion blur, anisotropic filtering, 2x to 8x MSAA, FSR 3.1.4, HDR, and optional smoothing of the dithered cockpit art; TAB switches between them. Flight is simulated at a higher rate for smoother motion, and it adds virtual-stick mouse flight, plus gamepads and joysticks with configurable axes, deadzones, and buttons. It uses Direct3D 12 or Vulkan on Windows, Metal on macOS, and Vulkan on Linux. Its author, who also made OpenTIE and OpenXWA, notes that it’s still in development and may have bugs and differences from the original. 0.0.1 came out on September 12 and the latest, 0.0.5, on October 10.

You needA complete installation of your own copy of Star Wars: X-Wing vs. TIE Fighter with the Balance of Power expansion (sold on GOG and Steam); at first launch you pick the folder that contains BalanceOfPower. Plus a 64-bit system with a modern graphics card: x86-64 Windows, macOS 13 or later (the published build is for Apple Silicon), or x86-64 Linux with glibc 2.35 or later and libcurl.

★ 66 · 2026-10-10 View →
Port (decomp) Playable
MOB

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.

★ 66 · 2026-11-07 View →
PS3 Playable
PS3

Armored Core 4

SulphurS16/AC4-Port

An unofficial native Windows port of the US PS3 version (BLUS30027), part of Project Glintburn. A recompiler reads the game’s roughly 3.6 million PowerPC instructions and turns them into C++ (about 54,000 functions, with 99.3% of the code covered and every indirect jump resolved), which your compiler builds into a 64-bit program. SPU programs are also translated ahead of time, with an interpreter as a safety net; RSX commands become Direct3D 11 and the game’s shaders become HLSL, and graphics, audio, input, files, and saves are reimplemented in C++. A few complex firmware parts, such as the SPU task system and the movie and audio decoders, run as recompiled code from your own console’s system files. It offers your screen’s own resolution in windowed, borderless, or fullscreen modes, render scale from 50% to 200%, 30, 60, 120, 144 fps, your monitor’s refresh rate or uncapped at the same game speed, full mouse support, and a “PC SETTINGS” row in the game’s own SYSTEM menu. It shares its runtime with the Armored Core For Answer port. 0.5.0 is from October 16. 46 of its last 52 commits list Claude as a co-author. The repository contains no game code or keys.

You needYour own copy of Armored Core 4 for PS3, US release (BLUS30027): the disc’s files, meaning the folder that contains PS3_GAME. Plus 64-bit Windows 10 (1903 or later) or 11 and an Intel Haswell or AMD Ryzen CPU or newer; setup downloads about 250 MB of build tools once and takes a few minutes.

★ 65 · 2026-10-29 View →
PS1 Playable
PS1

Spider-Man (OpenSpideyPS1)

GTTeancum/SpideyPS1recomp

OpenSpideyPS1: a native Windows recompilation of the PlayStation Spider-Man, built with RecompOne. The console’s code is translated ahead of time into C# and runs against a shared runtime that implements the original console services, with modern rendering and higher-detail characters. The project’s two games (this one and Spider-Man 2: Enter Electro) are kept separate and share only the recompiler and runtime. On first launch, setup asks for your US BIN/CUE or ISO image and extracts the data. It supports costumes as mods: the 1.1 zip (September 29), about 190 MB, includes 92 external suits with per-suit attribution and metadata. The project warns that it is in active development: both games reach gameplay, but targeted tests do not replace full playthroughs. The repository includes a “dreamcast” folder with tools and manifests (about 42 MB of JSON) for carrying costumes over from the Dreamcast version, which it uses as a reference. 29 of its last 100 commits list Claude as a co-author.

You needYour own US copy of Spider-Man for PlayStation, as a BIN/CUE or ISO image. Plus 64-bit Windows; the executable is self-contained and needs no runtime installed.

★ 65 · 2026-11-11 View →
PS1 Playable
PS1

Spider-Man 2: Enter Electro (OpenSpideyPS1)

GTTeancum/SpideyPS1recomp

OpenSpideyPS1: a native Windows recompilation of the PlayStation Spider-Man 2: Enter Electro, built with RecompOne. The console’s code is translated ahead of time into C# and runs against a shared runtime that implements the original console services, with modern rendering and higher-detail characters. The project’s two games (this one and the first Spider-Man) are kept separate and share only the recompiler and runtime. On first launch, setup asks for your US BIN/CUE or ISO image and extracts the data. It supports costumes as mods: the 1.1 zip (September 29), about 170 MB, includes 93 external suits with per-suit attribution and metadata, along with rendering, animation, timing, and audio repairs. The project warns that it is in active development: both games reach gameplay, but targeted tests do not replace full playthroughs. The repository includes a “dreamcast” folder with tools and manifests (about 42 MB of JSON) for carrying costumes over from the first game’s Dreamcast version, which it uses as a reference. 29 of its last 100 commits list Claude as a co-author.

You needYour own US copy of Spider-Man 2: Enter Electro for PlayStation, as a BIN/CUE or ISO image. Plus 64-bit Windows; the executable is self-contained and needs no runtime installed.

★ 65 · 2026-11-11 View →
Xbox 360 Fully playable
360

Wet (nikolaygorb)

nikolaygorb/WetRecomp

A static recompilation of the Xbox 360 version to x86-64 Windows and Linux, with the ReXGlue SDK and Direct3D 12 or Vulkan. Its author calls it fully playable: video, audio, gameplay, achievements, and progression all work. It carries the Xenia Canary community patches as hooks in the recompiled code: 60 fps, on by default, and options to turn off motion blur, depth of field, camera shake, and the film effect. By default it renders at twice the resolution with FSR, FXAA, and 2x MSAA, and it can match the video mode to your monitor’s refresh rate. It has keyboard and mouse and, since 1.4 (October 20), direct mouse look for the third-person camera. The game can be set to English, German, French, Spanish, or Italian. Settings live in TOML files or the SDK’s in-game menu. There are prebuilt releases for Windows and Linux, tested on Windows 11 and Ubuntu 26.04.

You needYour own copy of Wet for Xbox 360 (Title ID 425307DB, disc XA-2498, Media ID 3077A693, module hash 9A084828F85F951B), extracted from the ISO with extract-xiso. Plus 64-bit Windows or Linux and a Direct3D 12 or Vulkan graphics card.

★ 65 · 2026-11-05 View →
PS2 Playable
PS2

Zone of the Enders

Yaz-Myst/ZOE-Recompiled

A native Windows port of the USA PS2 version (SLUS_201.48), made by statically recompiling the game’s MIPS code to C++ with PS2Recomp and running it on a PC runtime with an OpenGL renderer, compiled vector-unit programs, and IOP and sound emulation. According to the README, the game runs at a steady 60 frames per second, up to three times the PS2’s internal resolution, with widescreen, progressive output, save states, remappable keyboard and controller input, DualShock 2 pressure buttons, rumble, and two controllers for Versus mode. It can be played in full, from the intro to the final area, with cutscenes, movies with sound, the Hub, and the hidden Versus mode. Known issues remain, such as an occasional freeze when loading a warehouse. The repository includes vector-unit programs already compiled from the game (zoe_vu_aot.cpp, about 3 MB); the rest of the C++ is generated on your PC from your disc and is not in the repository. It recommends playing with a controller. Version 1.0.1 is from October 31.

You needYour own .iso disc image (2048-byte sectors) of the USA Zone of the Enders; the check expects SLUS_201.48, 3,001,304 bytes, CRC-32 A0A48DD1 (the undub release works too). 64-bit Windows 10 or 11 and a GPU with OpenGL 3.3.

★ 65 · 2026-11-01 View →
Game-specific engine Playable Stalled · 1 year
WIN

Heart of Darkness

MaximLopez/HeartOfDarkness-SDL

HeartOfDarkness-SDL: an SDL2 reimplementation of the Heart of Darkness engine, by Amazing Studio, and a fork of “hode” by Gregory Montoir. It aims to be 100% faithful to the real game and run on any system where SDL2 does. Version 0.2.9 (August 3, 2020) has packages for Windows, Xbox, Linux, Android, Switch, Wii, PS Vita, and PSP; the README mentions 0.2.9.1. Menus are missing; PSX files can be used, but without sound (SPU ADPCM) or backgrounds (MDEC), and Android has no GUI control. It has a wiki, a changelog, and a compatibility table.

You needThe data files from your own copy of the Windows version of Heart of Darkness (full game or demo): hod.paf (or hod_demo.paf and hod_demo2.paf), setup.dat, and the *_hod.lvl, *_hod.sss, and *_hod.mst files. Windows, Linux, or another system with SDL2.

★ 64 · 2025-10-19 View →
Wii U Experimental
WIIU

Splatoon

PC-PORTERS/SplatPC-Splatoon-Native-PC-Port

An unofficial native Windows and Linux port of the Wii U version, made by statically recompiling the game’s code into a native program with a Vulkan renderer. It continues ApfelTeeSaft’s RebrewU project. The README warns it is a work in progress, with graphical glitches, missing effects, stutter and crashes, and asks for strong hardware. It adds PC options (render resolution, 30, 60, 120 or 180 frames per second, G-Sync and FreeSync, 1:1 mouse aiming, a key for every GamePad input), a cinema camera mode, optional HD textures generated on your PC with Real-ESRGAN, and experimental realistic-graphics presets (time of day, weather, volumetric clouds). The only release, tagged “MAC”, is from October 30 and is a source zip of about 2 MB; the game is built on your PC with Setup.bat or setup.sh. 1 of its 57 commits lists Claude as a co-author.

You needYour own dump of Splatoon for Wii U, in a folder with code, content and meta (for example made with Dumpling), in a supported version from the ones VersionDb.md lists. Plus 64-bit Windows or Linux, a Vulkan 1.3 GPU, a 6 to 8 core CPU, 16 GB of RAM at minimum (32 GB recommended) and about 40 GB free during setup; the final build is about 6 GB counting the shader caches.

★ 64 · 2026-11-10 View →
N64 Playable Stalled · 1 year
N64

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).

★ 63 · 2025-03-11 View →
PS1
PS1

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).

71% decompiled
★ 63 · 2026-11-10 View →
Game-specific engine Fully playable
PS2

Rampage: Total Destruction

jjmhalew/RampageRE

A native PC port of Rampage: Total Destruction that plays from your own disc; the repository includes no game files. It has two halves: a base recompiled with PS2Recomp, which runs the real game logic and serves as the reference, and a reimplementation whose formats are documented in docs/ and checked byte for byte against every file on the disc, with readable native code for scripts, data, the renderer, and the game systems. The README says it can be played from start to end in the native port, with the front end, the campaign’s seven cities, bosses, credits, the other modes, and one or two players, and that it has been played on Windows; the Switch, Vita, and phone builds have not yet been tried on real hardware. Optionally, with the files from your own Wii disc, it adds that version’s ten extra monsters. Version 1.2.1 is from October 28. All of its last 100 commits list Claude as a co-author.

You needYour own copy of Rampage: Total Destruction for PS2, European (SLES-53800, SLES_538.00 version 1.00) or American (SLUS-21323, SLUS_213.23 version 1.01), which hold the same game byte for byte; as an .iso image, or with the files extracted from the disc. There are builds for Windows (RampageRE.exe), Linux, Android, Switch, and Vita.

★ 63 · 2026-11-11 View →
Port (decomp) Playable
PS2

Ace Combat 04: Shattered Skies

Onaga00/ProjectStonehenge

A native x86-64 PC port of Ace Combat 04: Shattered Skies, based on the North American release (NTSC-U, SLUS-20152). It is built from a decompilation of the PS2 executable: the game code has been translated function by function into C++ (with AI assistance) and runs natively; the README states it is neither an emulator nor a static recompilation. All assets, including the executable’s own data tables, are loaded at run time from your disc image. It offers an unlocked frame rate (up to 360 FPS, with game logic at 59.94 Hz), internal resolution from 1x to 8x, FXAA and SMAA, FSR 1 upscaled cutscenes, PCSX2-compatible saves (still in beta), and a built-in debugger; code unused in the final game has been ported too. VS mode and Linux are listed as pending. Version v0.9.6-beta is from October 27. The README declares extensive use of Anthropic’s generative AI under human supervision.

You needYour own .iso image of Ace Combat 04: Shattered Skies, US release (NTSC-U, SLUS-20152; SHA-1 aaa707214aea7f8f9c2904c4b5e00c372c943533, 3,554,705,408 bytes), as ISO 9660 with 2048-byte sectors (raw .bin/.cue dumps are not supported). 64-bit Windows 10 or 11 and a graphics card with Vulkan 1.2.

★ 62 · 2026-11-10 View →
Fan remake Playable
WIN

Atomic Bomberman (PascalCorpsman)

PascalCorpsman/fpc_atomic

An open-source recreation of Atomic Bomberman (Interplay, 1997) in Free Pascal, focused only on multiplayer, with a modern TCP/IP network stack in place of the original IPX, its own AI, and gamepad support through SDL2. It has no single-player mode and not every screen of the original menu works; the carry-bomb feature isn’t implemented yet. The repository holds no graphics or sound: its own extractor pulls them from the files of your disc and a launcher downloads and updates the rest of the program. To get all the animations, the README recommends a community expansion pack (ani.zip) hosted outside GitHub. The latest version, 0.13003 (October 2), publishes executables for Windows and Linux. 29 of its last 100 commits list Claude as a co-author.

You needThe CD content of your own copy of Atomic Bomberman, stored on your hard drive, from which the launcher’s extractor pulls the graphics, sound, and music. Optionally the community ani.zip pack, unzipped into the DATA/ANI subfolder. Windows or Linux.

★ 62 · 2026-11-09 View →
PS2 Playable
PS2

God of War (YYOzcan)

YYOzcan/Tobiichi-Port

Tobiichi Port: a native Linux and Windows port of the US PS2 release (SCUS-97399), made by static recompilation with PS2Recomp. The game’s code (about 6,400 functions) is translated to C++, and the rest of the hardware is replaced with native code: the VU1 programs and the IOP modules are compiled ahead of time, and the GS is drawn with OpenGL at 1x to 4x internal resolution. It brings together the work of Waffle565 (renderer, IOP, VU1, movies, and sound) and KIexster (the recompilation pipeline). An installer extracts your disc, generates the code, builds the game and the launcher, and optimizes it by playing by itself for four minutes; the first time takes 30 to 90 minutes. It adds true widescreen (16:9, 16:10, and 21:9) with the game’s own widescreen movies, image filters and FXAA, remappable keyboard and mouse with lock-on, slightly more responsive combat, a cheat menu, and an FPS counter. The game logic runs at 60 fps, as on the console. 11 of its 14 commits list Claude as a co-author.

You needYour own US God of War PS2 disc image (SCUS-97399) as an .iso. Plus 64-bit Windows 10 or 11 (with an AVX2 CPU) or Linux, 8 GB of RAM, a graphics card with OpenGL 4.3, and about 20 GB of free space.

★ 62 · 2026-10-15 View →
GBA
GBA

Kingdom Hearts: Chain of Memories

Pheenoh/khcom

Matching decompilation of Kingdom Hearts: Chain of Memories for the Game Boy Advance, able to build the US, Japanese, and European releases. According to decomp.dev, the US version is at 100%. It’s the base of ReKHCoM, the PC port also in this catalog. It includes neither the ROM nor any game assets: assets are extracted from your own copy before building.

100% decompiled
★ 62 · 2026-10-12 View →
PS1
PS1

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. 19 of its last 100 commits list Claude as a co-author.

100% decompiled
★ 62 · 2026-11-08 View →
Mega Drive / Genesis Playable
MD

Strike Remastered Collection HD

Icedomega13/StrikeHDCollection

Native PC versions of the three Sega Genesis Strike games: Desert Strike: Return to the Gulf, Jungle Strike, and Urban Strike. Each game’s original code is statically recompiled to C and verified instruction by instruction against the Musashi 68000 core in lockstep tests; sound (YM2612 and PSG) is emulated with ymfm. It adds widescreen from 16:10 to 32:9, HD graphics packs with a built-in builder (4× upscaling with xBRZ), a status HUD, a minimap, a pause menu with save slots, cheats, rewind, autosave, gamepad rumble, stats, and a launcher with a game picker. A difficulty prototype for Desert Strike and a work-in-progress Amiga edition that uses your own Amiga disks round out the list. Version 0.8.1 is from October 26, with an installer and a portable zip for Windows; the README also documents building on Linux. The recompiled code is generated on your PC and is not in the repository. 7 of its 9 commits list Claude as a co-author, and the README says development relied heavily on AI.

You needYour own copies of the Mega Drive/Genesis cartridges (US or Europe) for the games you want to play, checked by SHA-1: Desert Strike d7e7d8c358eb845b84fb08f904cc0b95d0a4053d, Jungle Strike 7a7568e39341b1bb218280ee05c2b37c273317b5, and Urban Strike 897a8f6a08d6d7d6e5316f8047532b3e4603e705. Windows, or Linux by building from source.

★ 62 · 2026-10-30 View →
Port (decomp) Fully playable
PS1

Vandal Hearts

HalmyLyseas/VandalHearts-PcPort

A native PC port of the PlayStation Vandal Hearts, built on byte-exact matching decompilations of the game: the US executable (SLUS_004.47) and, since 2.0.0, the Japanese one (SLPM_860.07), which the build reproduces and which is verified on every change. The console’s interfaces (GPU packets, GTE math, CD-ROM and XA audio, SPU, MDEC video, and pad input) are replaced with portable equivalents using SDL2, Metal or OpenGL, and OpenAL. One executable recognizes the US, Asian, and Japanese discs. On top of the faithful game it adds, optionally, reworked controls with an enemy threat overlay, an options and save-management overlay, a “Tactical Mode” that rebalances the game, an exact software rasterizer with internal-resolution supersampling, fast-forward, a translation framework (a community Spanish pack exists, hosted by its author), and HD packs with upscaled backgrounds and movies. 2.1.0 is from August 31. There are Windows and Linux (AppImage) builds; the macOS build is experimental and compiled from the source. The repository includes the game’s decompiled C code and a few functional game-data tables, and the releases publish two HD packs of about 330 MB (one per region), with upscaled backgrounds and movies that the project describes as derivative art. 84 of its last 100 commits list Claude as a co-author.

You needYour own Vandal Hearts disc image (.bin): US (SLUS-00447), Asian (SCPS-45183), or Japanese (SLPM-86007), in a game/ folder beside the executable; without it the download does nothing. Plus Windows 10 or 11, or Linux with glibc 2.34 or later and FUSE2 for the AppImage, or macOS 11 or later building from the source.

★ 62 · 2026-08-31 View →
Other Playable
ETC

iPod Click Wheel Games

DogParty/iPodClickWheelRecomps

Six click wheel iPod Classic games (Mini Golf, Cubis 2, Texas Hold’em, Lost, The Sims Bowling, and Vortex) brought to Windows, macOS, and Linux. Apple sold 54 such games on iTunes between 2006 and 2009 and stopped selling them in 2011. The ARM code the iPod ran becomes compilable C++, on a shared base with the software renderer, the runtime, the platform layer, and the recompiler. Mini Golf is the furthest along and the only finished one: all its code is decompiled by hand, with nothing machine-translated left; for the other five, the translation of the binary is generated on your machine from your copy. The wheel is handled with the arrow keys, a stick, or the D-pad, with rebindable keys on macOS and Windows. It adds a render scale of up to 8x, text drawn at your screen’s resolution, 30 or 60 fps or uncapped, and cheats in some games, such as unlocking every Mini Golf course or every Lost chapter. On Linux there’s no settings window and no background music. Mini Golf also has Switch and Android builds. The latest release, 1.0.1, came out on September 6. Its author states they relied heavily on Claude, and 10 of its 34 commits list it as a co-author.

You needEach game’s decrypted folder, taken from your own copy (88888 for Mini Golf, 99999 for Cubis 2, 33333 for Texas Hold’em, 1B200 for Lost, 1500C for The Sims Bowling, and 12345 for Vortex); the program checks every file by size and checksum. Plus 64-bit Windows, macOS 11 or later (Apple silicon or Intel), or x86-64 Linux with glibc 2.38 or later.

★ 61 · 2026-09-06 View →
Native layer Playable
NS2

Mario Kart World (kartnative)

pahorema/kartnative

kartnative: a Switch 2 fork of nxnative that runs Mario Kart World 1.0.0 natively on an Apple silicon Mac. As with nxnative, it isn’t an emulator: the game’s code runs on the Mac’s CPU, and NVN2, the Switch 2’s graphics API, is implemented on Metal, with its own frontend for the console’s SM86 shaders; all 11,567 of the game’s shaders translate, with task and mesh shaders becoming Metal mesh shaders. According to the README it boots, shows the menus and movies, and plays whole Grand Prix cups at 150cc, Time Trials, and Free Roam with a controller, at a steady 60 fps, also in fullscreen on 120 Hz ProMotion screens. Some scenery objects vanish and reappear while driving, and there’s no online play. For now it’s Mac only, with no iPhone build, and it was tested on an M5 Pro with macOS 27. To learn what the Switch 2’s services, NVN2, and SM86 do, it drew partly on the public commits and notes of the Eglantine and PokeDinner emulators. The repository was created on November 1.

You needYour own copy of Mario Kart World 1.0.0 for Nintendo Switch 2 (0400C3F00006E000), dumped and decrypted as exefs and romfs folders. An Apple silicon Mac with nxnative’s tools (Xcode with Metal, .NET, and Python); the first build translates about 11,600 shaders, roughly 30 minutes.

★ 61 · 2026-11-02 View →
PS1 Experimental
PS1

Mega Man X5

mstan/MegaManX5Recomp

Native recompilation of Mega Man X5 (US version, SLUS-01334) with psxrecomp, at an early stage. 22 of its 46 commits list Claude as a co-author.

You needA disc image of Mega Man X5 (PS1, US version).

★ 61 · 2026-11-06 View →
Xbox 360 Playable
360

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.

★ 61 · 2026-11-07 View →
Xbox 360 Playable
360

Perfect Dark (Xbox 360)

nikolaygorb/PerfectDarkRemasterRecomp

A static recompilation of Perfect Dark for Xbox 360, the 2010 remaster 4J Studios made for Xbox Live Arcade from Rare’s N64 game, on the ReXGlue SDK, with builds for Windows and Linux. Its functions carry the names from the N64 decompilation, since 4J’s code shares the same base, and a third-person camera is built on top of it (V key, single player only) with Joanna’s animated body, her gun, the reload animation, and wall collision. It fixes a hang when restarting missions, can skip the Xbox LIVE prompt at startup, and lets you choose among six languages and between Direct3D 12 and Vulkan, and it applies xenia-canary’s texture noise fix. Multiplayer and co-op don’t work yet. Version 1.4 (October 20) added PC-style mouse controls, with the mouse buttons on the triggers, and graphics improvements.

You needThe files from your own copy of Perfect Dark for Xbox 360 (title 584109C2), with default.xex and the DataFiles folder; the README explains how to get them from the Xbox One disc ISO with XBLA-Extract (or tools such as xplorer360 or extract-xiso). Plus Windows or Linux (tested on Windows 11 and Ubuntu 26.04); building it takes CMake 3.25 or later, Ninja, Clang/LLVM, and the Windows and Vulkan SDKs.

★ 61 · 2026-11-05 View →
GBC Playable
GBC

Resident Evil Gaiden

sergiomanzur/regaiden-recomp

A static recompilation of the US Game Boy Color release, built with gb-recompiled: the cartridge code is translated to C and linked with a runtime on SDL2, OpenGL ES 3, and Dear ImGui. It boots looking like an unmodified Game Boy Color (10:9, original colors), and every enhancement is optional or adjustable from the F10 menu: true 16:9 (256×144) or 21:9 (336×144) widescreen that widens the view instead of stretching it; an optional sprint at 125–250% speed that switches off in battles and menus; a flashlight with dynamic lighting; image filters (vignette, film grain, CRT scanlines, and five color grading profiles); PNG HD texture packs; replacement music in OGG or WAV with loop points; cheats and GameShark codes; and ten save-state slots. There are Windows and Android builds, with Linux in the works. Version 0.4.1 (September 16) restored the zombie voices and added loop points. Five of its 26 commits list Claude as co-author, and the README warns that the bundled HD pack is AI-generated placeholder art meant to be replaced.

You needYour own US Resident Evil Gaiden ROM for Game Boy Color, “Resident Evil Gaiden (USA).gbc,” 2,097,152 bytes with SHA-256 9a97678cbd8da02c8763e977674e17f460c06ea8b73bad35c52fe6817f506d44; on Windows it goes next to the executable. Plus 64-bit Windows.

★ 61 · 2026-11-07 View →
Source port Playable
WIN

Star Trek Voyager: Elite Force Holomatch (Lilium Voyager)

clover-moe/lilium-voyager

Lilium Voyager: an engine compatible with Star Trek Voyager: Elite Force Holomatch, the multiplayer part of Elite Force. It aims to keep the original’s gameplay, visuals, and audio, provide a reliable code base for derivative projects, and keep supporting Windows XP or later, macOS 10.5 or later, and GNU/Linux. It builds on ioEF by Thilo Schulz, which reimplemented the Holomatch engine on id Software’s GPL Quake 3 source code as further developed in ioquake3; since 2025 it’s based on Lilium Arena instead of ioquake3. By default it shows the game as 4:3 letterbox with console text at the relative size of 640×480; its Flexible Display offers six widescreen presentation modes compatible with mods based on the Quake 3 SDK and with pure servers. It also uses the Opus codec for VoIP, supports ioquake3’s OpenGL2 renderer, lists dedicated servers on Raven’s official master server, and is network compatible with ioEF 1.37. The latest release is 1.40 (November 2, 2019), with builds for Linux, macOS, and Windows, and the repository is still active (last change on May 20, 2026). The code of the Holomatch game, cgame, and UI isn’t in the repository because it remains under a non-free license. Its contribution guide says LLM contributions are not desired.

You needThe data files of Star Trek Voyager: Elite Force Holomatch, which aren’t under a free license and must be purchased. Plus Windows XP or later, macOS 10.5 or later, or Linux (with SDL 2 to build).

★ 61 · 2026-10-31 View →
DS Playable
DS

The Legend of Zelda: Phantom Hourglass

dguillot-gh/phantom-hourglass-recomp

A native port for Windows and Android made by static recompilation: the ARM9 code (the main program and its 62 overlays, 24,621 functions) is translated to C and compiled for your machine, and the rest of the console (ARM7, graphics, and sound) comes from the melonDS core. It offers several screen layouts, three renderers (exact-resolution software, GPU with OpenGL, and Compute) with 2× to 8× upscaling on PC and up to 4× on Android, 16:9 and 21:9 widescreen with the HUD following the wide view, touch and gamepad controls, a microphone with a recorded blow sample, 12 save-state slots, and on-screen controls on Android. The README says it plays on PC and on a Pixel 8 (59.9 fps with Compute at 2×) and that it was play tested up to the Fire Temple. It has no releases: it is built from the repository with your ROM, and the README asks you not to share the builds because they contain the game. 35 of its 46 commits list Claude as a co-author.

You needYour own copy of Phantom Hourglass for the DS, US (SHA-1 4c8f52dd719918bbcd46e73a8bae8628139c1b85) or the same with the D-pad patch (SHA-1 7e0d26d143992f1eee182b24f1abb9e7f038eacf). 64-bit Windows 10 or 11, about 10 GB of disk for the tools and the build, and a graphics card with OpenGL 3.3 for the GPU renderer; for the phone, Android 8 or newer (arm64) and a USB cable.

★ 61 · 2026-11-03 View →
Port (decomp) Playable
XBX

Futurama

hiburn8/Futurama-The-Game-The-Recomp

A native Windows port of Futurama (original Xbox, 2003) in which the game’s code was rewritten in C++ function by function from the machine code of the Xbox version, with “// orig:” comments pointing back to the original. It is neither an automatic translation of the executable nor a remake: the disc is only read for the models, textures, sounds, music, movies, level scripts, text, and some data tables inside default.xbe, and the Xbox’s audio DSP programs run on a tiny built-in emulation. It uses Direct3D 11, XAudio2, and an Xbox controller or keyboard. The aim is 1:1 fidelity: the README says the 701 functions the tests reach match the original, backed by almost 4,000 object tests, 60 level tests, and 38 rendering tests, and that one automated run goes from the start of level 1-1 into level 1-2; the final picture and sound have not been compared with a real Xbox. The author says it took about two weeks (October 12 to 25) with Claude Opus 5.5. Version 0.1.0 (October 25) is the only release; both of its commits list Claude as a co-author.

You needYour own copy of Futurama for the original Xbox, NTSC-U, as a disc image (.iso) or with the extracted files; the first time the program asks for the .iso or the default.xbe. 64-bit Windows 10 or 11.

★ 60 · 2026-11-08 View →
Recompiler Experimental

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. 18 of its last 100 commits list Claude as a co-author.

★ 60 · 2026-11-11 View →
PS2
PS2

Fatal Frame II: Crimson Butterfly

Mikompilation/Mikompilation

Mikompilation: a decompilation project for the engine of Fatal Frame II: Crimson Butterfly (Project Zero 2, 零~紅い蝶) on PS2, a sibling of Himuro, the decompilation of the series’ first game. Its stated goal is a fully playable port on PC and perhaps other platforms. The documentation is at mikompilation.com, the code uses the BSD-2-Clause license, and the only tagged release is v0.0.1 (January 5, 2023), a tag of the project’s old structure, with no binaries. The last commit is from February 2024. The repository includes a reversing/ folder of about 63 MB with a JSON dump of the debug symbols from the game’s executable (about 60 MB, with source files, functions, and types) and a header file of its functions.

★ 59 · 2024-06-13 View →
Port (decomp) Experimental
GC

Mario Party 4 (Party Board, mariopartyrd)

mariopartyrd/partyboard

Party Board: a work-in-progress port of Mario Party 4 for Windows, Linux, macOS, Android, and iOS, made with Aurora, whose authors thank the GameCube and Wii decompilation community. The repository contains no game assets or assembly: a copy of the game is required. The versions it lists as completed are revision 0 and revision 1 of the US release (GMPE01). It builds with CMake and has instructions for Windows, macOS, and Linux. The only published release is the alpha 0.2.0 from May 8, with packages for Windows (x64 and x86) and Android; the repository is still being updated (the latest change was on October 28). Another Party Board repository exists, zeranemesis’s, which is already in the catalog.

You needYour own copy of Mario Party 4 for GameCube, US (GMPE01), revision 0 or 1.

★ 59 · 2026-11-01 View →
Source port Playable Stalled · 7 months
DOS

Rise of the Triad (Taradino)

fabiangreffrath/taradino

Taradino: an SDL2 port of Rise of the Triad, the 3D action game Apogee released in 1994, to current systems (Linux, Windows, and macOS). It duplicates the original game’s functionality and fixes what 64-bit and big-endian systems need. It’s maintained by Fabian Greffrath, and its first release under the taradino name is from August 15, 2025, with support for RottEX map files, a more consistent framerate, and many rendering fixes. The latest, 20251222 (December 22, 2025), also looks for the game files in GOG Galaxy install paths; 20251216 had added a search for all official level packs to pick in the New Game menu, separate mouse sensitivities for turning, moving, and looking, deleting key bindings with Del, soundfont lookup in common directories, and, at build time, optional music through OPL/AdLib synthesis with libADLMIDI. It builds with CMake, as a registered or a shareware version. Among its known issues, demos go out of sync and there is no netplay. The published downloads are 64-bit Windows zips (about 3 MB); on Linux and macOS you build it. The last code change is from March 20, 2026.

You needThe files from your own copy of Rise of the Triad (the registered version, such as GOG’s, or the shareware one, which requires building the shareware variant); the README doesn’t list the file names. Plus 64-bit Windows, or Linux or macOS if you build it, with SDL2 and SDL2_mixer.

★ 59 · 2026-03-20 View →
PS2 Playable
PS2

TimeSplitters

GTTeancum/Timesplitters

A static recompilation of TimeSplitters (PlayStation 2, Free Radical Design, 2000; the US release, SLUS-200.90) to native code for Windows, Linux, and the original Xbox. The game’s MIPS program and VU microcode were translated to C++ with PS2Recomp and run on a runtime that replaces the PS2 hardware: the Graphics Synthesizer is drawn on the GPU (OpenGL 3.3 on PC), the sound chip and IOP are modeled, and memory cards are folders. It includes the full game (story, arcade, challenges, the map maker, cheats and unlocks), one to four players in split screen (with up to four controllers on PC), any window size, 16:9 widescreen, rendering at up to 4 times the PS2 resolution, FXAA, and texture replacement from PNG files. On first run it unpacks your disc into a game-data folder (about 600 MB). The Xbox version runs from the hard disk of a modded console. Version 1.0, from October 23, is the first release. The repository includes the C++ code generated from the game, with analysis files and a disassembly (in project/, about 65 MB). 79 of its last 88 commits list Claude as a co-author.

You needYour own copy of TimeSplitters for PS2 (US release, SLUS-200.90) as a .bin with its .cue, a lone .bin, or an .iso; the program unpacks it on first run. Plus 64-bit Windows 10 or 11 with OpenGL 3.3, or Linux x86-64 (the published binary was built on Ubuntu 26.04 and needs its FFmpeg 8 and OpenGL libraries; on other distributions you build it).

★ 59 · 2026-11-11 View →
Native layer Playable
PS4

⑂ Fork of deadinside28/bloodborne_pc

Bloodborne (macOS, bmy)

bmy/bbport-mac

Bloodborne on Apple Silicon as a Mac app: a macOS adaptation of deadinside28’s native port (bbport), kept current with each of its releases and based on bbport 0.6. Only the game’s own x86-64 code runs under Rosetta 2; the renderer, the Vulkan driver (KosmicKrisp, from Mesa, over Metal), and Apple’s Metal stack run as native Apple Silicon code in a separate process sharing the game’s memory. It offers a SwiftUI launcher, a Retina window, Core Audio, MetalFX or FSR 3.1 upscaling, output up to 4K from 4:3 to 32:9, an in-game settings menu, mods, and shadPS4-format patches. According to the README, the whole game boots, plays, saves, and loads, with sound, cutscenes, and a controller or keyboard and mouse, at about 60 fps in most areas at 1440p on an M5 Max; it has been tested on one Mac only and online play is not available. Version 0.6-v1-pre1 is from October 22. 98 of its last 100 commits list Claude as a co-author.

You needYour own decrypted copy of Bloodborne for PS4 (CUSA03173) with the 1.09 update merged in, as a folder with eboot.bin. An Apple Silicon Mac with macOS 26 or later, Rosetta 2, and the Command Line Tools (for Python 3).

★ 58 · 2026-10-30 View →
Xbox 360 Playable
360

F.E.A.R.

Juansolo457/fear360-recomp

F.E.A.R. for Xbox 360 recompiled to run natively on Linux and the Steam Deck, without Proton; the Windows build and F.E.A.R. Files (Extraction Point and Perseus Mandate) come in later releases. The game’s PowerPC code in default.xex is translated ahead of time to C++ with ReXGlue, and a game-specific runtime stands in for the Xbox; it is neither an emulator nor a decompilation. It uses a native renderer that draws the game’s Direct3D calls through Vulkan, display-locked frame pacing up to 120 fps, MSAA, anisotropic filtering, and fixes for the console code’s bugs at high frame rates. According to the README the menus, videos, campaign, and Instant Action work, and a full play-through is the pending 1.0 test; 4K isn’t in yet (it draws at 720p and scales) and is listed as the next step. The latest version is 1.0.2 (October 31), which publishes source only; it adds the extra Holiday level to the main menu. 78 of its last 100 commits list Claude as a co-author.

You needYour own disc copy of F.E.A.R. for Xbox 360. Plus 64-bit Linux or a Steam Deck with Vulkan support; since the published release is source only, you build it yourself.

★ 58 · 2026-11-07 View →
Recompiler Experimental

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.

★ 58 · 2026-06-30 View →
Wii
WII

Mario Kart Wii

doldecomp/mkw

Work-in-progress decompilation of Mario Kart Wii. For now only the PAL version (RMCP01) is supported.

6% decompiled
★ 58 · 2026-10-16 View →
Xbox 360 Playable
360

NBA Jam: On Fire Edition

GTTeancum/OpenJam

OpenJam: a native Windows port of the Xbox Live Arcade release, by static recompilation with the ReXGlue SDK. It runs as the full version rather than the trial and is playable, with its 12 achievements. Its mod manager unpacks your copy on first run and then installs the PS3 scene’s mods, published as .pkg packages: it converts their textures to the format this version reads and keeps the 2013 roster update they bundle. All three that exist, johnz1’s 1990s, 2020s, and Legends editions, play, each with its own folder and saves. The main menu loses its Xbox Live entries and the JAMnet panel becomes the mod list, which you switch between from inside the game. It opens in a 1280×720 window. The author sees this PC version as a reference for a future original Xbox port. 1.0 came out on September 26. Of its 29 commits, 28 list Claude as co-author.

You needYour own Xbox Live Arcade copy of NBA Jam: On Fire Edition: the roughly 850 MB container file the console keeps on its hard drive (title ID 584111EC). Plus 64-bit Windows 10 or 11, a Direct3D 12 graphics card, about 1 GB of free space plus about 700 MB per mod, and a controller; the menus also take the keyboard.

★ 58 · 2026-10-31 View →
Xbox 360 Experimental Abandoned
360

Skate 2 (Skate-2-Team)

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).

★ 58 · 2026-07-29 View →
N64
N64

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.

100% decompiled
★ 58 · 2026-10-31 View →
N64 Playable
N64

Star Wars: Shadows of the Empire (N64)

GTTeancum/SotE-Recomp

A static recompilation of the Nintendo 64 version, built with N64Recomp, for Windows 10 and 11. It targets the US 1.2 (Rev 2) release and checks the ROM by SHA-256; v64 and n64 byte orders are converted automatically. It includes modern and classic control schemes with rebindable keyboard, mouse, and gamepad, modern aiming with shot convergence and optional aim assist, an adjustable camera, and cheats. Optionally, if you copy the ILB*.WAV files from your PC installation into the Sdata folder, Leebo’s 31 communicator messages play with the PC voices, and the .SAN files from that version play its movies; without them it uses the ROM’s. The 0.9.6 zip (October 22), about 460 MB, also bundles two texture packs: the community V1 pack by interceptor427 and AI upscales, both loaded automatically and falling back to the original texture where no replacement exists. Still being worked on, per the project: flickering on the Steam Deck and freezes when switching to the Traditional control preset.

You needYour own US ROM of Star Wars: Shadows of the Empire (Rev 2, .z64; SHA-256 e7085e01…8642c), named sote.us.v1.2.z64 beside the executable. Optionally, the voice (ILB*.WAV) and movie (.SAN) files from your PC copy. Plus 64-bit Windows 10 or 11; the executable bundles SDL2 and the Visual C++ runtime.

★ 58 · 2026-10-29 View →
NES / Famicom Playable
NES

The Legend of Zelda

mstan/LegendOfZeldaNESRecomp

A static recompilation of the NES The Legend of Zelda with nesrecomp, the author’s own framework: the ROM’s 6502 code is translated to C and compiled to native code, and the PPU, APU, and mapper advance in step with the CPU; unprofiled code and code run from cartridge RAM go through an interpreter. It uses the symbols from Aldo Nunez’s zelda1-disassembly to cover every function. The overworld, dungeons with their bosses and items, combat, caves, the inventory, and battery-backed saves all work. Version 1.0.0 (March 28) was presented as fully playable, and the build before the CPU change was tested through dungeon 7; since moving to the cycle-accurate CPU (1.9.0, October 5) a short route has been checked and a full audit is pending. As optional mods it has two experimental Voxel 3D views, a diorama of each room and a first-person view from Link’s position, and the “Zelda Remastered” HD mod, built from a Mesen HD pack you already have and applied in memory without touching your ROM. Version 1.9.2 (October 19) is for 64-bit Windows; there were Linux and macOS builds. 57 of its 99 commits list Claude as a co-author.

You needYour own US The Legend of Zelda ROM (PRG0) for NES; both iNES and NES 2.0 headers work. For the HD mod, a “Zelda Remastered” Mesen HD pack you supply yourself. Plus 64-bit Windows.

★ 58 · 2026-11-10 View →
Xbox Experimental
XBX

The Warriors

Antriksh1984/TheWarriors-XBERecomp

An unofficial native PC port of the original Xbox version of The Warriors, made by static recompilation with Xbox XBE Recomp and built as a 64-bit Windows executable. The game’s x86 code is translated to C++ ahead of time, the Xbox kernel, Direct3D, and DirectSound calls are implemented on Windows, and it is drawn with Direct3D 12 and played through XAudio2. It is an alpha: according to the README the game boots, plays, and sounds right through the opening missions, but it hasn’t been played to the end and you may run into crashes, missing effects, or broken sound later on. The first start builds the game’s code on your PC with the tools the zip carries (about 59 MB); the latest version is 0.2.0-alpha (October 24). None of its 21 commits lists Claude as a co-author.

You needYour own copy of the original Xbox version of The Warriors, USA (NTSC), as an .iso image or extracted files (the default.xbe must be the one from that release; the PS2 and PSP versions and other Xbox regions don’t work). 64-bit Windows 10 or 11, a Direct3D 12 graphics card, and 8 GB of RAM or more; a controller is recommended.

★ 58 · 2026-10-24 View →
Xbox 360 Playable
360

WWE All Stars

shaneomac1337/WWE-AllStars-Recomp

An unofficial Windows version of the Xbox 360 game, recompiled with ReXGlue, with a native Vulkan renderer that draws the game’s Direct3D 9 calls instead of emulating the GPU. Tested and playable: 1v1 Exhibition, Path of Champions, Fantasy Warfare, Create a Superstar, four local players, DLC wrestlers, and online Player Match, against a server that stands in for Xbox Live and THQ’s servers. It adds supersampling, up to 2160p, in-game settings, enhanced vibration, 60 fps entrances, an unlock-everything option that leaves your save alone, experimental 120 fps matches, and a mod manager. On the Steam Deck it runs through Proton at 60 fps. Its author states it was made with Claude Code.

You needYour own WWE All Stars Xbox 360 disc image, US/Europe release, and its Title Update 2, dumped from your console; DLC is optional. Plus 64-bit Windows 10 or 11, a Vulkan graphics card, and about 8 GB of free space.

★ 58 · 2026-11-07 View →
Source port Playable Stalled · 2 years
ETC

Doom (Calico)

team-eternity/calico-doom

Calico: a PC port of the Atari Jaguar Doom codebase (the console is listed as “other” in the catalog), meant to play that version as it was with as few changes as possible. It’s by James Haley of Team Eternity, built from id Software’s Jaguar Doom source code. Haley reverse-engineered the renderer’s GAS assembly files, written in a custom assembly language for the Tom and Jerry chips on the console’s board, and checked the gameplay code against the 3DO version and Doom 64 EX, which share about 99% of it. It accepts the game’s ROM or the jagdoom.wad extracted from it, and emulates the console’s EEPROM. Version 2.0 (January 31, 2021) added gamepad and mouse support, more flexible controls (separate use and strafe-on, directional strafing, previous and next weapon), an optional OpenGL 4.0 renderer with shader support, enabled by default, the -fast, -nomonsters, -warp, and -skill parameters, and the calico-config setup utility. It still has no music or multiplayer, and demos desync. The original code is MIT-licensed, but code taken from Jaguar Doom remains under the license of that source release, which isn’t compatible with free software.

You needYour own uncompressed Atari Jaguar Doom ROM (autodetected if it’s named doom.jag) or the jagdoom.wad extracted from it; the README notes that you need a Jaguar cartridge backup device to get it legally. Plus Windows (version 2.0 ships the executable in a 1.2 MB zip) or build it yourself.

★ 57 · 2024-01-10 View →
Wii
WII

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.

2% decompiled
★ 57 · 2026-10-14 View →
Port (decomp) Fully playable
WIN

Sonic Nexus (RSDKv2)

RSDKModding/RSDKv2-Decompilation

RSDKv2-Decompilation: a complete decompilation of the Retro-Sonic Engine v2, the one from the 2008 demo of Sonic Nexus, a fan game. It adds a built-in mod loader, a settings.ini file holding all settings (as in Sonic Mania), and a dev menu reachable from anywhere with ESC if enabled in the config, with Sonic Mania’s debug features: pause with F12 and step or fast-forward with F11. It builds with CMake, with SDL2, libogg, and libvorbis, on Windows, Linux, and Mac (there is an Xcode project); don’t download the source code ZIP, since it lacks the submodules. The Nintendo Switch has a separate unofficial branch. The downloads, for Windows x86 and x64, are from May 2021: 1.0.2 (May 12, 2021) fixed a bug when loading multiple characters; the last commit is from July 2026. It doesn’t include the game: without the assets of the 2008 demo it won’t run.

You needThe data.bin file from the 2008 Sonic Nexus demo, which the README says to download from Sonic Retro and which goes next to the executable. Plus Windows, Linux, or macOS.

★ 57 · 2026-07-01 View →
Fan remake Experimental
WIN

Stronghold Crusader (OpenSHC)

sourcehold/OpenSHC

OpenSHC: an open-source reimplementation of Stronghold Crusader 1 that builds as a DLL loaded when the game starts: functions that have a functionally identical reimplementation are hooked so that the new versions run instead of the originals. It advances step by step toward an identical reimplementation, with tools that track progress and a tutorial for contributors; modding the game is for now beyond its scope, though the project cites it as a motivation. It requires the game at version 1.41 in a Latin-script language (English, German…), preferably from Steam or GOG. The only published release, “latest-sarif” (updated September 27), is not a game: it offers starter .cpp files and a SARIF file for working with Ghidra, generated from the game’s executable (about 4 and 3 MB). 38 of its last 100 commits list Claude as a co-author.

You needYour own copy of Stronghold Crusader 1 version 1.41, in a Latin-script language, from Steam or GOG. To build it, CMake 3.24 or later, Python 3, and clang-format 22 or later; there is no prebuilt version.

★ 57 · 2026-11-11 View →
Switch
NSW

Super Mario 3D World + Bowser's Fury

3DWCommunity/3dcomp

Decompilation project for Super Mario 3D World + Bowser's Fury on Switch.

2% decompiled
★ 57 · 2026-07-23 View →
Xbox 360 Playable
360

Tony Hawk's Project 8

theokyr/Project8Recomp

Project8Recomp: a static recompilation of the Xbox 360 version on the ReXGlue SDK, with builds for x86-64 Linux, Apple silicon macOS, and Windows, all using Vulkan. The launcher reads your disc image directly, checks by the default.xex hash that it’s the supported release before copying anything, copies the game data, and from then on starts the game straight away; saves, settings, and logs stay in the same folder. It has options for window size, monitor, fullscreen, and frame rate cap, and the launcher is fully usable with a controller. Linux is the main platform and is tested, Steam Deck included; on macOS it works but is slow in heavy scenes, and the Windows build is experimental: it’s cross-compiled from Linux and only tested under Proton. Leave the frame rate cap on, as it is by default: without it, in-level cutscenes run three to five times too fast. Version 0.3.0 (August 24) moved to ReXGlue 0.10 and improved Steam Deck performance. Three of its 33 commits, including the first release’s, list Claude as a co-author.

You needA disc image (.iso or .img) of your own copy of Tony Hawk's Project 8 for Xbox 360, the World 1.0 release (USA and Europe, title 415607DD, Media ID 2CB96AE4); the launcher refuses the others, such as the Japanese one. Plus a Vulkan graphics card and about 5 GB of free space, on x86-64 Linux, Apple silicon macOS, or x86-64 Windows.

★ 57 · 2026-08-24 View →
PS1 Playable
PS1

Wipeout XL

NJH-1001/Wipeout2K97XL

Wipeout XL Recompiled: an unofficial psxrecomp project for the US release (SCUS-94351) of the game known in Europe as Wipeout 2097. Each download is a setup kit: a wizard can fetch CMake, Ninja, and Clang, generates the game code from your disc, and compiles it on your machine, with the free OpenBIOS. There are kits for Windows 10 and 11, x64 Linux, and macOS 15 (Intel and Apple Silicon); racing and controllers have been tested on Windows, the author has tested the Linux build on Steam Deck, and on macOS only the build and launcher have been checked. The controller always emulates a NeGcon, with a configurable dual-stick preset: analog steering and throttle, with pitch and air brakes on the right stick. The visual mods, off by default, add 16:9 with OpenGL (since 0.1.1, from October 20, with an option to move the race HUD out to the edges), longer draw distance for the track and the enemy ships, and CRT filters inspired by JVC and Sony Trinitron TVs. The default renderer is OpenGL at 4x internal resolution. Netplay isn’t enabled.

You needYour own US Wipeout XL disc image (SCUS-94351) in Redump style: the .cue and all 12 .bin tracks (track 01 MD5: bee4ab5e4835235ccf6f16bc8caea5e6). Other regions and revisions aren’t supported. Plus Python 3.11 or later and room for the disc and a local build, on 64-bit Windows 10 or 11, x64 Linux, or macOS 15.

★ 57 · 2026-10-23 View →
Fan remake Playable
MOB

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 · 2026-11-01 View →
Source port Experimental Stalled · 9 months
WIN

Anodyne (AnodyneSharp)

PixieCatSupreme/AnodyneSharp

AnodyneSharp: a rewrite of Anodyne, by Analgesic Productions, in C# with MonoGame, made from the game’s source code that the studio itself published (Anodyne-1-Repo). It aims to be faithful to the original, with some usability improvements and more modular code. It renders at 60 fps with OpenGL or DirectX, does effects with shaders instead of on the CPU, supports controllers (the Switch Pro one needs Steam to be active), shows the selected broom in the top left, lets you swap brooms with PgUp and PgDn or with 1 to 4 without going through the menu, marks unopened chests on the minimaps of screens you’ve visited and floor numbers in multi-floor dungeons, makes “return to entrance” take you to the screen where you entered, and handles the dust at the edge of water better. The published releases are pre-releases: 0.1 (February 2, 2021) reached the end of the first temple, and 0.2 (July 24, 2021) went up to the Red Cave, with FIELDS, BEACH, REDSEA, and REDCAVE fully done and the settings menu reworked. The repository received changes until February 4, 2026. It carries about 73 MB of the game’s content, with levels, art, music, sound, and text: Analgesic Productions published them together with the code, under its own license, the Anodyne 1 one, which doesn’t require owning the original game, asks for credit, and forbids selling or freely redistributing an unaltered version.

You needNothing: the downloads (.7z archives of about 105 MB for Windows and Linux) include the whole game, and the repository its content. Windows (with OpenAL 2.0) or Linux (with OpenGL 3.0 and SDL2); to build, Visual Studio 2017 or later, or Mono on Linux.

★ 56 · 2026-02-04 View →
Xbox Playable
XBX

Bloody Roar Extreme

bromurok/BloodyRoarExtremeRecomp

An unofficial native PC port of the original Xbox version of Bloody Roar Extreme (Bloody Roar: Primal Fury), made with Xbox XBE Recomp, with extended graphics options, a Vulkan renderer, high resolution, and controller support. An in-game configuration menu (F1) changes display mode, resolution, and render scale, and the keyboard has two layouts. The three regions (USA, Europe, and Japan) have their own executable, with the SHA-1 of the expected default.xbe. The README declares it was made with the help of Google Gemini. The releases are .rar files of about 11 to 19 MB with the already built executables; the latest is v1.0.4 (October 21). None of its 26 commits lists Claude as a co-author.

You needYour own copy of Bloody Roar Extreme for Xbox: USA (default.xbe SHA-1 e58541178170e32ba71babce2c9ccf905bdb4db4), Europe (60380ebc7bc976aefd7e75d72609a02fae74a507), or Japan (85d897dc5ae88f8914eda42d31be81b6386045fa), as .iso, .xiso, or an extracted folder. 64-bit Windows with Vulkan.

★ 56 · 2026-11-07 View →
Xbox 360 Experimental
360

Gears of War 3 (Carolux97)

Carolux97/Azura

Azura is an unofficial native port of Gears of War 3 to Apple Silicon macOS, x86-64 Linux, and x86-64 Windows. It does not emulate the console: the game’s PowerPC code is translated ahead of time to C++ with the ReXGlue SDK and compiled as a normal executable, and ReXGlue’s runtime stands in for the console’s operating system and GPU; on macOS graphics go through the project’s own Metal backend, and on Linux and Windows through Vulkan. The project adds patches to the SDK (the Metal backend, the Xenos shader compiler, a PowerPC interpreter) and to MoltenVK. A Tauri launcher builds the game on your machine from your own copy, as a folder or ISO image, and keeps it up to date. The repository contains no game data or code: the recompiled code is generated on your machine and never committed. The launcher downloads are in a separate repository, azura-releases; version 0.5.1 is from October 31 and brings online play through a service called Alboria. 6 of its last 100 commits list Claude as a co-author.

You needYour own copy of Gears of War 3 for Xbox 360, as a folder or an .iso image (the launcher identifies the version by the SHA-256 of its default.xex). macOS 13.3 or later on Apple Silicon, x86-64 Linux with glibc 2.35 or later, or x86-64 Windows 10 or 11 with a Vulkan graphics driver; the launcher installs a C++ compiler if missing (on Windows, LLVM clang and the Visual Studio Build Tools via winget).

★ 56 · 2026-11-08 View →
Wii U Playable
WIIU

Monster Hunter 3 Ultimate

BoyClinton/Cha-Cha

A native port of the Wii U version for Windows and Linux, made by static recompilation: the game’s PowerPC code is translated to C++ ahead of time and compiled for your PC, on a reimplementation of the Wii U system libraries of its own, with graphics on Vulkan and input and audio on SDL3; it is not an emulator and has no emulator code. Compared with the original it adds item sets like those of Monster Hunter Generations Ultimate, monster HP scaling when hunting in Port Tanzia with fewer than four hunters, downloadable event and challenge quests, and texture packs with texture dumping. Planned next are local network play and a lobby server of its own in place of Nintendo’s retired service. Version 0.1.0 (October 28) provides a Windows zip and a Linux AppImage. All 3 of the repository’s commits list Claude as a co-author.

You needYour own copy of Monster Hunter 3 Ultimate for the Wii U, US release with update v32 (the program checks the executable and reads the files where they are, without copying them). Plus 64-bit Windows 10 or 11, or x86-64 Linux with glibc 2.35 or newer, and a Vulkan 1.3 driver.

★ 56 · 2026-11-04 View →
PS2 Playable
PS2

Shadow of the Colossus (HenryKun55)

HenryKun55/celosia

Celosia: a native port for Apple silicon macOS, and also for the PS Vita, of the US PS2 release (SCUS-97472), by static recompilation of the MIPS code to C++ with PS2Recomp. Since the game loads most of its code in three modules (KERNEL.XFF, MANAGER.XFF, and GAMECORE.XFF) that it links in memory, setup captures them one by one while the game boots and recompiles them along with the boot ELF, about 16,000 functions; the VU1 microprograms are turned into C++ too. It no longer emulates the GPU: a native renderer (Metal on the Mac, OpenGL ES on the Vita) reads the game’s models directly, and DMA, the IOP, and sound (SPU2) are reimplemented in native code. It plays from boot into gameplay (riding Agro, exploring), with menus, sound, and a PCSX2-compatible memory card; on an M4 Pro it runs at 60 fps at 1536×1344. It’s also rewriting the most-used functions by hand in C++, checking that they give the same result as the recompiled ones: on October 30 it had 5.4% of the functions, which already take 48% of the calls. On the Vita it boots and plays the intro, at 18 to 25 fps in Vita3K. It has a settings menu (F1) with optional cuts to gain performance and a renderer panel (F10). It’s a separate project from LightVelox’s Windows port, whose notes helped it find shared runtime bugs. There are no releases: it’s built with ./celosia setup from your disc image. The README states it was developed with the help of an AI coding assistant, with the work directed, reviewed, and tested by the author.

You needYour own disc image of Shadow of the Colossus for PS2, US release (SCUS-97472), as an .iso or inside a .zip. An Apple silicon Mac with the Xcode Command Line Tools, Homebrew’s cmake, ninja, pkg-config, ffmpeg, and python, about 10 GB free, and a connection for the first build (CMake downloads raylib, imgui, and sse2neon). For the Vita, also VitaSDK.

★ 56 · 2026-11-11 View →
NES / Famicom Fully playable
NES

Super Mario Bros. (mstan)

mstan/SuperMarioBrosNESRecomp

A static recompilation of the NES Super Mario Bros. with nesrecomp, the author’s own framework: the ROM’s 6502 code is translated to C and compiled to native code; since 1.12.0 (October 5) it uses the cycle-accurate CPU by default and, on Windows, a high-level renderer that is faster than the low-level one, which remains the reference. Its author considers it fully playable: every world should be completable, though not every path has been tested. It comes with optional mods: experimental widescreen (fit to window, 16:9, 21:9, or 32:9) with enemies loading across the whole view; Voxel 3D, a first-person view that stands the level upright; two- to four-player simultaneous co-op with Mario, Luigi, Wario, and Waluigi, locally or online with rollback; HD texture packs; and experimental characters that replace Mario: Captain Falcon and Pikachu from Super Smash Bros., Samus from Metroid, Link from Zelda II, and Sonic from Sonic 3 & Knuckles, whose graphics and sounds are taken from your own ROM of each game. An October pass went through all 32 areas at 32:9 with assistance, up to the end of 8-4. Version 1.12.3 (October 19) is for 64-bit Windows; up to 1.11.0 there was also a Linux build. For building with the previous backend, the repository includes the C code generated from the ROM (about 15 MB). 10 of its last 100 commits list Claude as a co-author.

You needYour own Super Mario Bros. (World) ROM for NES, with either the old iNES header (CRC32 3337EC46) or the NES 2.0 one (CRC32 393A432F). Each replacement character also needs your ROM of the game it comes from: Super Smash Bros. (US, 1.0) for N64, Metroid (US or Europe), Zelda II: The Adventure of Link (US), or Sonic 3 & Knuckles for Mega Drive, plus, optionally, Sonic the Hedgehog 2 (World, Rev A) for Sonic’s shield. Plus 64-bit Windows.

★ 56 · 2026-11-06 View →
Port (decomp) Playable
WIN

Touhou 8: Imperishable Night

N0zoM1z0/th08

A source reconstruction of Imperishable Night, the eighth Touhou Project game, in its Japanese 1.00d release: C++ that, compiled with the original Visual C++ .NET 2002, reproduces the executable’s machine code. According to the project, all 1,107 of the game’s functions now have source and 1,106 match the original exactly, 99.92% of the bytes; matching the whole executable, with its layout and linked library code, is still in progress. Beyond matching, it documents the meaning of the structures and of its script opcodes. The ports build on that code: the Linux one is playable, on x86-64 (the recommended build, tested start to finish), i386, and AArch64 (experimental), and reads th08.dat and thbgm.dat directly, without the original th08.exe; the Windows one has been built and played with the original compiler but still lacks a redistributable package, and macOS is planned. A separate repository, th08-web, compiles it to WebAssembly to play in the browser with your own files. It continues GensokyoClub/th08’s reconstruction, whose history it keeps, after that project moved to private development. The latest release is 0.2.1 (September 19), for Linux. According to its README, the new work is done by AI coding agents, while the maintainer sets direction, reviews, and publishes; 38 of its last 100 commits carry the “gpt-6.1-sol” prefix.

You needThe data folder from your own Japanese 1.00d copy of Touhou 8: Imperishable Night, with th08.dat and thbgm.dat. Plus Linux on x86-64, i386, or AArch64. The exact comparison with the original requires the Japanese 1.00d th08.exe (840,704 bytes), with the Visual Studio .NET 2002 environment under Wine or on Windows.

★ 56 · 2026-11-10 View →
Game-specific engine Playable
DOS

⑂ Fork of KScl/opentyrian2000

Tyrian 2000

andyvand/opentyrian2000

An open-source port of the DOS game Tyrian, forked from OpenTyrian with the goal of replicating the Tyrian 2000 experience as closely as possible. It is a vertical-scrolling shoot ’em up with a story mode, one- and two-player arcade modes, and network play over UDP with NAT hole punching, tested with SDL_net, SDL2_net, and SDL3_net. It builds for a great many platforms besides the PC: its releases carry packages for Windows (MSVC and MinGW), macOS, Linux (.deb), DOS, Android, iOS, 3DS, PSP, PS Vita, Switch, and others, and the README includes ESP32 instructions. The latest release, 3.0.0-SDL3, is from January 28, 2025.

You needThe Tyrian 2000 data files, which were released as freeware (the README links the zip at camanis.net).

★ 56 · 2026-11-07 View →
Xbox Playable
XBX

Buffy the Vampire Slayer: Chaos Bleeds

KaikoClanworth1/buffy-chaos-bleeds-pc

A native Windows port of the Xbox version, with the game’s code translated to C using xboxrecomp and built as an ordinary program: it is not an emulator. It draws with Vulkan by default, or Direct3D 11, at 720p, 1080p, 1440p, or 4K as well as the original 4:3 sizes, at a steady 60 fps or up to 360 with the game still at its own speed. A launcher installs, configures, and starts the game, switches mods on and off with a checkbox without changing the game files, and supports a second player in the campaign, in two windows or split screen, and HD texture packs, with a dump of the game’s textures as in Dolphin and PCSX2. The same base runs on Android with touch controls. Version 1.0.2 (October 2) added more texture pack formats on PC and made them work on Android. The README itself says Claude Code wrote most of the port with its author directing and testing, and all 15 commits in the repository list Claude as a co-author. The repository does not include the game.

You needYour own copy of Buffy the Vampire Slayer: Chaos Bleeds for Xbox (European or North American release), as a disc image (.iso or .xiso). Plus 64-bit Windows with a Vulkan or Direct3D 11 graphics card and, if you want to use a controller, an XInput controller.

★ 55 · 2026-10-02 View →
Xbox Experimental
XBX

Forza Motorsport

DivxPlays/redline-recompiled

Redline Recompiled: a 64-bit Windows port of the US Xbox release (Rev 1), by static recompilation with its own tools: an x86-to-C translator turns the game’s code into native code, and a new layer replaces the console’s graphics, with Direct3D 11, sound, and input. According to its notes, it finds 22,205 functions and translates 99.59% of the instructions; if the game reaches an untranslated part, it closes. Boot, menus, Arcade and Free Run races (all 20 tracks), Career with buying cars and upgrades, paint and vinyls, the Drivatar, time trials, replays, videos, sound, and saves work; Xbox Live, System Link, and online play don’t, and split screen hasn’t been tried. The README presents it as an early version, with unstable performance, bugs, and crashes. It offers 30, 60, 120, or 144 fps, 1x to 4x render scale with FSR 1, DLSS, or FSR 3, widescreen and ultrawide (21:9 and 32:9) with the HUD at the screen’s edges, 5.1 and 7.1 surround sound, two sets of rebindable keys, and any controller. A 4x texture pack and upscaled videos, both optional, are made on your machine from your disc. A launcher extracts the disc, translates the code, and builds the game on your PC. 0.1.0 (November 6) is the first release. Its only commit lists Claude as a co-author, and the README says Claude wrote and tested much of the code, the tools, and the documentation.

You needYour own disc image of Forza Motorsport for Xbox, US release Rev 1, as an .iso or a folder with Forza.xbe and media; the launcher checks the version. Plus 64-bit Windows 10 or 11, a dedicated DirectX 11.1 graphics card (DLSS needs an NVIDIA RTX card, and FSR 3 a DirectX 12 card), Python 3 (the launcher installs capstone, Pillow, and numpy), the Visual Studio Build Tools with Desktop development with C++, about 6 GB free, and a connection during the build, which downloads DLSS and FSR from their GitHub pages.

★ 55 · 2026-11-11 View →
Xbox 360 Experimental Stalled · 8 months
360

Guitar Hero: Warriors of Rock

ronniecloud/re-wor

re-wor: a static recompilation of the Xbox 360 version (title 41560883) for Windows, on the ReXGlue SDK and based on re-gh2, YoshiCrystal9’s Guitar Hero II recomp. It detects XInput guitars and controllers automatically, decodes the original XMA2 audio in 6 channels through SDL, toggles fullscreen with F11, and shows your activity on Discord; the release also comes with a launcher built with Tauri. Its author presents it as a test version: audio can lag slightly behind the notes, rendering is locked to the original 720p, and it may crash on song or scene changes. The latest release is 1.1.0 (March 3).

You needYour own copy of Guitar Hero: Warriors of Rock for Xbox 360, with the ISO extracted into the assets folder (default.xex and the data folder). Plus 64-bit Windows 10 or 11 and a DirectX 12 graphics card; building it takes Clang 20 or later, CMake 3.25 or later, Ninja, and the ReXGlue SDK.

★ 55 · 2026-03-06 View →
Xbox Experimental
XBX

The Nightmare Before Christmas: Oogie's Revenge (josiahg2502-glitch)

josiahg2502-glitch/OogiesRevengeRecompiled

A native Windows port of Tim Burton’s The Nightmare Before Christmas: Oogie’s Revenge (Xbox, USA), by static recompilation of the x86 code to C++ with xboxrecomp; no emulator. According to the README the whole executable is recompiled and runs its own game logic at a steady 60 frames per second with sound; Direct3D 8 is replaced by a Direct3D 11 renderer that translates the game’s vertex and pixel shaders to HLSL, and the intro, menus, a new game, and the first level (Town Square) render correctly at 4K. The game’s own menu, drawn with its art from the disc, serves as the launcher (it copies your disc on the first start and offers Play, Settings, Controls, and Mods; F1 opens it during play). There are options for resolution up to 4K, aspect ratio, 120 frames per second with intermediate frames, ray-marched ambient occlusion, and support for mods that replace disc files. Version 1.0.1 (October 23) is the latest. All 4 of its commits list Claude as a co-author.

You needYour own disc of The Nightmare Before Christmas: Oogie’s Revenge for Xbox, USA version (title ID 42560004), as a Redump .iso, an xiso, or an extracted folder; the first start checks default.xbe against its SHA-256. 64-bit Windows 10 or 11; to build from source, Python 3.

★ 55 · 2026-10-23 View →
GameCube
GC

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).

93% decompiled
★ 54 · 2026-10-24 View →
Xbox 360 Experimental
360

Destroy All Humans! Path of the Furon

masterspike52/reDAHM

“reDAHM”: a recompilation of the Xbox 360 version with the ReXGlue SDK, by the author of reNut (Banjo-Kazooie: Nuts & Bolts). Graphics still go through ReXGlue’s Xenos GPU emulation. On top of the now-native code, the author has added 60 fps (the original is capped at 30), the DLC costumes, a fix for the loading screen that got stuck, and overlays for fps (F1), logging (F2), and the engine’s debug commands (F5). On launch, a window asks for the folder with the files extracted from your ISO. There’s a Windows build, and the July release (“jank but works”) also brought a Linux AppImage. The latest, “new” (August 24), dropped its own audio workaround because ReXGlue fixed the sound.

You needThe files extracted from your own Destroy All Humans! Path of the Furon ISO for Xbox 360, including default.xex. The current README doesn’t name a region; until June it asked for the US release. For the Linux AppImage: glibc 2.35 or later, an x86-64-v2 CPU (SSE4.2 and POPCNT), a Vulkan graphics card, and PulseAudio, PipeWire, or ALSA. Windows requirements aren’t listed.

★ 53 · 2026-09-26 View →
Port (decomp) Playable
N64

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.

★ 53 · 2026-10-13 View →
Xbox 360 Playable
360

Infinite Undiscovery

doc-haz/infinite-undiscovery-recomp

A static recompilation of the Xbox 360 version into a native Windows x64 executable, on ReXGlue 0.10.0. A built-in wizard imports your discs (ISO or extracted folders), identifies the edition and disc from their contents, and rejects modified, mixed, or foreign dumps. It supports the US, European, Japanese, and Asian editions, plus a “USA-UNDUB” one with Japanese voices, each in its own profile with its own saves, shaders, and settings inside a portable folder. The in-game switch from disc 1 to disc 2 works, and the A Voucher and B Voucher DLC can be installed. F5 opens a menu with session info and recovery tools (save anywhere, step forward, undo the move). The wizard and menus are in English and Spanish, and the same author has a separate save editor, IU Save Bridge. 1.0.0-rc1 (October 7) is a release candidate: nobody has finished a full playthrough yet, and there’s a known softlock at Vesplume Tower (Orb of Patience). On October 20 the author froze development: they don’t consider it abandoned, but no fixes or new releases are planned.

You needYour own copy of Infinite Undiscovery for Xbox 360, US, European, Japanese, or Asian, as an ISO or extracted folders with each disc’s default.xex, ud1.bin, and ud2.bin. Disc 1 is required and disc 2 can be added later, though it’s needed to finish the game; the DLC is optional. Plus 64-bit Windows 10 or 11, a Direct3D 12 graphics card, and the x64 Visual C++ Redistributable 2015–2022, which isn’t bundled.

★ 53 · 2026-10-23 View →
Xbox 360 Experimental
360

⑂ Fork of SpeedBreakerProject/speedbreaker

Need for Speed: Most Wanted (rafidwayne)

rafidwayne/speedbreaker-windows-unofficial

An unofficial fork of SpeedBreaker, the static recompilation of the Xbox 360 version of Need for Speed: Most Wanted (2005), that adds a Windows (x86-64) build on top of upstream 0.1.7. It brings the runtime adapted to Windows with MinGW-w64, an audio fix (the audio thread waits on a high-resolution timer and joins MMCSS), SpeedBreakerLauncher.exe, which edits settings and starts the game, and GitHub Actions workflows. The published release, v0.1.7-win.1 from October 21, ships a prebuilt SpeedBreaker.exe, built from a translation of its author’s own default.xex, plus the launcher. The fork’s README warns that the build workflows are new and hadn’t been run on GitHub. It is 72 commits of its own ahead of upstream. 10 of its 82 commits list Claude as a co-author.

You needYour own disc copy of Need for Speed: Most Wanted for Xbox 360, USA (NTSC-U); default.xex of 3,936,256 bytes with SHA-256 aebdf3c14d1e4e4ed2c130d94bc1a0e97bd6d5bf39bdfdef33c3909c9cc4ba4c. The game’s own installer asks for the disc image the first time. 64-bit Windows.

★ 53 · 2026-10-25 View →
GameCube
GC

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. 50 of its last 100 commits list Claude as a co-author.

100% decompiled
★ 53 · 2026-11-08 View →
GBA Playable
GBA

Pokémon Emerald (mstan)

mstan/EmeraldRecomp

Static recompilation of Pokémon Emerald for Windows, Linux, and Android with gbarecomp. The ROM’s ARM7TDMI code is translated to C, and the console’s real BIOS is recompiled and run too; code the recompiler didn’t cover runs through an interpreter the first time, is compiled to native code, and is saved for later launches. It gets into gameplay, though its author still presents it as a preview. From the pret/pokeemerald decompilation it only takes function names and addresses, not its code. Since 0.1.0 it has two-player netplay, over the internet or LAN, with input delay or rollback: each machine simulates both consoles and the link cable, which has been play-tested; 0.1.1 added the Wireless Adapter for the Union Room, still experimental, with no trades or battles verified that way. It also has an experimental overworld widescreen mod (fit to window, 16:9, 21:9, or 32:9, portrait included) that shows more scenery and characters, another mod that makes the in-game clock follow your computer’s time, and, on Android, its own touch controls: tap to walk, draw a path with your finger, or pick moves directly in battle. Version 0.1.2 came out on October 18. 31 of its 74 commits list Claude as a co-author.

You needYour own US Pokémon Emerald ROM (SHA-1 f3ae088181bf583e55daf962a92bb46f4f1d07b7) and a dump of your Game Boy Advance BIOS. Plus 64-bit Windows, x86-64 Linux, or Android 9 or later on ARM64. For netplay, both players need the same recomp release and the same ROM.

★ 53 · 2026-11-06 View →
DS
DS

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.

1% decompiled
★ 53 · 2026-06-21 View →
Mega-CD / Sega CD Playable
MCD

Sonic CD (Little Planet)

carl0srmz/littleplanet

Little Planet: a native port of the Mega-CD (Sega CD) version for Windows, macOS, and Linux (x86-64 and ARM64). It carries a disassembly of all the game’s code that reassembles byte-identical to the disc, and a static recompiler that turns it into C, which is what runs; it’s checked frame by frame against an interpreter. The rest of the machine is written from scratch: both 68000s, the Z80, the VDP, FM, PSG, and PCM sound, the CD drive, and the Mega-CD graphics chip, and no BIOS is needed, since the game’s calls are replaced by a high-level implementation. It adds a True16:9 widescreen mode that shows more of the level instead of stretching the picture (on by default), filters such as CRT or Scale4x, remappable controls, save states, fast-forward, and an automatic save after every zone. It replaces the opening movie with LuanUP’s 4K 60 fps remaster, included with their permission; the original is still available in the settings. It accepts cue/bin, iso, ccd/img, chd, and cue images with wav, flac, ogg, or mp3 audio tracks. Version 1.0 came out on October 11 and is rebuilt with every code change; the latest build is from October 19. Of its 36 commits, 27 list Claude as co-author. The repository includes the disassembly of the disc’s 112 executable files, code only: graphics, sound, and levels are read from your copy.

You needYour own Sonic CD disc image for Mega-CD. The tested release is the Japanese one (G-6021, with the data-track SHA-1 given in the README); other releases boot but are untested. Plus 64-bit Windows, macOS 11 or later (Apple silicon or Intel), or x86-64 or ARM64 Linux.

★ 53 · 2026-10-19 View →
PS3 Playable
PS3

Soulcalibur II HD Online

n0madic/Soulcalibur2HD-recomp

A static recompilation of the PSN release for PS3 (NPUB31366) with ps3recomp: the PowerPC and SPU code is translated to C/C++ and compiled on your machine. It works on Apple Silicon Macs (Metal) and on Windows (Vulkan, tested on an Intel Arc laptop); on Linux it builds and runs, but has only been tried on a software rasterizer. On first run, the launcher installs your copy with its license, translates it, and compiles it in a few minutes, downloading a compiler if needed after asking. It supports versions 1.00 and 1.01, fullscreen, and options to unlock every character, and on Mac it adds FXAA and anisotropic filtering. Online Mode isn’t available, and the picture stays at 1280×720, with no internal scaling. 13 of its 35 commits list Claude as a co-author.

You needYour own PSN copy of Soulcalibur II HD Online (NPUB31366, US): the game package and its .rap license; the 01.01 update is optional. Plus Python 3.10 or later, about 1.5 GB of free space, and an internet connection on first run. There are builds for Apple Silicon Macs, x86-64 Windows, and x86-64 Linux.

★ 53 · 2026-10-26 View →
Xbox 360 Experimental
360

Spider-Man 3

b4ttycre4se/Spider-Man-3-Recomp

An unofficial recompilation of the Xbox 360 version, built with ReXGlue. v0.2.1 is an early test build for 64-bit Windows: in its author’s testing the city runs stably at 30 fps and saving and loading work, but the full campaign hasn’t been tested and later missions are unknown. There may be brief shader-compilation hitches and visible seams on some roads. A 60 fps mode is being investigated. Reproducing the published build needs a modified ReXGlue SDK that isn’t in the repository.

You needThe extracted files from your own copy of Spider-Man 3 for Xbox 360, with default.xex in the assets folder. Plus 64-bit Windows.

★ 53 · 2026-11-09 View →
Port (decomp) Playable
PS1

⑂ Fork of LANCommander/THPS

Tony Hawk's Pro Skater

LANCommander/TonyWasAProSkater

A native Windows and Linux port of the US PlayStation version (SLUS_008.60), built from a matching decompilation of the game’s code, forked from LANCommander/THPS. It runs as a 32-bit program with an OpenGL 3.3 renderer, keyboard and gamepad controls, widescreen, high resolutions, and saves as plain files. The career mode with all nine levels can be played through; the only gap it names is the PS1’s reverb, which the port approximates with its own. Since 1.3.0 the graphics options switch between PS1 and Dreamcast assets. On first start it copies about 630 MB from the disc into a Data folder and the image isn’t needed afterwards. What the build takes from the retail executable is addresses, which are committed in the repository. Version 1.4.0 (October 24) added bilinear filtering and 1.3.0 (October 22) added VSync and keyboard text entry. 23 of its last 100 commits list Claude as a co-author.

You needYour own raw disc image (MODE2/2352 .bin) of the PlayStation Tony Hawk’s Pro Skater (USA), or the Dreamcast disc (.gdi and its tracks). Plus 64-bit Windows 10 or 11, or x86 Linux with the 32-bit SDL 2 and OpenGL libraries, and a graphics card with OpenGL 3.3.

★ 53 · 2026-10-24 View →
Xbox 360 Experimental
360

2010 FIFA World Cup South Africa

RamiChaaben8/Fifa_World_Cup_2010_PC_Port

An experimental, incomplete port of 2010 FIFA World Cup South Africa (Xbox 360) for Windows, based on the FIFA Street PC port and the ReXGlue SDK. The installer builds the port on your PC from your ISO and does not include the game; it leaves a folder with the game and a settings tool (Settings.exe) for the display and for choosing the executable. The README warns that some game paths may stop on missing recompiled functions or other compatibility issues. Version 0.6 (October 28) added resolution and upscaling options (profiles, internal resolution from 1× to 4×, FXAA, MSAA, and FSR), and fixes for team selection on the globe, the World Cup mode interface, and keyboard controls.

You needYour own ISO of 2010 FIFA World Cup South Africa for Xbox 360 (any region), extracted with extract-xiso; the installer asks for it and builds the port. 64-bit Windows with the Visual Studio C++ Build Tools (downloaded from Microsoft if missing) and several gigabytes free.

★ 52 · 2026-11-04 View →
Source port Playable Stalled · 3 years
DOS

Descent / Descent II (DXX-Retro)

CDarrow/DXX-Retro

DXX-Retro: a Descent and Descent II source port aimed at quality competitive play, committed to the original gameplay except where the original “sucked.” It’s based on the Rebirth project and has one executable per game, D1X-Retro and D2X-Retro. The latest stable releases are 1.3 for D1X-Retro and 1.3a for D2X-Retro (January 20, 2017), with builds for Windows and macOS. The experimental ones, up to 1.4X6 (January 17, 2018, D1X-Retro only), added custom ship colors, an observer mode (with first- and third-person views, and Ctrl+1 to 8 to follow each player), demo and co-op fixes, and building on macOS with scons. The last code change is from April 2023. DXX-Redux, another project for the same games, builds on it.

You needThe data files from your own copy of Descent or Descent II; the README doesn’t list them. Plus Windows or macOS (the downloads are from 2017 and 2018); on other systems, build it.

★ 52 · 2023-04-16 View →
PS2
PS2

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.

★ 52 · 2026-10-30 View →
PS1 Playable
PS1

Medal of Honor

FractalEngineer/Medal-Of-Honor-PSX-Recomp

Medal of Honor Recompiled: a native Windows port of the US PS1 release (SLUS-00974), by static recompilation with psxrecomp and the recomp-ui frontend, with an optional virtual reality mode. By default it’s played on a regular screen; the RunVR-VDXR.bat, RunVR-SteamVR.bat, and RunVR-Oculus.bat launchers turn on VR through OpenXR, with six-degrees-of-freedom head tracking, a separate image for each eye, ten weapon types that follow the controller, the original HUD anchored to your hands, a barrel laser, mounted machine guns aimed with a single stick, and a spectator view on the desktop. Its author considers the current build playable on a Quest 3 through Virtual Desktop (VDXR); SteamVR also renders correctly, and Quest Link is untested. The busiest scenes slow down, a VR options menu is still missing, and some missions are still to be checked. It renders with OpenGL. Releases include OpenBIOS, so the console BIOS isn’t needed, and a TCC and Python toolchain that compiles on your PC the code the game loads from the disc. The repo includes the game’s already recompiled C code (generated/), which the releases are built from. v0.1.6 (October 22) is the latest of 7 releases, all alphas.

You needYour own disc image of Medal of Honor for PS1, US release (SLUS-00974, NTSC-U), as CUE/BIN; track 1 must be 742,258,272 bytes (SHA-1 faebe91db711f804e1a6a38613c804b2c370f340). 64-bit Windows; for VR, a headset with an OpenXR runtime that isn’t Direct3D-only (Virtual Desktop’s VDXR, SteamVR, or Quest Link).

★ 52 · 2026-11-10 View →
Xbox Playable
XBX

Mortal Kombat: Deadly Alliance / Deception / Armageddon (MK3D Rollback)

Jstackzz/MK-3D-rollback

Native PC ports with rollback online play of the original Xbox versions of Mortal Kombat: Deadly Alliance, Deception, and Armageddon. It is based on static recompilation with XboxXBERecomp, with its own patches, and brings a launcher with ranked (first-to-2 sets), Kasual with rematches, lobby, and single player modes, plus keyboard and SDL controller support. Each player builds the games on their own PC from their own discs through the launcher, and connects to the project’s official server. The repository holds the code, research notes, and scripts, with no game code or data. The latest version is 0.1.17 (October 30), a Windows zip of about 97 MB. All 22 of its commits list Claude as a co-author.

You needYour own copies of Mortal Kombat: Deadly Alliance (USA, Rev 1, title ID 4D57000C), Deception (USA, 4D570019), and Armageddon (USA, 4D570034) for Xbox, as disc images, from which the launcher builds each game. Windows.

★ 52 · 2026-11-11 View →
Port (decomp) Experimental
WIN

OutRun 2006: Coast 2 Coast

r4dius/outrun2-decomp

A native port of the PC version of OutRun 2006: Coast 2 Coast (Sumo Digital / Sega, 2006) built from a decompilation, which the project describes as made with AI. The game code is a C++ reconstruction of the PC executable, partly still translated from x86 by a tool of its own (tools/x86tr) and the rest written by hand, on top of a native platform layer for each system: Nintendo Switch, macOS (Apple silicon), PS5 (homebrew), and Xbox One and Series (Developer Mode). The macOS one is what counts here. The README warns it isn’t finished: some menus are incorrect, and some visual effects, performance, and behaviors aren’t final. It already adds several anti-aliasing methods, resolution options, widescreen, and 120 fps, and promises to bring in features from OutRun2006Tweaks later. The test-1 prerelease (October 7) ships all four builds, with the Xbox one untested. On first launch it reads code tables and constants from OR2006C2C.EXE, checks them against SHA-256 hashes, and keeps a prepared image, OR2006C2C.cache, in the game folder. The repository holds code only.

You needYour own copy of OutRun 2006: Coast 2 Coast for PC (the Steam one): the installation folder, with its OR2006C2C.EXE. The published build for this kind of machine is the macOS one for Apple silicon.

★ 52 · 2026-10-07 View →
Native layer Playable
PS4

Until Dawn

SuperCatElvis/UntilDawn_PC

A native recompilation of the original PS4 version of Until Dawn (2015) for Windows, running its original x86-64 code on a PS4 compatibility layer with a custom Vulkan renderer, with no console emulation. According to the README, a full playthrough, from the prologue to the end credits, was completed on the development PC with WIP 0.1.3; later versions have only been tested in shorter sessions, and the project remains a work in progress with graphical glitches, crashes, shader-compilation pauses, and frame-rate drops. Version 0.2.1 prepares shaders before starting. It supports DualSense, DualShock 4, and Xbox controllers, keyboard and mouse, the bonus chapter “The Road Not Taken,” and movie skipping. The repository publishes the full source (the compatibility layer, the renderer, the GCN to SPIR-V shader translator, and the tools) with no game code or data. Version 0.2.1 is from October 30. 1 of its 32 commits lists Claude as a co-author.

You needYour own decrypted dump of Until Dawn for PS4 (CUSA02636) with update 01.03 applied. 64-bit Windows 10 or 11, an x86-64 CPU with AVX (in practice 4th-generation Intel Core or Ryzen and newer), a Vulkan 1.3 GPU driver, about 50 GB of disk, and 16 GB of memory recommended; the README says no minimum specifications are verified yet.

★ 52 · 2026-11-09 View →
PS2 Playable
PS2

Def Jam Vendetta

jcsix694/def-jam-vendetta-recomp

Def Jam Vendetta Recompiled: a native Windows port of the US PS2 release (SLUS-20639). The game’s code is translated to C++ with PS2Recomp and compiled on your machine, and the PS2’s graphics chip is drawn on your graphics card with Vulkan through paraLLEl-GS. A settings program checks your disc, installs Microsoft’s C++ build tools if needed, builds the game (20 to 30 minutes the first time), and updates itself. It offers 1x–16x resolution with AMD FSR scaling, 16:9 matches showing more of the arena (menus and movies stay 4:3), sharp 2D for the HUD, text, and menus, high-detail models in every match (the PS2 lowered them with three or four fighters), up to four players on controllers with the keyboard as any of them, rumble, WWF No Mercy and Wrestle Kingdom 2 camera styles, adjustable match speed (with No Mercy’s pace as an option), and an option to unlock everything without touching your save. Saves are kept as memory card files on your PC. Mod support is in development. Version 0.4.1 came out on October 17.

You needYour own US copy of Def Jam Vendetta for PS2 (SLUS-20639) as an .iso or .chd. Plus 64-bit Windows 10 or 11, a graphics card with Vulkan 1.3, about 8 GB of free space, and an internet connection once.

★ 51 · 2026-11-10 View →
GBA Playable
GBA

Final Fantasy Tactics Advance (james2doyle)

james2doyle/ffta-recomp

FFTA Recomp: a static recompilation of the US release for Windows, Linux, Steam Deck, and Android, built with gbarecompx, the same author’s fork of gbarecomp. It’s a separate project from Jorge262007’s FFTARecomp. All the code that runs is translated ahead of time, with no interpreter fallback. No Nintendo BIOS is needed, since it bundles emibios, a free clean-room BIOS. It adds a widescreen view up to 448 pixels wide, a shader stack (MMPX edge smoothing, sharp scaling, pixel grid, LCD subpixel grille, dithering), experimental frame interpolation, LCD ghosting and several GBA screen modes, 2–10x fast forward, save states, and keyboard, controller, and touch controls. Version 2.0 (October 19) moved the engine from SDL to raylib, with a launch screen showing the box art, and brought a Steam Deck AppImage. Its README places it in R.A.I.D. (Retro AI Development), a static recompilation community, and for context points to an article on making these recompilations with AI.

You needYour own US Final Fantasy Tactics Advance ROM (AFXE, SHA-1 4ac05441f4de70a4ec3dd932116346c61b8783d9). Plus 64-bit Windows 10 or later, x86-64 Linux with OpenGL and X11 or XWayland, SteamOS 3, or Android 9 or later on arm64.

★ 51 · 2026-11-01 View →
SNES / Super Famicom Experimental
SNES

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. 39 of its 65 commits list Claude as a co-author.

You needYour own Mega Man X2 ROM (SNES, US version). Dumps with a 512-byte copier header are fine: it’s stripped automatically.

★ 51 · 2026-11-06 View →
Launcher Beta
SNES

Relic of the Past

drizztdourden08/relic-of-the-past

A cross-platform desktop launcher for the open-source A Link to the Past PC port, with the interface built in React inside Electron. It wraps a decompiled C reimplementation of the game compiled to WebAssembly (the core is published prebuilt), and adds save profiles, controller remapping with haptics, MSU-1 music packs, display and HUD options, and a randomizer tracker in progress. It ships no game data: on first run you point it at your own ROM and the app extracts the assets it needs on your machine. There are builds for Windows (portable and installer), macOS, and Linux (AppImage and deb). The README presents it as pre-release or beta, under active development; v0.21.2 is from October 28.

★ 51 · 2026-11-01 View →
Xbox 360 Playable
360

Spider-Man: Web of Shadows

toowasmir/WebOfShadowsRecomp

An unofficial native Windows port of the Xbox 360 version, by static recompilation with the ReXGlue SDK: it translates the more than 18,600 functions in default.xex to C++ and compiles them for CPUs with AVX2 and FMA3. According to its author it’s playable: it boots, plays the videos, and lets you swing across all of Manhattan, fight, switch suits, and save and load. It renders with Direct3D 12 and adds FSR upscaling with RCAS or CAS sharpening, a mode toggled with F4 that presents frames at twice the cadence (60 or 120 Hz) to smooth pacing, hardware occlusion culling, and texture cache profiles for 4, 6, or 8 GB cards. Controller and keyboard and mouse work at the same time, with mouse camera and rebindable keys. The launcher, in English and Turkish, has three graphics presets, extracts and verifies your ISO, backs up your saves, and builds a bug report from the logs. The repository holds the compiled executables and the hook code, but not the project files to build it. 2.0.4 (October 21) fixed the character freezing when Shift, Ctrl, or Alt was held while moving, and a crash when using the mouse.

You needAn ISO or the extracted files of your own Spider-Man: Web of Shadows copy for Xbox 360 (Title ID 41560815). Plus 64-bit Windows 10 (1909 or later) or 11, a CPU with AVX2 and FMA3 (Intel Haswell, AMD Excavator or Ryzen, or newer), a Direct3D 12 graphics card with Rasterizer Ordered Views (ROV), 8 GB of RAM, and about 8 GB of free space.

★ 51 · 2026-10-21 View →
PS1 Fully playable
PS1

Syphon Filter 2

alexbeavs-ps1-ports/syphon-filter-2-recomp

A static recompilation of the US release of Syphon Filter 2, both discs, built with psxrecomp: the resident executable runs as native x64 code on a runtime that reproduces the PlayStation hardware, and the streamed modules (overlays) not yet covered go through an interpreter, so some areas may run slower. According to its README, the full two-disc campaign and the disc change have been played and verified. It keeps the original’s logic, scripts, collision, AI, and 20 Hz world update, and doesn’t reach 60 fps: its author explains that without at least a partial decompilation, a coherent in-between frame can’t be rebuilt. As options, off by default, it has native 16:9 widescreen, PGXP geometry, and direct mouse camera control; the launcher allows two keys or mouse buttons per control, plus controllers and, since 0.2.0, local two-player games. 0.2.0 (September 23) brought a setup program for Windows, Linux, and macOS that asks for the BIOS and discs, verifies them, generates the code, and builds the game on your machine; on Linux and Intel macOS only startup has been checked, and on Apple silicon macOS only the build. Its README says it was developed with AI assistance, directed by its author.

You needYour own US Syphon Filter 2 discs, Disc 1 (SCUS-94451) and Disc 2 (SCUS-94492), as Redump CUE/BIN or CHD, and an SCPH-1001 BIOS dumped from your console (512 KiB, identified by its SHA-256). Plus Python 3; if CMake and Ninja are missing, setup downloads a portable pack.

★ 51 · 2026-09-30 View →
Source port Playable
WIN

⑂ Fork of sunenielsen/tribaltrouble

Tribal Trouble

Tribal-Trouble/tribaltrouble

Tribal Trouble, Oddlabs’ 2004 real-time strategy game, whose source code the studio itself released in 2014 under the GPL-2. This fork brings it back online with a server and multiplayer, makes it easier to build and contribute to, and aims to remaster the graphics and add features. It builds on the restoration work in bondolo’s fork, from which it carries accessibility options: UI magnification, a high-contrast filter, color-vision-difference correction, editable team colors, keyboard remapping, and team-color overlays. Version 2.2.139 (October 24) added night games and dynamic shadows that follow the sun. There are downloads for Windows, macOS, and Linux (AppImage), a server, and a Steam edition, “Tribal Trouble: Resurrected.” It is written in Java and built with Gradle and Java 26. The repository includes the game’s assets (about 157 MB).

You needNo copy needed: Oddlabs released the game with its source code in 2014, and the repository and downloads already include the data. Plus Windows, macOS, or Linux; to build, Java 26 and the bundled Gradle (and MySQL for the server).

★ 51 · 2026-11-09 View →
Game-specific engine Experimental
WIN

Ballance

doyaGu/Ballanced

Ballanced: a source-level reimplementation of the runtime of Ballance, the game built on Virtools. It rebuilds the player, the engine libraries, the building blocks, and the plugins from source into a directory layout compatible with Ballance, and is built with CMake for Windows (x86, x64, and ARM64), Linux (x64 and ARM64), and macOS (x64 and ARM64) using SDL3. To play, you extract the published package over the folder of your game installation, next to its asset folders, and run Bin\Player.exe on Windows or Bin/Player on Linux and macOS; on Windows no compatibility mode or registry edits are needed. The only published release is 0.1.0 (May 13), a Windows-focused distribution. The original assets are not included.

You needYour own copy of Ballance: the package is extracted into the game’s root folder, next to its original asset folders. Plus Windows (x86 or x64); Linux and macOS are built from the source, with CMake 3.25 or later and SDL3.

★ 50 · 2026-11-11 View →
Xbox 360 Experimental Stalled · 8 months
360

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).

★ 50 · 2026-02-21 View →
Xbox 360 Experimental
360

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).

★ 50 · 2026-06-22 View →
PS1 Fully playable
PS1

King's Field II / King's Field III

Voicedrew11/verdite3

Verdite3: a PC port of King’s Field II, the US edition (SLUS-00255) of Japan’s King’s Field III, built on RecompOne by the author of Verdite2, the King’s Field port. It adds 16:9, 16:10, and 21:9 widescreen with adjusted culling, perspective-correct textures without vertex wobble, anisotropic filtering, ambient occlusion, a Z-buffer, 24-bit color, 60+ fps at a consistent game speed, longer render distance, per-pixel lighting, water with waves and reflections, smooth fog, and better audio. It has keyboard and mouse, twin-stick or analog tank controls, gyro aiming for the bow, rumble on the bow (with DualSense haptics as a work in progress), an in-game settings menu, an automatic save reload on death, and C# mods. The released builds contain no game code: the launcher recompiles it from your disc image on first launch. Its author calls it playable from start to finish, with occasional issues, and describes it as an AI-driven attempt; 203 of its 230 commits list Claude as co-author. Version 0.2.0 (October 18) added a first-run setup to choose which gameplay and graphics changes to turn on.

You needYour own King’s Field II dump (PS1, North American edition SLUS-00255), as .cue/.bin or .chd; the launcher refuses the US King’s Field (SLUS-00158), which is a different game. There are builds for 64-bit Windows (installer or zip) and x86-64 Linux (AppImage).

★ 50 · 2026-11-09 View →
N64 Experimental
N64

⑂ 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.

★ 50 · 2026-09-18 View →
Windows Fully playable
WIN

Need for Speed: Carbon (vasist15-source)

vasist15-source/nfs-carbon-mac

A native port of the Windows version for Apple Silicon Macs, made by static recompilation with veritr1x’s recomp-kit: the x86 code in NFSC.exe is translated to C ahead of time and compiled for ARM, with a renderer that turns Direct3D 9 into Metal and native audio and controller support, with no Wine or emulator. It follows the approach and much of the setup of elforeign’s Most Wanted port. The project calls it fully playable: career, races, the garage, and the menus work at 60 fps with sound. A setup app builds the game from your folder after a one-time analysis of the executable with Ghidra. It includes a reimplementation of ThirteenAG’s widescreen fix (any resolution from 640×480 to 4K, Hor+ field of view, HUD at the edges, adjusted movies and effects), an F10 settings menu (fullscreen, borderless, or windowed, render resolution, a frame limit of original, 40, 60, or an experimental 120, up to 16x anisotropic filtering, and a performance overlay), options to skip the intro movies, hide the closed online modes, turn off rubber-banding, and enable cheats, and a port of NFS-XtendedInput with the console controller layout, analog triggers, Xbox, PlayStation, or Switch Pro button prompts, and rumble. It uses macOS Game Mode. Optionally, setup downloads BadassBaboon’s NFS Carbon Remastered UI mod from nfsmods.xyz, which makes the menus, HUD, fonts, and maps high resolution, and installs it into the app’s copy of the game (about 300 MB). 62 of its 63 commits list Claude as co-author. 0.1.0 came out on October 10 and the latest, 0.1.13, on October 19.

You needYour own installed copy of Need for Speed: Carbon for PC, version 1.4, with an unwrapped NFSC.exe (SHA-256 baaaaec33873d4ba7e4dbae6a5212049ffdcf9679a35d865d7625b4189952fd3, which the build checks) and the msvcr71.dll and msvcp71.dll from the game folder. Plus an Apple Silicon Mac, Xcode Command Line Tools, and Python 3; the first build downloads Ghidra and Java.

★ 50 · 2026-11-07 View →
Port (decomp) Playable
N64

Star Fox 64 (sf64-dc, Dreamcast)

jnmartin84/sf64-dc

Note: this port isn’t for PC but for the Sega Dreamcast. sf64-dc brings Star Fox 64 to the Dreamcast from sonicdcer’s decompilation, the same one Starship is built on. Its author makes it for real hardware: running it in a Dreamcast emulator isn’t supported and may not work properly. No disc image is distributed: you generate the CDI from your own ROM, in the author’s Google Colab notebook (upload the ROM, download the CDI), with Docker, or by building it with KallistiOS. The August 23 update brought hardware-mixed audio, its own PowerVR renderer that’s closer to the N64, and better performance. It supports the Puru Pack and other rumble packs, saves to the VMU (3 blocks), and maps the controls to the Dreamcast pad, in the training mode and in-game messages too.

You needYour own US Star Fox 64 ROM, revision 1.1 (REV A, SHA-1 09f0d105f476b00efa5303a3ebc42e60a7753b7a), and a Dreamcast to burn or load the CDI on. To build it by hand, KallistiOS 2.2.1 with GCC 14.3.0 and Python.

★ 50 · 2026-08-24 View →
SNES / Super Famicom
SNES

Super Mario RPG

Yoshifanatic1/Super-Mario-RPG-Disassembly

A disassembly of Super Mario RPG for the SNES, in assembly (.asm) for asar, with the author’s SNES ROM framework and its support tools (asar, BRR conversion, and compression tools, among others, as third-party executables). The repository has no README and no notes on its single release, V1.0 from January 10, 2021, and it includes no graphics or audio from the game: only assembly source, definitions, and tools. Its last activity was in May 2021.

★ 50 · 2021-05-04 View →
Game-specific engine Playable Abandoned
DOS

The Terminator: SkyNET / Future Shock

nautilusbits/skynet-godot

A Godot 4 port of Bethesda’s two 1996 XnGine shooters, SkyNET and Future Shock: the engine is rewritten in Godot and the game is read from the original data of your copy (the BSA archives, the WLD heightmaps, the textures, the maps, the sounds, and the HMI music), decoded at run time. It includes SkyNET’s full campaign, with its eight missions, the DOS mission scripts, the objective counter, and briefings with the original art and voice lines; Future Shock, with its 17-mission campaign, vehicles, and start kit, played from NEW GAME → FUTURE SHOCK on SkyNET’s engine; the vehicles (the jeep and the HK); and LAN deathmatch with bots, the HUMAN and TERMINATOR classes, machine vision, and the motion detector. The rules are read out of the DOS executable, not guessed. It offers optional visual enhancements, off by default, such as dynamic lights from gunfire. The project was frozen on October 13 with 0.5.0, the final release: development continues in a new C# + SDL3 port, not yet published. All of its last 100 commits list Claude as a co-author.

You needYour own copy of SkyNET (The Terminator: SkyNET) and, to play Future Shock, also of Terminator: Future Shock; on first start the game asks for the folders. Plus Windows, Linux, macOS, or Android (downloads SkyNET.exe, .x86_64, .zip, and .apk).

★ 50 · 2026-10-13 View →
Fan remake Experimental
WIN

Dungeon Keeper 2 (GLKeeper)

codenamecpp/GLKeeper

Grim Lands Keeper (GLKeeper): an open-source reimplementation of Dungeon Keeper 2 in C++ with OpenGL, which reads the original game’s file formats. The README states it is not yet playable. It publishes development builds for Windows; dev-8 (September 27) fixed terrain geometry batching and added building and selling rooms for gold, cursor logic, the minimap, runtime texture atlas generation, main campaign level selection, sounds and ambience, front-end camera transitions, and intro movie playback; dev-7 added level selection (skirmish and My Pet Dungeon) and basic creature pickup. Another reimplementation of this game exists, OpenKeeper. The README doesn’t say what data it needs; given the formats it documents, the engine is fed from the files of your copy of Dungeon Keeper 2.

You needThe README doesn’t spell it out: your own PC copy of Dungeon Keeper 2 is presumably needed, since the engine reads its files. Plus Windows (development builds in bin_win.zip).

★ 49 · 2026-10-17 View →
Port (decomp) Playable
SNES

EarthBound (EarthBound Companion)

rages4calm/earthbound-companion

EarthBound Companion: a native Windows port of the US release, with preview builds for Linux, macOS, and Android. It has no engine of its own: it uses BrianPugh/earthbound’s C recreation of the game’s code, derived from the ebsrc disassembly, through seanstaggsQU’s fork, and adds its own patches and a launcher. It has two editions with separate saves: the original EarthBound and a native adaptation of the MaternalBound Redux hack, with its restored text and graphics and its gameplay changes. It offers 720p to 4K and 3440×1440 output, a wider view at 4:3, 16:9, and 21:9, smooth scrolling, image filters and CRT effects, MSU-1 music, remappable keyboard and controller, sprinting, 2x–16x fast-forward, experience and money multipliers, quick saves in five slots, save backups, 46 offline achievements, and Story Shuffle, its own randomizer. The author finished the Redux edition through the credits, and players report finishing both. Version 1.0.0 (October 13) completed the feature set, and the latest, 1.0.12, came out on October 20. Its author states it was made with help from OpenAI Codex. For the Redux edition, setup downloads the source of ShadowOne333’s MaternalBound Redux hack, pinned to one revision of its repository, and builds it on top of your ROM. If you leave it checked, it also downloads from archive.org the 164 tracks of ShadowOne333’s EarthBound MSU-1 music pack; it’s optional, and without it the original music plays.

You needYour own unmodified US EarthBound ROM (3 MiB, with or without the 512-byte header); other revisions and modified ROMs are rejected. Plus x64 Windows, or, for the preview builds, x64 Linux with glibc 2.38 or later, macOS 12 or later, or Android 8.0 or later. Setup needs an internet connection.

★ 49 · 2026-11-09 View →
PS1
PS1

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.

100% decompiled
★ 49 · 2026-11-09 View →
GameCube
GC

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.

12% decompiled
★ 49 · 2026-10-31 View →
PS1 Playable
PS1

Ridge Racer (kazuyette)

kazuyette/rr-decomp

rr-decomp: a matching decompilation of the Japanese release (SLPS-00001) and, alongside it, a static recompilation that runs it natively. The decompilation has been complete since October 10: all 408 game functions are C that GCC 2.5.7 compiles back to the same bytes, and the resulting executable is identical to the original. The playable part is separate: the project’s own translator turns every MIPS instruction of PSX.EXE into C, and a hardware model written for this game does the rest, with no BIOS image, since it reimplements the sixteen BIOS functions the game calls. Version 0.1.0 (August 17) boots from your disc to a race, draws with a software rasterizer, plays the CD’s twelve audio tracks, synthesizes the sound chip’s 24 voices, and takes keyboard and controller; the stick and triggers pose as a neGcon, the analog controller the game already supported, and F1 opens a settings menu of its own. Only 12 of the game’s 40 states have been exercised by a scripted run, and 17 by hand. The plan is to swap the translated functions for the decompiled ones one at a time. There are no published binaries: it’s built on Linux or WSL, and a Windows .exe can be produced with MinGW. The project describes itself as heavily AI-assisted: tooling, code splitting, and C conversion are driven by Anthropic’s Claude under human direction and review, and 42 of its commits list Claude as a co-author.

You needYour own copy of the Japanese release of Ridge Racer for PS1 (SLPS-00001): its PSX.EXE (SHA-1 31ec5d36…) and an image of the data track, which a script in the project makes from your .bin. Plus Python 3 and a C compiler on Linux or WSL, and SDL2 for a window, sound, and controller; for Windows, the .exe is cross-compiled with MinGW.

★ 49 · 2026-10-10 View →
N64 Playable
N64

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.

★ 49 · 2026-10-06 View →
Windows Experimental
WIN

Sonic Adventure 2

kittycache9/OpenSA2

OpenSA2: an experimental native port of the 2012 PC release of Sonic Adventure 2, made by static recompilation: the game’s x86 machine code is translated to native code at build time, and a new runtime supplies graphics, audio, input, and operating-system services. It aims to preserve the original logic. According to the project, the Linux and Windows builds have reached live gameplay and the Android builds have run on real devices with touch controls. The latest, 0.1.0-alpha.6 (October 22), is a prerelease with Windows (.zip), Linux (.deb), and Android (.apk) packages: it carries the recompiled logic and the runtime, and the installer takes the executable and data from your copy. Stage coverage is still incomplete. It offers 67 optional tweaks, all off by default, including skipping the intro, infinite lives, a wider field of view, sharper textures, a LiveSplit timer feed, and bug fixes; replays never use them. The repository includes no game executable, assets, or translated game code, and the source cannot build a playable game on its own.

You needYour own unmodified copy of Sonic Adventure 2 for PC, the version Steam sells and installs today (the port’s installer takes the executable and data from it). Plus Windows or Linux (x86-64), or Android (arm64).

★ 49 · 2026-11-08 View →
Xbox Playable
XBX

Tom Clancy's Ghost Recon 2

ElKev118/ghostrecon2-recomp

A native Windows port of Tom Clancy’s Ghost Recon 2 (original Xbox, 2004). The game’s code is statically recompiled from default.xbe to C with the xboxrecomp toolkit (a fork of sp00nznet/xboxrecomp) and the Xbox hardware is replaced by native code: kernel, NV2A GPU on Vulkan, MCPX audio on XAudio2, controllers through SDL2, keyboard and mouse. The recompiled code is generated on your machine from your default.xbe. An options menu (Delete or Home) offers window mode, VSync, frame limit, internal resolution from 1× to 6×, aspect ratios, SMAA, FSR 1 upscaling, RCAS sharpening, volume, and reverb. Version 1.2 (October 26) is the latest. All 84 of its commits list Claude as a co-author.

You needYour own copy of Ghost Recon 2 for the original Xbox, with the disc’s contents (extracted ISO, including default.xbe) in the game folder. 64-bit Windows 10 or 11, a graphics card with Vulkan 1.3, and the Microsoft Visual C++ Redistributable 2015–2022 (x64).

★ 49 · 2026-11-02 View →
N64 Experimental
N64

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. 3 of its last 100 commits list Claude as a co-author.

You needAn Automobili Lamborghini ROM (N64, .z64).

★ 48 · 2026-11-10 View →
Fan remake Experimental
SNES

Chrono Trigger (SNES)

TemplarServant/BelthasarProject

BelthasarProject is a native C reimplementation of the SNES version (USA), checked frame by frame against the original program running in an embedded SNES core, the “oracle,” built on LakeSnes. It is neither a byte-matching disassembly nor an emulator: it is a portable engine that behaves like the game, with the field, event scripts, battles, menus, overworld, and sound rewritten routine by routine from the 65816 code, using the method of snesrev/zelda3. It boots like the cartridge, with the title sequence, the attract demo, the load screen, and a new game in Crono’s bedroom, and the field, battles, menus, shops, overworld, and music run on the C engine; its author states it has not yet been verified playable from start to finish. The optional enhancements (F1) are 16:9 widescreen, internal resolution, and more than 60 fps. Everything derived from the ROM is produced on your machine and not distributed. Version 0.12.0-preview, from October 30, ships builds for Windows, Linux, and Android. 96 of its last 100 commits list Claude as a co-author.

You needYour own dump of the Chrono Trigger (USA) cartridge, 4 MiB headerless (a 512-byte copier header is accepted and stripped), SHA-1 de5822f4f2f7a55acb8926d4c0eaa63d5d989312 (CRC32 2D206BF7). Optionally your Steam copy, from which it reads the room margins. Windows x64, Linux x64, or Android.

★ 48 · 2026-11-11 View →
SNES / Super Famicom Playable
SNES

F-Zero (craigshaw)

craigshaw/FZeroRecomp

A static recompilation of the US release, built with snesrecomp and recomp-ui, and independent of the other F-Zero recomp in the catalog. It has Original (8:7), 16:9, and 32:9 modes with the HUD placed for each, including the title, race intro, results, Grand Prix ending, and Records screens; Enhanced, Vivid, and Black & White filters besides the original colors; and extended records: the ten best race times and five best laps for each car on all 15 tracks, with a combined leaderboard, while keeping saves compatible with the original game. It includes a launcher, .srm or .sav save import, a choice of save folder, and screenshots. There are Windows x64, x86-64 Linux, and Apple silicon macOS builds that need no compiling. 0.6.0 (October 17) added Linux and the save folder choice. Its README states that AI coding assistants contributed to the runtime, tooling, testing, and documentation, and 35 of its 52 commits list Codex as co-author.

You needYour own headerless US F-Zero ROM for SNES: 524,288 bytes, LoROM, SHA-256 bf16c3c867c58e2ab061c70de9295b6930d63f29f81cc986f5ecae03e0ad18d2 (the same ROM with a 512-byte copier header is also accepted). Plus 64-bit Windows 10 or 11 (the filters need Direct3D 12 with Shader Model 6.0), an Apple silicon Mac with macOS 13 or later, or x86-64 Linux with glibc 2.38 or later.

★ 48 · 2026-10-18 View →
Fan remake Playable
WIN

Interstate '76 (I26)

vahokif/I26

I26 is a reimplementation of Interstate '76 in the Godot engine, which uses the data from your copy of the game. It offers modernized graphics and a “1997 mode” that brings back the originals with F12; single-player campaign, scenarios, and auto melee; multiplayer with modern netcode and online co-op for the campaign and scenarios; a 3D map editor and a 3D garage with respraying. Options include auto-reverse, mission checkpoints, vegetation, upscaled textures, CB radio in multiplayer, and car interiors. The project doesn’t publish its code: the repository only holds the README, which says “Source code: Please stand by...”, and the release files (0.10.0, from October 29, is the latest of 11) are prebuilt builds for Windows, Linux (x64 and ARM64), and macOS, between 104 and 173 MB, that we haven’t checked inside.

You needYour own copy of Interstate '76 from GOG (and optionally the Nitro Pack): the game finds them by itself with GOG Galaxy; otherwise copy the game folder into i26 named “i76” (and the Nitro Pack into “nitro”), or drop the GOG setup_interstate_76_*.exe offline installers there to be unpacked. On Linux, the Microsoft core fonts (Impact and Arial) are needed.

★ 48 · 2026-11-10 View →
Mod Beta
N64

MMRecompRando (Majora's Mask)

RecompRando/MMRecompRando

An Archipelago randomizer for Majora’s Mask: Recompiled, as a mod you install by dragging its zip onto the Zelda64Recomp window. It shuffles the game’s items in solo games, with a seed generator inside the game itself, or in multiworld, connected to an Archipelago server alongside other players and other games; for that it also publishes its apworld. Randomizer games use their own per-session save file and leave your normal saves alone. It bundles other community mods, such as ThatHypedPerson’s color mods and danielryb’s Better SoDT, and progress can be followed with a PopTracker tracker. It’s in beta, though its authors consider it stable to play; the latest release, 0.9.5a (January 7), only fixes a bug that resent items in long sessions. Its contribution rules forbid using AI to generate code.

You needZelda64Recomp (Majora’s Mask: Recompiled) with your own US Majora’s Mask ROM and, on Windows, the Visual C++ redistributable. For multiworld, an Archipelago server.

★ 48 · 2026-10-25 View →
Wii Playable
WII

Pandora’s Tower

RecompPort/pandora-tower-pc

A native Windows and Linux port made by static recompilation with wiikit, according to its description. The project doesn’t publish its code: the GitHub repository has no files (its three commits only add and delete a folder and a zip), and version 1.0, from October 14, is a prebuilt installer (PandorasTower-PC-v1.0-Setup.exe, about 7 MB, and a tar for Linux), so how it’s made can’t be checked beyond what its release notes say. According to them, the installer compiles the game on your PC from your own disc in about five minutes. The notes list a launcher with fullscreen, windowed or borderless modes, configurable controls, gamepad and keyboard with mouse, anti-aliasing up to x16, resolution up to x5, 60, 90, 120 fps or unlimited with frame interpolation, 16:9 without black bars, HD texture packs in Dolphin format (not included), precompiled shaders, and 46 port fixes. All regions and several languages.

You needYour own copy of the Pandora’s Tower disc (ISO, WBFS or RVZ), from any region (Europe, USA or Japan). Windows (the installer is unsigned and SmartScreen may warn) or Linux (with install-linux.sh); macOS is not available.

★ 48 · 2026-11-09 View →
3DS Playable
3DS

The Legend of Zelda: Majora’s Mask 3D

Volpe34/MM3D-PC

An unofficial native port of The Legend of Zelda: Majora’s Mask 3D for Windows and Linux, built on TriAevum, the recompilation runtime and Vulkan renderer made for Ocarina of Time 3D. The game’s ARM code is translated to native code on your computer from your own ROM, and the 3DS GPU commands are drawn with Vulkan; the repository states that it contains no Nintendo code or assets. It adds higher resolutions, widescreen, frame interpolation above 30 fps, a single-screen layout that doesn’t need the touch screen, controller, keyboard and mouse support, English, French, or Spanish text, and an F1 menu with warping, cheats, and save states. The author warns that performance may be bad on some PCs and that he doesn’t know whether he will keep working on it. Version 0.1.9 (October 24) added an optional game-logic thread. 17 of its 18 commits list Claude as a co-author.

You needYour own decrypted dump of Majora’s Mask 3D, USA v1.1, as a .3ds or .cci. 64-bit Windows 10 or 11, or x64 Linux with glibc 2.38 or newer; a GPU with Vulkan 1.2, about 4 GB of disk space, and 8 GB of RAM. An internet connection is needed the first time: setup downloads a compiler (Python and llvm-mingw on Windows, zig on Linux), checks each download against a pinned SHA-256, and takes 10 to 40 minutes.

★ 48 · 2026-10-24 View →
N64 Playable
N64

WWF No Mercy (jessetbh)

jessetbh/WWFNoMercyRecomp

A static recompilation of WWF No Mercy for Windows, with N64Recomp, N64ModernRuntime, and RT64, by the same author as the World Tour and Revenge ports already in this catalog. It’s in beta: it boots, plays through menus and matches with sound, controller, and keyboard, rumbles, and saves the cartridge’s flash memory automatically. There’s no decompilation of the game: its symbols come from its own disassembly. It adds widescreen, high resolution, menus with full control rebinding, and, as experimental options, 60 and 120 fps through interpolation, ray tracing with a lighting rig for every venue, a CRT filter, and HDR. It has a mods menu with a free camera, cheats, and a Quick Match tool, and many ROM hacks run as mods applied to your clean ROM.

You needYour own US WWF No Mercy ROM, revision 1; revision 0 and other regions won’t work. Plus Windows with a Direct3D 12 (Shader Model 6) or Vulkan 1.2 graphics card and a CPU with SSE4.1.

★ 48 · 2026-11-11 View →
N64 Playable
N64

Yoshi's Story

wootbeer/dinotale

DinoTale: a static recompilation of the US release, built with N64Recomp and N64ModernRuntime, with RT64 as its renderer. It builds on the decompals decompilation (its ROM layout, symbol names, and overlay loader research) to find the game’s functions. It offers four aspect ratios: the original 4:3, stretched, an experimental hybrid that stretches the backgrounds and keeps the sprites in the middle, and Expand, also experimental, true widescreen up to 16:9 that shows more of each level, with the HUD at the window edges or in its original place. It adds screen filters (CRT, scanlines, LCD, and the xBR, xBRZ, and HQ2x upscalers), keyboard and controller support with remappable controls, and in-game settings menus. There are builds for Windows and Linux, Steam Deck included. Later pages and boss fights are still being tested, especially in Expand. 0.1.0 came out on October 11 and the latest, 0.1.6, on October 21. 80 of its 81 commits list Claude as co-author.

You needYour own US Yoshi’s Story ROM for N64, “Yoshi’s Story (USA) (En,Ja)”; any byte order works (.z64, .n64, or .v64), also inside a .zip or .7z, and it’s checked without being modified (SHA-1 of the .z64: B13072FEF6C6DF48C07D8822C01E5BC59036F6DA). Plus Windows or Linux.

★ 48 · 2026-11-10 View →
N64 Playable
N64

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. 19 of its 82 commits list Claude as a co-author.

You needYour own copy of AeroGauge (N64).

★ 47 · 2026-11-10 View →
Xbox 360 Playable
360

Call of Duty 3 (Project 1944)

zenit2893-cmyk/project-1944

Project 1944: an unofficial Windows port of the Xbox 360 version, by static recompilation with the ReXGlue SDK, which produces an executable plus 15 DLLs holding the campaign levels; since 2.0 the multiplayer, a separate program on the console, is recompiled too. The launcher accepts your ISO, an extracted folder, or a Games on Demand package, checks your copy, and in about a minute takes only the game’s code from it, since levels, sound, and movies are read straight from the image. It has keyboard and mouse with raw input, on-screen key prompts and automatic switching to a controller, Impulse Triggers on Xbox Series controllers, 720p, 1080p, or 1440p output with 1x–3x render scale, 60 and 120 Hz modes, FSR, CAS, and FXAA, in-game graphics settings, and its own Russian, Ukrainian, and Belarusian translation. Multiplayer supports matches of up to 24 players over LAN or the internet, with a built-in server list, direct connections between players, a dedicated server, and a permanent project server; Xbox Live leaderboards are empty. The whole campaign hasn’t been verified, and grass is drawn with a workaround. GenryTheFox helped with the port and tested it. Version 2.0 came out on September 30.

You needYour own US or European copy of Call of Duty 3 for Xbox 360 (title ID 415607E1, media ID 2E07093A; default.xex SHA-256 2944EEC7D1231AD6798B5F9F8ADF8855F5E489296B22EAB45B27A577CEE23692), as an ISO, an extracted folder, or a Games on Demand package; a Russian edition works too. Plus 64-bit Windows 10 or 11, a Direct3D 12 graphics card, about 1 GB of free space beyond the download, and, for internet play, UDP port 30700, opened automatically through UPnP.

★ 47 · 2026-10-29 View →
PS2 Playable
PS2

Grandia III

GranasSabre/Grandia3-PC

A native Windows version of Grandia III made by static recompilation: the game’s MIPS code, its sound driver, and its VU1 geometry programs are translated ahead of time into C/C++ and compiled for x86-64. A small runtime stands in for the PS2 hardware (graphics via Direct3D 11, sound, DMA, memory cards) and nothing is interpreted at run time. It reads the disc images when you play, without changing or copying them, and the repository contains no generated code. It offers internal resolution up to 8x, real 16:9 and 16:10 widescreen or ultrawide (menus and text stay 4:3), 60 fps in the field and, optionally, in battles, savestates in 9 slots, skippable movies, automatic Steam Deck detection, original English text or a complete German translation, and separate unofficial HD texture packs (7.5 GB). Subtitles are experimental. It works on Windows 10 and 11 and on Steam Deck or Linux with Proton; v1.0.4 is from October 28. 12 of its 14 commits list Claude as a co-author.

You needYour own copy of Grandia III (USA): the ISO images of discs 1 and 2 (you can pick disc 1 at startup, or leave the images next to the executable as disc1.iso and disc2.iso). Windows 10 or 11 with a Direct3D 11.3 graphics card.

★ 47 · 2026-11-09 View →
Port (decomp) Playable
N64

Pilotwings 64 (NoahVl)

NoahVl/Birdman64

Birdman64: Pilotwings 64 as a native game for Windows and Linux, built on gcsmith’s decompilation. It isn’t a recompilation: on first start it downloads the decompilation and compiles it on your machine with the compiler it ships, and the game runs on a Rust layer that replaces the N64’s operating system, with its own renderer and audio engine; graphics, sound, and data come from your ROM. It offers widescreen up to 21:9 that shows more of the world instead of stretching it, your monitor’s refresh rate (144 Hz and beyond), up to 8x MSAA, render scaling, two-player split screen, texture packs, modern controllers with rebindable controls, and an unlock-everything option. There’s an experimental Android build and a test build for iPhone and iPad that you build yourself; there’s no macOS build yet. Its author directed it with a team of AI agents (Claude Opus 5.5 and GLM 5.3-Flash) and went from an empty repository to 1.0 in six days, from September 27 to October 3.

You needYour own US Pilotwings 64 ROM (.z64, .n64, .v64, or inside a .zip); other regions won’t work. Plus 64-bit Windows 10 or 11 with DirectX 12 or Vulkan, or a 64-bit Linux distro from 2022 or later with Vulkan or OpenGL, and an internet connection the first time.

100% decompiled
★ 47 · 2026-10-25 View →
Game-specific engine Playable
WIN

StarLancer (OpenReliant)

OpenReliant/openreliant

OpenReliant: an open-source, faithful engine reimplementation of StarLancer, the space combat simulator by Warthog and Digital Anvil that Microsoft published in 2000. It is written in Zig on SDL3 and renders with Vulkan (Metal on macOS) through SDL’s GPU API, on Linux, macOS, and Windows, using the data from your own copy. The whole campaign is playable from the first mission to the end, and the original’s saved games carry on. It has all ships with the original flight model, weapons, damage, AI, and cockpit displays, eight camera views with 3D cockpits, full missions and scripts, per-pixel shading, real-time shadows, 3D positional audio, controllers and flight sticks with rumble, and an --original switch that restores the original graphics and sound. It supports mods with Luau scripts, which add ships, weapons, pilots, game modes, and campaigns. It is in beta; version 0.20.0 came out on October 22.

You needThe files from your own retail copy of StarLancer (the repository contains no textures, models, sound effects, music, videos, or game binaries). Plus Windows (x86-64 or ARM64), Linux (x86-64 or ARM64), or macOS (Intel or Apple Silicon); on macOS you need to remove the quarantine flag because the builds aren’t signed.

★ 47 · 2026-11-10 View →
N64 Playable
N64

Super Robot Wars 64

dyzz/srw64-recomp

Marchwind 64: an unofficial static recompilation of the Japanese release of Super Robot Wars 64, built with N64Recomp and with RT64 as its renderer. It has full English and Chinese translations alongside the original Japanese, switchable in game; according to the 0.4.10 notes, both are mostly machine-translated with one polishing pass. It supports 4:3 to 16:9, extending the scenery to the sides without stretching the picture, re-typesets dialogue in a high-resolution font, and adds a history, auto-play and fast-forward, a pre-battle screen in the style of modern Super Robot Wars games, in-game settings, remappable controls, extra save slots and autosaves, a unit and character library, RetroArch filters (not on Windows yet), and fixes for bugs in the original that can be turned off one by one. There are builds for Windows, Linux (Steam Deck too), macOS, and Android; the Windows, Steam Deck, and Android builds are experimental. Version 0.4.10 came out on October 20; according to its notes, the whole game is playable, though it’s still rough. 743 of its 813 commits list Claude as a co-author. Separately, it offers an HD pack as an optional 509 MB download: the portraits, backgrounds, maps, and some cut-ins are generated with AI image models (Alibaba’s and OpenAI’s) from the original graphics, and the units, cut-ins, and battle grounds and skies are upscaled from the original pixel art. Without it the original graphics are used, and you can switch between the two at any time.

You needYour own Japanese Super Robot Wars 64 (Super Robot Taisen 64) ROM, revision 0 (NS4J), as .z64, .v64, or .n64; as .z64 its SHA-256 is ee5f4a21d8e5f7827d21199e27800edf250df9a8e4d10befb1a6992df597b13e, and no other revision is accepted. On Windows, 64-bit Windows 10 (2004) or 11, a graphics card with Direct3D 12 (Shader Model 6.0) or Vulkan 1.2 (at least a GeForce GT 630, Radeon HD 7750, or Intel HD Graphics 510), and an x86-64-v2 CPU; on Linux, 64-bit with glibc 2.35 or later (Ubuntu 22.04 or Debian 12) and Vulkan 1.2; on macOS, version 14 or later on Apple silicon.

★ 47 · 2026-11-10 View →
N64 Playable
N64

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).

★ 47 · 2026-11-11 View →
Xbox Playable
XBX

Burnout 2: Point of Impact

timftw21/burnout2-recompilation

An unofficial static recompilation of the Xbox version for Windows. The project’s own recompiler, written in C++, translates the game’s code ahead of time into native functions, and a hand-written layer replaces the Xbox services: graphics go to Direct3D 11, and windowing, controllers, and sound go through SDL3. It’s a second attempt: the author pulled the first version, which was slower and more complex, and started over with a smaller one focused on speed. Startup, menus, many tracks and modes, music, sound effects, and saves work; testing every mode, every track, and full progression is still pending. It adds refresh rates from 60 Hz to unlimited at normal game speed, 1x–4x internal resolution, native 16:9 and 21:9 with the HUD in its proportions, MSAA or FXAA, up to 16x anisotropic filtering, optional ambient occlusion, 2x or 4x draw distance, your own music in the game’s music selection menu, rebindable keyboard controls, and experimental DLSS, FSR, and XeSS. The download is a source package: an installer checks your image, downloads the dependencies, and builds the game on your machine. Version 1.7 (October 19) added 21:9, a motion blur toggle, and song looping. Its author states that it was made with help from Codex.

You needAn XISO image of your own US copy of Burnout 2: Point of Impact for Xbox (.iso or .xiso); full-disc dumps must be converted to XISO first. Plus 64-bit Windows, a DirectX 11 graphics card, and, to build it, Visual Studio 2026 with Desktop development with C++ and the C++ CMake tools, CMake 4.2 or later, Git, LLVM 22.1 or later, and Ninja. The first build needs an internet connection.

★ 46 · 2026-11-06 View →
Native layer Playable
PS4

⑂ Fork of schans-arg/UFC4-PC-Port

EA Sports UFC 4 (abdullah-tech7)

abdullah-tech7/UFC4-Native-Plus

A community fork of schans-arg/UFC4-PC-Port, the native Windows port of the PS4 version, that adds support for the US (CUSA14204) and European (CUSA14209) editions, both with update v28.00, and its own launcher. Its README calls it stable and playable since 1.0.0 (October 29), its first stable release. It lets you use DLC fighters in Career mode without separate DLC files: an optional patch changes what the port reports about DLC availability, and the README says it doesn’t include or distribute DLC files or other game assets. It supports two controllers, reduces stutter and improves frame pacing during fights and the smoothness of strikes, hit animations, and effects, and offers 720p, 2K, and 4K resolutions, with automatic handling in PS4 Pro mode. On the audio side, it boosts the center channel carrying commentary, the referee, and fighter dialogue by 3 dB and adds a soft limiter so heavy impacts don’t clip; the launcher sets the volume, from 75% to 200%, as well as the resolution and graphics. 1.0.0 also fixed a Career mode sparring bug and the crashes on first launch and when picking a fighter. 1.0.1 (October 30) fixes freezes on some systems and, for lower-end machines, adds a 540p internal resolution and uses less memory. When updating, you have to copy the User/SAVEDATA folder from the previous version by hand to keep your progress. It inherits the original’s runtime and the UFC3Native 0.1.5 renderer, under the GPL-2.0 license. Its 18 commits on top of the original only change the README and add screenshots: the code for its changes isn’t in the repository and comes with each release’s downloads.

You needYour own extracted dump of EA SPORTS UFC 4 for PS4, from the US (CUSA14204) or European (CUSA14209) edition, with update v28.00; the launcher asks for the game’s entry file. Plus a Windows system that meets what the release you download states.

★ 46 · 2026-11-10 View →
Xbox 360 Experimental
360

GoldenEye 007: Reloaded

nikolaygorb/GoldenEye007ReloadedRecomp

A static recompilation of GoldenEye 007: Reloaded for Xbox 360 (Title ID 415608AF) to native PC, built on the ReXGlue SDK: the game’s PowerPC code is translated to C++ and compiled, with no emulator. Its README describes it as a fan research project: the game reaches the main menu with video, audio, and controller input, single player works (training and the first mission load and play), online multiplayer is not implemented, and local split-screen can sign in a second player on a second gamepad if enabled in hardware.toml. It includes optional patches from xenia-canary, removing lens flares and adding 16x anisotropic filtering. The Windows and Linux releases (24 and 46 MB) are built with the SDK; 1.4 is from October 27.

You needThe files of your own copy of GoldenEye 007: Reloaded for Xbox 360, extracted from your disc or ISO with extract-xiso, of the expected retail release (Title ID 415608AF, Media ID 40583A82, module hash 065D6021C0BDD535). Windows 11 or Ubuntu 26.04 per the release; to build, CMake 3.25 or later, Ninja, and Clang/LLVM.

★ 46 · 2026-11-05 View →
Xbox 360 Playable
360

Perfect Dark (Xbox 360, CaiusCodes)

CaiusCodes/Perfect-Dark-XBLA-PC-Recomp

A native Windows version of Perfect Dark from the 2010 Xbox Live Arcade remaster, made by static recompilation with ReXGlue. It runs at 60 fps up to 4K, with keyboard and mouse or an Xbox controller, and has LAN or virtual-LAN multiplayer for up to 8 players and two-player co-op. It offers render scale from 1x to 3x, upscaling with AMD CAS or FSR 1, Direct3D 12 on NVIDIA and Vulkan on AMD and Intel, leaderboards and achievements kept on your PC, and optional extras at setup (all cheats, 100% story completion, all multiplayer content). On first start a setup window reads the Xbox 360 package you give it, checks that it is the supported version and imports the game data into its folder; it doesn’t need the package afterwards and doesn’t contact Xbox Live. v0.9.0 (October 28, a zip of about 14 MB) is the only release. 2 of its 16 commits list Claude as a co-author.

You needYour own Perfect Dark XBLA package for Xbox 360 (title ID 584109C2). 64-bit Windows 10 or 11, a CPU with AVX2, and a graphics card with DirectX 12 or Vulkan support.

★ 46 · 2026-11-11 View →
N64 Playable
N64

Pilotwings 64 (gcsmith)

gcsmith/Pilotwings64Recomp

Recompilation of the N64 launch-title flight sim: playable but unpolished (no widescreen yet).

You needA Pilotwings 64 ROM (N64).

100% decompiled
★ 46 · 2026-05-27 View →
Game-specific engine Playable
DOS

Radix: Beyond the Void

jval1972/Rad-X

An engine recreation of Radix - Beyond the Void (1995), called RAD, written in Pascal. It offers high resolutions, true-color software rendering and OpenGL rendering, an uncapped frame rate, a textured automap, dynamic lights, sound effects in FLAC and OGG, music in MOD, S3M, IT, and XM, screenshots, an in-game menu for gameplay, key bindings, and resolution, and scripting with PascalScript; it lets you create custom content with Doom editing utilities. The latest release on GitHub, 1.2.21.755, is from May 4, 2022, with 32-bit Windows binaries and the source code; earlier versions also ship a RAD2WAD tool.

You needThe radix.dat file from the original DOS game (the “v2 remix” version). Windows (32-bit builds).

★ 46 · 2026-11-10 View →
PS1 Experimental
PS1

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.

★ 46 · 2026-10-28 View →
PS1 Experimental
PS1

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. 3 of its 6 commits list Claude as a co-author.

★ 46 · 2026-08-29 View →
DOS
DOS

Super ZZT

asiekierka/reconstruction-of-super-zzt

The Reconstruction of Super ZZT: a reverse-engineered recreation of the source code of Super ZZT 2.0, the last official release of the sequel to Tim Sweeney’s ZZT (October 1991), whose original source was lost long ago. It is written in Pascal for Turbo Pascal 5.5 and built in a DOS environment such as DOSBox with BUILD.BAT; it produces the SUPERZ.EXE executable, along with the tools for the process. Almost all of the code is byte-identical to the original; the exception is TheDraw’s ANSI image decompression routine (UNCRLIB.PAS), replaced with a clean implementation for lack of clear licensing, though it can be swapped for the original to get an identical EXE. The repository includes six 80x25 ANSI screens from the original game (.BIN files) and image compression tools. The only release, 1.0 (August 16, 2020), contains just the engine, SUPERZ.EXE.

★ 46 · 2025-06-30 View →
Mod Usable Stalled · 3 years
WIN

Age of Wonders unofficial patch

int19h/aow-patch

An unofficial patch for Age of Wonders 1.36 that tentatively fixes the “Exception during MapViewer.ShowScene” error seen on Windows 8 and later or under Wine on Linux. It fixes no other errors. The trade-off is minor graphical artifacts in the topmost row of map tiles and any objects overlapping it, which is expected and shouldn’t be reported as a bug. v3 (December 14, 2022) was reworked with help from narzoul and pas-de-2 to avoid annoying glitches at the edges of the map; v2 (2019) applies it more generically and supports non-English versions of the game. It is a program you run and point at Ilpack.dll in the Age of Wonders folder. It is not made or supported by Triumph Studios.

You needYour own copy of Age of Wonders 1.36 for PC. The patcher asks for the location of Ilpack.dll in the game folder; it tries to find it through the registry, which may not work for Steam and GOG installs. Windows 8 or later, or Wine on Linux.

★ 45 · 2022-12-14 View →
Xbox 360
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.

54% decompiled
★ 45 · 2026-11-11 View →
GameCube
GC

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. 77 of its last 100 commits list Claude as a co-author.

93% decompiled
★ 45 · 2026-11-11 View →
Xbox 360 Playable
360

⑂ Fork of mchughalex/skate3recomp

Skate 3 (dougieprishpreed)

dougieprishpreed/skate3recomp-plus

An extended version of mchughalex’s Skate 3 recompilation for Windows, Linux and macOS, with 29 commits of its own ahead. It adds New San Vanelona, Skate 2’s city, reachable from the game’s locations menu, with 25 spawn locations, distant backdrop, skybox, clouds, water, animated vegetation, neon signs, reflective glass, original cars and peds, DLC maps and a night mode. It also fixes native renderer problems that affect every map (Hall of Meat bones, motion blur, vignette, shadows, hair, tattoos, traffic lights) and adds an imgui interface (RB+Start or Esc) with options such as night mode, unlocked ragdoll, no fall damage and walking out of bounds. Vulkan with the native renderer is the default and has only been tested on Windows; the emulated renderer is broken in New San Vanelona. v0.2e (October 25) has zips for Windows, Linux and macOS. 9 of its last 100 commits list Claude as a co-author.

You needYour own copy of Skate 3 for Xbox 360 as an ISO, chosen from the launcher; DLC is optional and comes from your own copy. Windows (the most tested), Linux or macOS on Apple silicon.

★ 45 · 2026-10-25 View →
PS3 Experimental
PS3

Yakuza: Dead Souls

canersaka/Yakuza-Dead-Souls-Recompiled

A native Windows port of the North American PS3 release (BLUS30826), by static recompilation of the original executable, with a recompiler that started as a fork of ps3recomp. It replaces the PS3’s kernel, system libraries, SPURS, graphics, audio, input, and filesystem with a native runtime, and needs no firmware at all. It plays the intro movies with sound, reaches the title screen, starts a new game, and plays through the opening, with a live Direct3D 12 renderer. Lighter scenes run at the game’s 30 fps cap, but the crowded outdoor opening runs at about 20. Its author presents it as an experimental project, not a finished port; it began on June 9, 2026, the 15th anniversary of the Japanese original.

You needYour own North American copy of Yakuza: Dead Souls for PS3 (BLUS30826, version 1.00), with the files extracted and decrypted as the project explains. To build it, 64-bit Windows 10 or 11 with a Direct3D 12 graphics card, Visual Studio 2022 or later, CMake, Ninja, and Python 3.10 or later; FFmpeg for the movies.

★ 45 · 2026-10-16 View →
PS1 Playable
PS1

Ace Combat 3: Electrosphere

sal063/Ace-Combat-3-static-recompilation

A native Windows port of the Japanese PlayStation release, made by statically recompiling the MIPS code to C and linking it against rewritten versions of the Psy-Q libraries the game used, with no CPU emulator underneath; overlays run through an interpreter. The repository contains no game code: the C translation is generated on your machine from your disc when you configure the build. It produces two programs: ac3.exe draws the game in software, pixel for pixel as the console did, and ac3_enhanced.exe adds a Vulkan renderer with a 1–8x resolution scale, 16:9, perspective-correct textures and, in flight, longer draw distance, atmosphere, clouds, ocean, and forest, with a settings menu on F1. It mounts both discs at once, so it never asks for a disc swap, and supports SDL controllers and keyboard. It includes Team NEMO’s English fan translation (v0.9b3), applied in memory without touching your images. There’s a prebuilt release, V0.5 BETA (October 2): some cutscenes look wrong in widescreen and some in-mission videos get covered by terrain and clouds, which turning those options off avoids. It’s by the author of the Ace Combat 6 recompilation.

You needBoth discs of your own Japanese copy of Ace Combat 3: Electrosphere (SLPS-02020 and SLPS-02021), the “Rev 1” revision, as .bin files with 2352-byte sectors and their Redump names. Plus 64-bit Windows and a graphics card with a Vulkan driver. Building it requires Visual Studio 2022 or its Build Tools, LLVM (clang), CMake, Ninja, Python 3, the Vulkan SDK, and SDL3.

★ 44 · 2026-10-02 View →
Mobile
MOB

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.

★ 44 · 2026-10-29 View →
Native layer Experimental
PS4

Knack

AbdelmoumenDeghbouche/knack_pc

A native port for Windows 10 and 11 and Linux, in the style of bbport: the game’s original x86-64 code runs directly on the PC’s processor, a runtime replaces the PS4 system libraries, and shadPS4’s video core translates the graphics to Vulkan; there is no CPU emulation. The repository started as a copy of the same author’s WipEout Omega Collection port and shares everything beneath it. According to the README, the first chapters play from start to end at up to 120 fps, with fights, super moves, story videos, music, effects, and saves; later chapters have not been tested yet. It has been tested with the US dump CUSA00068 with update 01.10; the European versions are listed as untested. On Linux the AppImage is built and opened on GitHub Actions, but nobody has played it yet. Version 0.1.4 is from October 26. The repository includes a file with the public fake-PKG RSA keysets copied from shadPS4.

You needYour own dump of Knack for PS4 (tested: US CUSA00068 with update 01.10), as a folder with eboot.bin and, if the update is separate, its folder. A 64-bit CPU with AVX, a Vulkan 1.3 GPU, and 16 GB of RAM recommended (the game uses 5 to 6 GB). Windows 10 or 11, or Linux with glibc 2.39 or later.

★ 44 · 2026-11-06 View →
GameCube
GC

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.

23% decompiled
★ 44 · 2026-10-31 View →
N64
N64

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.

58% decompiled
★ 44 · 2026-11-01 View →
Game-specific engine Playable
WIN

Soldier of Fortune (openMERC)

sidreshot/openMERC

An open-source (GPL v2) engine for Soldier of Fortune (Raven Software, 2000), written clean-room on top of Yamagi Quake II, that runs the original game’s data at any resolution, with widescreen HUD and menus, an OpenGL 3.2 renderer with optional effects, and OpenAL sound. It can be played in two ways: mode A uses the engine with the original gamex86.dll and player.dll from your installation (the most complete campaign), and mode B uses its own game and player modules, which load all 32 campaign maps but have unfinished AI and some unfinished sequences. Original 1.07f servers and clients are not compatible. The README calls it a work in progress. Version 0.2.2 (October 27) publishes zips for 32-bit Windows and for Linux x86_64 (with its own modules only).

You needYour own copy of Soldier of Fortune (the GOG release or a retail CD updated to 1.07f): openMERC reads the .pak files from your installation, the one holding base\pak0.pak, and never writes to it. Windows (a 32-bit engine on 64-bit Windows 10 or 11) or Linux x86_64.

★ 44 · 2026-10-27 View →
Port (decomp) Playable
WIN

Wing Commander II: Vengeance of the Kilrathi

neuromancer/wc2-re

A source reconstruction of Wing Commander II as shipped in Wing Commander: The Kilrathi Saga (1996), the Windows re-release, by the same author as the Wing Commander one, with a native SDL2 port and a graphical launcher for Windows, Linux, and macOS. Its author calls it materially complete: the source compiles and links as WC2.EXE, and its 1,501 functions average 98% machine-code similarity to the original; what remains is fidelity polish. The port runs the title sequence, the campaign intro, the pilot database, the save menus, the cutscenes, and spaceflight with firing, targeting, cockpit displays, and music. With the DOS release’s data, it plays its AdLib music and OriginFX sound effects. It adds an optional OpenGL renderer for ships and 16-colour EGA dithering. It states that OpenAI Codex and Anthropic Claude were used during the reconstruction.

You needYour own copy of Wing Commander II, from The Kilrathi Saga or the original DOS release (with partial support). Plus Windows, Linux, or macOS.

★ 44 · 2026-11-11 View →
PS2 Experimental
PS2

Castlevania: Curse of Darkness

sergiomanzur/noble-archimedes

“Noble Archimedes” is an experimental Windows x64 recompilation project for Castlevania: Curse of Darkness (US PS2 version, SLUS-21168). The EE executable is translated locally from MIPS to C++ and compiled to native code; the runtime supplies scheduling, memory, VIF/GIF, controllers, and storage. The default renderer is paraLLEl-GS on Vulkan, and there is a hybrid mode using PCSX2’s GS through a DLL, which doesn’t run the whole emulator. According to its README of October 15, playable development builds exist, with about 53 fps measured in gameplay transitions after optimizing the scheduler and adding a native VIF1 worker, against a target of 58 to 60; the 0.2.1 notes measure 14.43 fps in the courtyard. It distributes no ISO, executable, assets, translated code, microcode, or compiled binaries: version 0.2.1 (October 16) is a 357 KB source-only Windows kit, opened through command launchers after building the host on your PC.

You needYour own lawfully obtained copy of the game (PS2, USA, SLUS-21168), from which the code is generated locally. Windows x64, MinGW-w64 GCC/G++ 15.2, Python 3.12, CMake and Ninja, and a Vulkan driver.

★ 43 · 2026-11-10 View →
Native layer Experimental
PS4

Fist of the North Star: Lost Paradise

ItalianKuze/port-ga-gotoku

PortGaGotoku runs Fist of the North Star: Lost Paradise (Hokuto ga Gotoku, PS4, CUSA12781) on Windows, as a fork of deadinside28’s native Bloodborne port (bbport): the game’s x86-64 code runs directly on the CPU, a runtime reimplements the PS4’s system libraries, and a renderer derived from shadPS4 translates the graphics to Vulkan. Its author clarifies that “native” refers only to the CPU: it is not a full recompilation or a rewrite of the renderer. It is an early alpha, developed in spare time with no schedule: it is experimental and playable on the one machine it has been tested on (Windows 11 with a GeForce RTX 5070). It has its own launcher. The latest stable release, 0.1.2-alpha, is from October 22; there is also a Linux and Steam Deck test build from October 27, marked untested.

You needYour own legal dump of the PS4 game (the CUSA12781 folder with eboot.bin and sce_sys). Windows with a Vulkan-capable GPU; tested on Windows 11, an RTX 5070, and an 8BitDo controller in XInput mode.

★ 43 · 2026-11-09 View →
Game-specific engine Playable
PS2

NBA Street Vol. 2

luckvj/streetball-revival

A from-scratch rebuild, in Rust, of NBA Street Vol. 2 for PC, called Streetball Revival, with the online play the original never had: up to six players, three a side, over the internet or a home network. It is a reimplementation written to be compatible with the PS2 game, and it reads the data from your disc image at run time; the repository contains no discs, executables, art, models, music, or code from the original game. It is a public beta: according to the README, most of the game plays like the original, some things are still being matched, and online play is a work in progress that needs testing. There are builds for Windows and Linux; v0.1.4-beta is from October 27. The README declares that Claude wrote much of the code, and all of its last 100 commits list it as a co-author.

You needYour own .iso image of NBA Street Vol. 2 for PS2, US release (serial SLUS-20651).

★ 43 · 2026-11-11 View →
Native layer Playable
PS4

Sakura Wars

HekamiAeon/Sakura-Wars-PS4RT

An experimental, game-specific compatibility runtime for x86-64 Linux (tested on Fedora). It prepares and runs the original x86-64 code of the PlayStation 4 version, supplies implementations of the console’s services, and uses a Vulkan renderer derived from shadPS4; the README states it is not a general-purpose PS4 emulator. The launcher includes its own installer for the 1.01 update and for DLC, and graphics settings (resolution up to 4K, FSR 3.1 or FSR 4, sharpening, anisotropic filtering) are changed in the game. The README describes it as experimental and playable through Chapter 3, without a verified full playthrough. Version 1.0 (October 28) is the latest release.

You needYour own extracted, unencrypted CUSA16429 folder (with sce_sys/param.sfo, eboot.bin, and sce_module), version 1.00 or 1.01; version 1.01 is required to play, and if you have 1.00 the launcher asks for your own 1.01 update PKG and modifies the folder in place. Plus x86-64 Linux with glibc 2.35 or newer, Python 3, and a Vulkan 1.3 driver; ARM64 and CPU translation layers are not supported.

★ 43 · 2026-11-08 View →
Switch Experimental
NSW

Super Mario Maker 2 (Apolinario-coder)

Apolinario-coder/MushroomMakerRecomp

Mushroom Maker Recomp is an experimental native Windows port of Super Mario Maker 2 (version 3.0.3), based on static AArch64-to-C recompilation. The game’s code is translated and compiled on your PC; a PC compatibility layer handles graphics (Vulkan, with resolution scaling, FSR 1 or NIS, and SMAA), input, audio, and operating-system calls. It offers 4K output, 120 FPS presentation (with simulation kept at 60 Hz), keyboard, mouse, and controller support, and integrates with Course World through the public MariOver service. The README warns that full-game compatibility has not been established and that crashes and visual differences may occur. Version 1.0 (October 26) is for Windows.

You needYour own complete Super Mario Maker 2 game files for Nintendo Switch with update 3.0.3 already applied (the update files alone are not enough). 64-bit Windows 10 or 11 with .NET Framework 4.8, a Vulkan 1.3-capable GPU, and an internet connection to fetch courses.

★ 43 · 2026-10-26 View →
Xbox 360 Playable
360

WWE SmackDown vs. Raw 2010

nefariousjosiah/WWE-SVR2010-RECOMP

A native Windows port of the Xbox 360 version, by static recompilation with the ReXGlue SDK and a native renderer adapted from re:Blue’s, which instead of emulating the console’s GPU watches the game’s Direct3D library and draws the same scenes with Direct3D 12 or Vulkan; on Linux and Steam Deck it runs through Proton. It keeps the game’s own 60 fps mode in matches too, where the console dropped to 30, with 480p to 8K resolution and the edge blur and background blur off by default, though both can be turned back on. Matches load in about 15 seconds and there are no first-time stutters. You can pick the text language among English, Spanish, French, German, and Italian (commentary is English only), use your own songs as entrance music, as the console did with songs from its hard drive, and load your own DLC. It works with Xbox, PlayStation, Switch Pro, and Steam Deck controllers; keyboard controls are untested. It updates from inside the game when you choose to, backing up your saves first. Road to WrestleMania with a created superstar can crash after the second match. 2.0 came out on October 21. The download includes, inside the executable, the game’s shaders already converted for PC.

You needA .iso image of your own WWE SmackDown vs. Raw 2010 disc for Xbox 360, US or European release (Title ID 54510844, Media ID 518DE415, about 7.3 GB); optional DLC also from your console. Plus 64-bit Windows 10 or 11 and a Direct3D 12 or Vulkan graphics card, or Linux or Steam Deck with Proton Experimental.

★ 43 · 2026-11-07 View →
Port (decomp) Playable
PS2

Crash Twinsanity (menaman123)

menaman123/TwinsanityEvolved

A native port of Crash Twinsanity for Windows, macOS, Linux, and PS Vita: the twinsanity-reversed decompilation (by Smartkin), in the game/ folder, running on the NativeEE engine in the engine/ folder. The game is compiled to wasm32 and lowered to C with wasm2c, with its linear memory as the engine’s 32 MB main memory. A launcher installs the finished game from the releases into a single folder holding the settings, memory cards, and mods; it supports mods packaged as Mod Crates, patched disc images, and xdelta, PPF, and BPS patches, text and speech are separate settings, and the text can be read in Arabic. It runs at 60 frames per second by default, or at 50 Hz like the PAL console. Version 0.9.1 (October 30) lets you skip the game’s cutscenes with X. Every release zip passes a scan (tools/ci/asset_scan.py) that fails on any disc file.

You needYour own Crash Twinsanity .iso image for PS2: the European (PAL, SLES-52568) or US (SLUS-20909 v2.00) disc; the program recognizes the disc by its content, comparing it against the known dumps of the original discs. 64-bit Windows 10 or 11, macOS (Apple Silicon or Intel), Linux (x86-64 or aarch64), or PS Vita.

★ 42 · 2026-11-05 View →
Xbox 360 Playable
360

Crash: Mind over Mutant

Maxilure/MindOver-Recomp

“Mind over Recomp”: an unofficial Linux and Windows port of the Xbox 360 version, by static recompilation with the ReXGlue SDK. The project replaces the parts that still pretend to be an Xbox with its own code, one by one: profiles and saves are already its own, and it has its own Vulkan renderer, which F9 swaps with the emulated picture. It runs at 60 fps at the original game speed (120, 144, and uncapped are experimental), at 720p to 4K, and expands co-op from two to four players, with every outfit for everyone and a camera that keeps them all in view (experimental). It has unlimited, named saves as .sav files, keyboard and mouse with rebindable keys and on-screen key prompts, any controller SDL recognizes, and an options screen in the game’s own style. It’s in alpha: it boots and plays, but hasn’t been played through to the end yet. The launcher downloads about 550 MB of tools and builds the game on your machine from your ISO. The only release, 0.1.0-alpha, came out on October 7; development has continued in the repository since. Its author states it was developed with extensive help from Claude, which wrote most of the code and documentation, and all 88 of its commits list Claude as co-author.

You needYour own US copy of Crash: Mind over Mutant for Xbox 360, dumped to an .iso. Plus 64-bit Windows 10 or 11 (on an NTFS drive, not a OneDrive folder) or x86-64 Linux with glibc 2.39 or later (Ubuntu 24.04, Fedora 40, Mint 22, Arch, or newer), a Vulkan graphics card (only NVIDIA tested so far), 16 GB of RAM recommended, about 25 GB of free space, and an internet connection for the first setup.

★ 42 · 2026-11-09 View →
Game-specific engine Playable
DOS

F-117A Nighthawk Stealth Fighter 2.0 (Enhanced)

kylofon/F117-2Enhanced

An enhanced native port of MicroProse’s F-117A Nighthawk Stealth Fighter 2.0 for Windows, built on the same author’s faithful SDL3 port (F117-2, v0.1.0). It is not an emulator and includes no game files. It aims for a sharper, smoother game with the original art unchanged: resolution from 1 to 8 times the original 320×200 (the 3D view, HUD, MFDs, TV window, and map), a wider view on wide windows, smooth distance shading and true night (optional, off by default), drawing at the monitor’s refresh rate, and a launcher with an Enhanced box; --classic restores the original behavior. The two releases, about 11 MB each, are from October 26 and October 29 (0.2.0). All 73 of its commits list Claude as a co-author.

You needThe files of your copy of F-117A Nighthawk Stealth Fighter 2.0 (F117.COM, SETUP.EXE, START.EXE, VGAME.EXE, and the rest), in a Game folder next to the launcher or chosen from it; the folder must be writable, since the game saves the pilot roster there. In SETUP, answer N for the joystick and 2 for AdLib. Windows.

★ 42 · 2026-11-10 View →
SNES / Super Famicom Playable
SNES

International Superstar Soccer Deluxe (sergiomanzur)

sergiomanzur/issd-native

ISSD Native: a native recompilation of the US Super Nintendo release for Windows, Linux, and Android. The 65816 code is translated into C, with native replacements for asset decompression, memory streaming, and audio commands; video, audio, and peripherals still run on hardware models. It’s a beta working toward 1.0 (the latest is 0.5.0-beta.3, from October 11). It has all of the original’s modes, local multiplayer for up to four with gamepads and multitap, rebindable controls with profiles, campaign saves and save states, compatibility with the cartridge’s passwords, experimental wider views, CRT and sharp filters, an option with six of the original’s bugs fixed, gameplay tweaks, and mod packs for rosters, kits, and stadiums, with their own editor. Its author describes it as an “AI-driven” recompilation project.

You needYour own headerless US International Superstar Soccer Deluxe ROM (2 MB .sfc, MD5 345ddedcd63412b9373dabb67c11fc05). Plus x64 Windows, x86-64 Linux, or Android 8.0 or later.

★ 42 · 2026-10-22 View →
PS1 Experimental
PS1

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. 2 of its 42 commits list Claude as a co-author.

You needYour own Klonoa: Door to Phantomile disc image (US edition). It uses OpenBIOS unless you supply your own SCPH BIOS.

★ 42 · 2026-10-10 View →
GameCube Experimental
GC

Metal Gear Solid: The Twin Snakes

alphanu1/msg-twinsnakes-recomp

A static recompilation project for Metal Gear Solid: The Twin Snakes (GameCube) aimed at native Windows and Linux builds: the PowerPC code would be translated into C with DolRecomp and linked against a runtime written from scratch that reimplements the GameCube SDK on SDL3 and Vulkan. It is at phase 0 of 6, symbol recovery, and the README itself calls it not playable, not close. It has the boundaries of all 18,485 of the game’s functions recovered, 1,078 of them named, 206 of the 336 SDK entry points the engine uses identified, and 100% of the GX surface it uses; the method is to identify the SDK by byte signatures against public decompilations of other GameCube games. It states it uses no leaked Konami code or Nintendo SDK code. The current target is the European release (PAL, GGSPA4, two discs); the US and Japanese ones will come later. There are no published releases.

You needYour own dump of Metal Gear Solid: The Twin Snakes for the GameCube, European (PAL, GGSPA4, both discs); the project checks the hashes of the extracted executables. Working with it takes CMake, Ninja, Ghidra, dtk, and the dependencies pinned in deps.lock.

★ 42 · 2026-09-26 View →
PSP
PSP

Monster Hunter Portable 2nd G

tclamb/mhp2g-decomp

Byte-matching decompilation of Monster Hunter Portable 2nd G for PSP.

4% decompiled
★ 42 · 2026-10-30 View →
Xbox Fully playable
XBX

Panzer Dragoon Orta (SeveerJ)

SeveerJ/Orta_PC_Recomp

A native Windows version of Panzer Dragoon Orta (original Xbox), made by statically recompiling the game’s code to C and running it on a PC reimplementation of the Xbox kernel, GPU (NV2A, on Direct3D 11), and audio. It builds on sp00nznet’s xboxrecomp toolkit, with many GPU behaviours matched against xemu. The README says it is a work in progress in which every episode is playable from start to finish. The installer (OrtaPC_Setup, about 2 MB; v0.6 Beta is from October 28) looks for your disc image, downloads Python, the capstone disassembler, and the llvm-mingw compiler (about 300 MB), translates and compiles the game (20 to 30 minutes), and installs it. The repository description presents it as made entirely with AI. All 30 of its commits list Claude as a co-author.

You needYour own copy of Panzer Dragoon Orta for Xbox, North American release, as an .iso image or an unpacked folder with default.xbe; the installer checks it is that game. 64-bit Windows 10 or 11, a DirectX 11 graphics card, and an XInput controller.

★ 42 · 2026-11-06 View →
PS2
PS2

Shadow of the Colossus (TheRealestNwah)

TheRealestNwah/sotc-decomp

Work-in-progress matching decompilation of Shadow of the Colossus for PS2 (NTSC-U, SCUS-97472), with a native PC port as its long-term goal. It aims for C code that, built with the game’s compiler, Sony ee-gcc 2.96, reproduces the original files byte for byte. The SCUS_974.72 loader and the three modules holding the game code (KERNEL.XFF, MANAGER.XFF, and GAMECORE.XFF, in a custom xff2 format) already rebuild identically from assembly, though the table layout and the loader metadata still come from the original files. According to the README, 6,097 of the 7,861 game functions in the three modules (78%) are already matching C, and 114 of the loader’s 124 (92%); the native port hasn’t started. It includes nothing from the game: you need the loader from your own disc. The README states it’s developed with Claude Code and OpenAI Codex, which contribute code, tests, and documentation, while the author decides, tests, and releases. 91 of its last 100 commits list Claude as a co-author.

★ 42 · 2026-11-11 View →
Port (decomp) Playable
SNES

Top Gear

thebradshaw/topgear-pc

A PC port of the SNES game Top Gear, presented as a faithful decomp with optional widescreen, a full-screen one-player view, and higher frame rates. The race program (the per-frame update, the renderer, the cars, the sprites, and the raster interrupts) now runs as translated C; the menus and a few routines still run the original code on LakeSnes, an embedded emulator that also checks the C code call by call. The C races drop the original’s slowdown and loading pauses, and --original plays the game’s own code throughout. Graphics, sound, and music come from your ROM, which must be unmodified; the assembly that the disassembly tool generates stays on your machine and is never published. The latest release, 0.1.3 (October 20), ships Windows and an experimental Linux build. 89 of its 90 commits list Claude as a co-author.

You needYour own unmodified Top Gear (USA) ROM, 524,288 bytes (SHA-256 ca9889f17f184b3d99a2eaaa82af73e366f03ed00313fdd369e5e023b208e788); a 512-byte copier header is removed automatically. 64-bit Windows or 64-bit Linux (experimental).

★ 42 · 2026-11-11 View →
Source port Fully playable
MAC

Billy Frontier

jorio/BillyFrontier

Billy Frontier, the “cowboys in space” game Pangea Software released in 2003 for PowerPC Macs, updated for macOS, Windows, and Linux by Iliyas Jorio with Pangea’s permission. It’s an arcade-style action game with duels, shootouts, and stampedes. In shootouts you turn by slamming the cursor to the screen edges, with the mouse wheel, with horizontal trackpad scrolling, or with the keys. The latest version, 1.1.1 (September 6, 2023), smoothed that turning, added settings for wheel speed and direction, fixed graphical artifacts in smoke and flames, fixed right-edge turning on Retina Macs, and updated SDL to 2.28.3; there are downloads for Linux x86-64 and ARM64, macOS, and Windows. The downloads include the whole game, which the author publishes under the CC BY-NC-SA 4.0 license with permission from Pangea Software.

You needNo copy needed: the game is published in full with permission from Pangea Software, and each download already includes its data. Plus Windows, macOS, or Linux (x86-64; ARM64 too on Linux).

★ 41 · 2026-06-06 View →
Native layer Experimental
PS4

⑂ Fork of deadinside28/bloodborne_pc

Bloodborne (0xCydral)

0xCydral/bloodborne_pc

Bloodborne running natively on Windows 10 and 11 from your own PS4 copy, with no emulator: the PS4 has an x86-64 processor like a PC’s, so the game’s code runs as it is, and a custom layer replaces what the game asked of the console’s operating system and converts its drawing commands to Vulkan. It is a fork of deadinside28’s project, with about 280 commits of its own ahead, and adds a launcher (simple and advanced modes), DLSS, FSR 4, and XeSS upscaling, frame generation, keyboard and mouse, and mod support, plus installation from your copy’s .pkg files. Its README marks it as experimental: the game boots, loads saves, and plays with sound, gamepad, and saving, but a full playthrough has not been verified. Version 1.8.0-beta.7 is from October 25. It clarifies that it is unrelated to shadPS4.

You needYour own copy of Bloodborne for PS4 (CUSA03173, version 1.09), as a decrypted game folder (with eboot.bin) or as the game, update, and DLC .pkg files (the game package is about 31 GB and you need 1.1 times its size free). 64-bit Windows 10 (1903 or later) or 11, a Vulkan 1.3 graphics card (DLSS needs a GeForce RTX 20 series or newer), and about 6 GB of free memory (10 GB for 1440p or 4K).

★ 41 · 2026-10-26 View →
PS2 Playable Abandoned
PS2

Dark Cloud 2

Red-tv141/DC2-PS2RECOMP

A native Windows port of the US PS2 release, made by static recompilation with PS2Recomp: the executable’s code (SCUS_972.13) is translated to C++ and runs on the PS2Recomp runtime, with its own GS rasterizer and the VU1 microprograms compiled to x86-64 code. A launcher extracts the files from your .iso image and lets you pick the resolution (720p to 4K, or custom), fullscreen, a 60 fps mode, skipping the intro, the debug menu, the memory card folders, the controls, and a mods folder that supports HD texture packs; 0.9.4 added a custom aspect ratio. High resolutions still have problems: they stretch the picture instead of widening the field of view, and textures or HUD parts sometimes disappear. Version 0.9.5 (October 10) improved performance and fixed the speed at different frame rates and the analog stick, and it’s the last one: the author calls the game playable and is ending the project here because TealAlchemist’s decompilation exists. The repository has no instructions. Its working documents include rules for the AI agents that develop it, Gemini among them.

You needYour own .iso image of the US Dark Cloud 2 PS2 disc (SCUS-97213); by default the launcher expects v2.00. Plus 64-bit Windows.

★ 41 · 2026-10-10 View →
PS1 Playable
PS1

Gran Turismo 2 (OpenGTPS1)

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).

★ 41 · 2026-10-03 View →
N64 Playable
N64

Mario Party

n64hub/mario-party-recomp

A native PC port of the N64 version (USA), made by static recompilation with N64Recomp, N64ModernRuntime, and RT64, with RecompFrontend’s launcher and menus: the game’s MIPS code is translated to C and run natively. Symbols come from the mariopartyrd decompilation. The menus, the boards, and the minigames work, on the desktop and in a browser (the web page is built from your ROM), with the boards interpolated to the display’s rate and drawn at the window’s size and shape. The game’s process scheduler, which switches between dozens of small processes with its own setjmp and longjmp, runs each process on a thread of its own. The repository holds no ROM and no game assets, apart from symbol names and addresses. Version 0.2.4 is from November 1. It states that almost all of the code was written by AI (Claude), directed and play-tested by a person; 55 of its last 100 commits list Claude as a co-author.

You needYour own Mario Party (USA) ROM, a 32 MiB big-endian .z64 with SHA-1 1159bd56730094bfc71be30113e1cfc8bacf34f3; other regions are not supported. Windows or x86-64 Linux (glibc 2.35 or later, a Vulkan driver, GTK 3, and FreeType).

★ 41 · 2026-11-11 View →
GBA Playable
GBA

Pokémon FireRed / LeafGreen (mstan)

mstan/FireRedLeafGreenRecomp

Static recompilation of Pokémon FireRed and LeafGreen for Windows with gbarecomp, with a separate executable and download for each game. The ROM’s ARM7TDMI code is translated to C, and the console’s real BIOS is recompiled and run too. Both games boot and get into gameplay, but its author presents it as an early preview: code the recompiler didn’t cover runs through an interpreter the first time, is compiled to native code on the fly, and is saved to disk for later launches. From the pret/pokefirered decompilation it only takes function names and addresses, not its code. It has a pre-boot launcher to pick the ROM and BIOS and set up video, audio, and controls, plus save states. Version 0.0.4 (October 18) updated the engine and launcher. 18 of its 29 commits list Claude as a co-author, and the first one describes itself as the work of a Codex session.

You needYour own US v1.0 Pokémon FireRed (SHA-1 41cb23d8dccc8ebd7c649cd8fbb58eeace6e2fdc) or LeafGreen (SHA-1 574fa542ffebb14be69902d1d36f1ec0a4afd71e) ROM, depending on the game, and a dump of your Game Boy Advance BIOS. Plus 64-bit Windows.

★ 41 · 2026-11-06 View →
N64 Experimental
N64

StarCraft 64

n0madic/StarCraft64-recomp

A native port of the US (NTSC-U) release: N64Recomp translates the original MIPS code to C ahead of time, and it runs on N64ModernRuntime; graphics are drawn by a software renderer built for this game’s display lists, and an SDL3 shell handles the window, audio, and input. The downloads are just a launcher with nothing from the game: the first time you pick your ROM, it builds the game on your machine in a few minutes, with whatever C compiler it finds or, if there is none, with a copy of zig it downloads (50–100 MB). The single-player campaign, the original menus and the Encyclopedia, saving and loading, and sound all work, and you can play with the mouse (box selection, right-click orders, middle-button scrolling, and clicks on the minimap), keyboard, or controller; the game still sees an N64 controller. Two-player split screen and graphics options aren’t supported: the picture is the original, scaled with black bars. There’s an Android version too. The author has only used it end to end on Apple silicon macOS; the Windows and Linux packages build and pass their checks but haven’t been run on those systems yet. 0.1.0 came out on October 13.

You needYour own US (NTSC-U) StarCraft 64 ROM; .z64, .v64, or .n64 work, and once normalized it must match SHA-1 a36d91b5aac7bb95df0d7de5f9814f5270e25c2b. Plus x86-64 Windows or Linux, or Apple silicon macOS, and, to build the game the first time, a C compiler (Xcode command line tools, gcc, or clang) or an internet connection to download zig.

★ 41 · 2026-11-04 View →
Xbox Experimental
XBX

The Sims 2

abilliontokens/sims2-recomp

An unofficial native port of the original Xbox version of The Sims 2 (USA), produced by statically recompiling the x86 XBE with the XboxXBERecomp SDK. According to the README it reaches live gameplay on Windows and Linux: it plays the startup movies, reaches the title screen and main menu, and enters live gameplay on a lot; on Linux (Vulkan) it reaches the title and a 3D neighborhood scene. It adds a settings panel (F1) and a frame-time graph (F2), and replaces the engine’s frame step so the game keeps its real speed at any frame rate. The author has not yet published frame-rate or resolution measurements. Version 0.2.0 (October 20) includes Windows and Linux packages.

You needYour own copy of The Sims 2 for the original Xbox, USA, as a disc image (whole-disc dump or xiso) or with the extracted files (default.xbe with its DATA and movies folders), in the assets folder. It only runs the XBE it was recompiled from (USA retail, SHA-1 starting with 16f9e41c). 64-bit Windows 10 or 11 with Direct3D 12, or Linux with Vulkan.

★ 41 · 2026-10-20 View →
Port (decomp) Experimental
GC

Animal Crossing (BellPad)

chrissotraidis/bellpad

BellPad: an experimental native port of the US release of the GameCube Animal Crossing for Apple silicon macOS, iPhone, and iPad. It is not a GameCube emulator or a browser port: it builds a 64-bit game core from the reverse engineering and draws with Metal through Aurora, SDL3, and Dawn. Its foundation is birabittoh’s ACGC-PC-Port, which comes from FlyingMeta’s PC port and the ac-decomp decompilation; BellPad contributes the Apple integration, game-data import from Files, touch controls, Dolphin-compatible save handling, and fixes. The published releases contain no app: you build it with PadMint, a separate tool, on an Apple silicon Mac with Xcode, from your own game file. 0.2.2 (October 19) added building for the Mac itself, besides iPhone and iPad. The project’s README declares substantial AI assistance for code, tests, documentation, debugging, and maintenance, and notes that some support replies are automated.

You needYour own Animal Crossing for GameCube file, US release. Plus an Apple silicon Mac with Xcode and the build dependencies (cmake, ninja, ripgrep, and sdl2 from Homebrew) to generate the app with PadMint.

100% decompiled
★ 40 · 2026-10-30 View →
Xbox 360 Experimental
360

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).

★ 40 · 2026-08-07 View →
Xbox Playable
XBX

Genma Onimusha (rafaelkenedy)

rafaelkenedy/genma-recomp

An unofficial native Windows port, with experimental native Linux support, of the original Xbox version of Genma Onimusha, made by statically recompiling the game’s executable to C++ with Xbox XBE Recomp. On first start it asks for your copy (disc image or default.xbe) and recompiles and compiles the game with the compiler the zip carries, in about a minute on an 8-thread CPU. It has a settings menu (F1) with display mode, resolution, overscan frame cut, render scale, anisotropic filtering, FPS cap, modern controls with the stick relative to the camera, and optional HD textures; on Linux the menu and the HD textures aren’t available yet. The HD texture pack is a separate download, hosted on archive.org (about 9.9 GB): a conversion of Evgeshajk’s “4K Texture Pack AI-Enhanced” for Onimusha: Warlords. The latest version is 0.6.1 (October 30), with Windows zips of about 81 MB and a Linux package of about 198 MB. None of its 61 commits lists Claude as a co-author.

You needYour own copy of Genma Onimusha for Xbox, from the US release (default.xbe of SHA-1 08bfe432eb55877b5af2dd401b713743c5b751cd, redump), as an .iso, a redump image, or an XISO, or a default.xbe in a folder with the game’s files; other releases get a warning. 64-bit Windows 10 or 11, or x86-64 Linux (experimental); played with a controller.

★ 40 · 2026-10-30 View →
PS2 Playable
PS2

God Hand (LasVola)

LasVola/godhand-recomp

A native Windows port of God Hand (PS2, US version), made by static recompilation with PS2Recomp: the game’s code is rebuilt as a Windows program, with no emulator. Its README warns it is a work in progress: it has been played from the start into stage 3, past the Gorilla Mask and Mad Midget Five bosses, side by side with the original game on a real PS2, and stages 4 to 8, the ending, the Coliseum, and the extras haven’t been tried and may fail. Fighting, the God Reel, dying and continuing, cutscenes, memory card saves, and the casino and pirate ship cannon minigames work. It runs at 60 fps at 3x resolution (1536x1344, in 4:3), windowed or full screen, with rebindable keyboard, mouse, and gamepad controls, and the button prompts show your keys or your gamepad’s buttons. The first run is slow, with a couple of minutes on a black screen while the graphics are prepared. It publishes no releases: you build it from the repository. 12 of its 13 commits list Claude as a co-author.

You needYour own disc image (.iso) of God Hand, US version, SLUS-21503; it must be exactly that version (the checksums are in DISC_HASHES.md) and the port refuses any other disc. Windows 10 or 11, a reasonably modern graphics card, Visual Studio 2022 Build Tools with C++, and Python 3.10 or newer.

★ 40 · 2026-10-20 View →
N64 Fully playable
N64

Jet Force Gemini (VibinToast)

VibinToast/JetForceGemini-Recompiled

“Jet Force Gemini: Recompiled,” a static recompilation of the US release for Windows and Linux, built with N64Recomp, N64ModernRuntime, and RT64 on top of cyscott’s Diddy Kong Racing recomp. Its author calls it 100% playable and says only quality-of-life work is left. It adds mouse and keyboard, dual-stick controls with camera-relative movement, over-the-shoulder aiming, 60 fps, widescreen, ambient occlusion and bloom, longer draw distance, cutscene skipping, a weapons editor, a no-blood option, cheats (including skipping the Tribal requirement), and a toolbar to warp to any level and edit items. It supports HD texture packs; its own is a separate download. There’s a prebuilt portable Windows version; on Linux you build it. It states it was built with heavy help from AI (Claude), directed by its author and without an independent code review.

You needYour own US Jet Force Gemini ROM in .z64 format. Plus Windows 10 or 11 with a Direct3D 12 graphics card, or Linux with Vulkan (where you have to build it).

★ 40 · 2026-11-03 View →
Switch Playable
NSW

⑂ Fork of Hexveil404/PokeZ-ARecomp

Pokémon Legends: Z-A (TheMagnumChad)

TheMagnumChad/PokeZ-ARecomp-Online

Lumiose Online for ZA Recomp: a fork of Hexveil404’s native port, which recompiles the Switch’s ARM64 code ahead of time and reimplements the console’s operating system and GPU on top of Vulkan, that adds the Lumiose Online multiplayer mod. The mod’s binary sits in the repo and is translated to native code along with the game’s. Online play goes through a fixed relay server, not peer to peer, and brings text chat with keyboard or controller, voice chat with a microphone and noise suppression, a players menu, and native typing in the chat, the Market search, and Mail. It also adds camera distance from 50% to 200%, a touch mode on left Alt, and its own self-updating launcher. The author notes that voice quality and live multiplayer still need more testing. Linux x86-64 is experimental, aimed at the Steam Deck. v0.1.27 (November 8) is the latest of 12 releases. The README doesn’t say who made the mod. 35 of its 36 own commits are authored by Codex, from OpenAI.

You needYour own copy of Pokémon Legends: Z-A with update 2.0.2 and the DLC, which Lumiose Online requires: the already extracted exefs and romfs folders, or a dump (.xci or .nsp) with the prod.keys from your own Switch, plus its title.keys if asked for the DLC. Plus 64-bit Windows 10 (1903 or newer) or 11, or x86-64 Linux as an experiment, an x86-64 CPU with AVX2 (SSE4.2 works too, but slower), a Vulkan 1.2 or newer GPU, 8 GB of RAM (16 GB recommended), and about 12 GB free.

★ 40 · 2026-11-08 View →
Port (decomp) Playable
ARC

SegaSonic the Hedgehog

cheviman/segasonic-port

A native port of Sega’s System 32 arcade game for Windows, Linux, and macOS, built from the decompilation of the game’s program to C (segasonic-decomp) and built for each system; it is not an emulator. A console version made for playing at home sits alongside the arcade one, both from the same program, with 16:9 widescreen, time attack, and a stage select. The author checks the arcade version with 98 scenarios (the attract mode, one- to three-player games, every stage, the ending, and the test mode) that run on the game and on the original program on MAME’s V60 core, and the two match frame by frame. Version 1.3.0 (October 29) provides packages for Windows x64, Linux x64, macOS (Apple Silicon and Intel), and Anbernic H700 handhelds; with the assets made on your computer there are also builds for the Switch and Android.

You needYour own copy of the arcade ROM set: MAME’s sonic.zip (SegaSonic The Hedgehog, Japan, rev. C), 18 files, which the game checks by CRC32 and from which it extracts an asset pack (segasonic.assets) on first run that is yours and not to be shared. Plus Windows x64, Linux x64, or macOS.

★ 40 · 2026-11-10 View →
Mega Drive / Genesis Playable
MD

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. 31 of its last 100 commits list Claude as a co-author.

You needYour own Sonic the Hedgehog 2 ROM (World version, Rev A or REV01). For online play, everyone needs the same recomp version.

★ 40 · 2026-11-11 View →
Xbox 360 Playable
360

WWE 2K14 (Jarrodfeng)

Jarrodfeng/wwe2k14-recomp

A static recompilation of the Xbox 360 version into a native Windows x64 program, with the ReXGlue SDK; the author frames it as a preservation project first and a creative toolkit second. The game, menus, matches start to finish, entrances with titantrons, the Royal Rumble, Hell in a Cell, the Elimination Chamber, 30 Years of WrestleMania, Create-a-Wrestler, saves, sound and controllers work. It offers 720p, 1440p or 4K, 60 or 120 fps or the monitor’s refresh rate, NVIDIA DLAA and DLSS, a launcher with quick match, mods (your own videos as titantrons, PNG pictures as logos), a free camera and replays. v0.2.14 (October 30, a zip of about 79 MB) is the latest of 38 releases. It states it is developed with the help of Claude; 24 of its 28 commits list it as a co-author.

You needYour own WWE 2K14 disc for Xbox 360 (there is one disc, the same in the US and Europe), version 0.0.0.2 with no title update (title ID 545408B2; SHA-256 of default.xex 544EF8B505AEBCECE3459865A4E27E1A7CFAD568406514F27E1115B378D3A8FB), copied as a folder (with default.xex and the pac, movies and sound folders) or as a disc image. 64-bit Windows 10 or 11 and a graphics card with Vulkan.

★ 40 · 2026-11-09 View →
Xbox 360 Playable
360

WWE SmackDown vs. Raw 2008

nefariousjosiah/WWE-SVR2008-RECOMP

A native Windows port of the Xbox 360 version, by static recompilation with the ReXGlue SDK and a native renderer adapted from re:Blue’s, which instead of emulating the console’s GPU watches the game’s Direct3D library and draws the same scenes with Direct3D 12 or Vulkan; on Linux and Steam Deck it runs through Proton. It’s by the same author as the SmackDown vs. Raw 2010 port and shares its performance work. It keeps the game’s own 60 fps mode in matches too, where the console dropped to 30, with 480p to 8K resolution, the edge blur and background blur off by default, though both can be turned back on, and no first-time stutters. The disc has the text in English, Spanish, German, and Italian, but the game only ever showed English: the port lets you pick any of them (commentary is English only). It works with Xbox, PlayStation, Switch Pro, and Steam Deck controllers; keyboard controls are untested. It updates from inside the game when you choose to, backing up your saves first. 1.0.9 (October 20) fixed created superstars’ photos and names, and 2.0 came out on October 21. The download includes, inside the executable, the game’s shaders already converted for PC.

You needA .iso image of your own WWE SmackDown vs. Raw 2008 disc for Xbox 360, US or European release (Title ID 5451080B, Media ID 5E35F037, about 7.8 GB). Plus 64-bit Windows 10 or 11 and a Direct3D 12 or Vulkan graphics card, or Linux or Steam Deck with Proton Experimental.

★ 40 · 2026-10-24 View →
N64 Playable
N64

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.

★ 39 · 2026-09-29 View →
PS1 Playable
PS1

Castlevania Chronicles

Spicywonda/castlevania-chronicles-recomp

A native Windows, macOS (Apple silicon), and Linux port of the US PlayStation release (SLUS-01384), built with RecompOne, which translates the game’s MIPS code to C#, with the project’s own patches on top of its runtime. A launcher asks for your disc image, remembers it, and prepares the game code on first launch; the released builds include no disc or game data. F1 opens a menu to rebind keyboard and controller and to turn on cheats (invincibility, plus infinite health, hearts, or lives), which start off every session; falls and instant deaths still apply. The illustration gallery and the interview work, and you can import a raw 128 KB memory card. Widescreen is experimental and off by default: corrupted images and objects popping in and out at the side margins have been reported. All eight stages are registered, but a full playthrough hasn’t been validated yet, and a sound bug when defeating a boss and collecting the orb is still open. Version 0.3.10 (October 12) added automatic launcher updates.

You needYour own US Castlevania Chronicles disc image (SLUS-01384), as a .cue with its .bin files or as a .chd. There are builds for x64 Windows, Apple silicon macOS, and x64 Linux; all three include the .NET runtime. Linux needs glibc, OpenGL drivers, and GTK 3.

★ 39 · 2026-10-12 View →
N64 Experimental
N64

Conker's Bad Fur Day (Conker64Recomp)

Conker64Recomp/conker64-recompiled

A work in progress that its own README states is not yet a finished static recompilation and does not play the game. It is a reverse-engineering toolkit and a 3D engine in C++20 on SDL2, written from scratch, that loads a cartridge dump, decrypts and decompresses Rare’s RZIP archives (recovering 507 of 508 MIPS code subsegments into an emulated 8 MB RDRAM), indexes and plays back 453 MP3 audio streams, decodes the N64 texture formats, and draws an explorable 3D scene with its own software rasteriser and a procedural character. The recovered code is not executed yet: N64Recomp integration (configuration files exist, but the generated-code directory is empty), RT64 integration, game logic, enemies, levels, and the HUD are still to do. The only release, 0.1.0-beta (August 27), weighs about 0.9 MB.

You needYour own 64 MB Conker's Bad Fur Day ROM dump (.z64, .v64, or .n64; it is normalized to big-endian and the header is validated). x64 Windows.

★ 39 · 2026-09-02 View →
Port (decomp) Experimental
WIN

Icewind Dale II

thierbig/iwd2r

A cross-platform engine for Icewind Dale II rebuilt from a decompilation of the original executable, for Linux, Windows, and macOS (Apple silicon). It keeps the original simulation underneath, with a classic 2D renderer (and an optional SDL3 GPU one) and the IWD2EE mod built into its own source; the plan includes a high-fidelity renderer with a toggle back to the classic look. The repository contains decompiled output of the original game: about 1,690 files in docs/evidence with Ghidra’s output for each recovered function, plus the reconstructed source in src; it holds no executable and no game data. According to its README it has recovered 84.2% of the code and 62.6% of the functions (4.8% verified against the original), and it can’t yet be played from start to finish: a party can be formed, walk, talk, and win the first fight, and saving, loading, and resting is under way. It has no published releases; you build it from source. It states that the recovery work is done by Claude Code sessions (with Anthropic or Z.ai models), and 56 of its last 100 commits list Claude as a co-author.

You needYour own copy of Icewind Dale II: Complete from GOG (DRM-free), which is the reference; the README gives the Windows (2.01) and macOS installers. To build it: CMake 3.28 and, on Windows, Visual Studio 2022; on Linux, a compiler and the libraries the README lists; on macOS, the Xcode command line tools. On macOS the engine builds and passes its tests, but the README says playing there hasn’t been tried.

★ 39 · 2026-11-11 View →
Game-specific engine Playable Stalled · 1 year

Mars - The Ultimate Fighter

jval1972/Mars3D

An engine recreation of Mars - The Ultimate Fighter (1997), called Mars3D, written in Pascal. It offers high resolutions, true-color software rendering and OpenGL rendering, an uncapped frame rate, a textured automap, dynamic lights, sound effects in FLAC and OGG, music in MOD, S3M, IT, and XM, screenshots, an in-game menu for gameplay, key bindings, and resolution, and scripting with PascalScript. It supports creating custom content with Doom editing utilities and adds new enemies and pickups that use the original resources. On first launch it asks for the location of mars.mad and detects the additional resources on its own. The latest release on GitHub, 1.0.13.755, is from May 4, 2022, with 32-bit Windows binaries and the source code.

You needThe mars.mad file from your own copy of the original game and its additional resources (detected automatically). Windows (32-bit builds).

★ 39 · 2025-08-07 View →
Port (decomp) Experimental
DOS

Sensible World of Soccer 96/97

zlatkok/swos-port

swos-port: an unofficial C++/SDL port of the PC DOS version of Sensible World of Soccer 96/97. It combines gradually rewritten, idiomatic C++ code with a generated, virtual-machine-backed translation of the original routines, to preserve behavior while each system is converted and tested; some routines are still mechanically generated from swos/swos.asm. It is checked against frame-by-frame recordings from DOS SWOS. Windows is the primary platform (Visual Studio 2022 and Meson), and an Android project also exists. The README says it is a development project rather than a finished replacement: much of the game is playable. The September 6 development demo (22 MB, Windows x64) ships placeholder graphics, audio, commentary, and data to test the port, not the game. To really play, --swos-dir points it at an installed copy of SWOS. The repository includes the disassembly of the DOS version (swos/swos.asm, about 6 MB).

You needYour own installed copy of Sensible World of Soccer 96/97 for DOS, whose directory you pass with --swos-dir=<path>; the development demo works with placeholder data. Plus Windows (x64) and, to build, Visual Studio 2022 or Meson, and Python 3.8 or later.

★ 39 · 2026-11-06 View →
Xbox 360 Playable
360

Soulcalibur IV

FluffyQuack/rexglue-SoulCaliburIV

A static recompilation of the Xbox 360 version with the ReXGlue SDK: the repository is a copy of the SDK itself with the game’s project in its sciv folder. Its author says the game seems fully playable, with some minor graphical issues. It turns on readback of render-to-texture results by default so the bloom isn’t blown out. A sciv.ini file lets you skip the five boot logos and play on the keyboard, with rebindable keys and a second player on the numpad, and by default it keeps everything in the game folder as a portable install. F12 saves a PNG screenshot. Version 0.9.1 (July 7), the only release, added DLC support and keyboard controls, fixed a crash at boot, and was built for older CPUs (x86-64-v2).

You needYour own copy of Soulcalibur IV for Xbox 360, with its files in the folder it runs from; the author notes it’s meant to be used with “SCIV Patch #2”.

★ 39 · 2026-07-07 View →
Mega Drive / Genesis Playable
MD

Streets of Rage

RuiNelson/StreetsOfRageProject

A reverse-engineering and recompilation project for the Mega Drive Streets of Rage. It brings together a Python recompiler (RageDecompiler), an SDL3-based Mega Drive runtime, the recompiled game in C++ (partly generated, partly rewritten by hand with help from language models), and an observer with a symbolic AI. The generated C++ is not published: it is created on your PC from your ROM. A guided installer, Streets of Rage Builder, checks the ROM, installs the tools, builds the game, and pre-renders the soundtrack (about 265 MB). It adds widescreen through a 48-column video mode the hardware doesn’t have, configurable controls, and a “1 PLAYER AI ASSIST” mode in which an AI helps or plays for you. Version 0.3.1 (October 31) ships the installer for Windows (x64 and ARM), macOS, and Linux (x86-64 and ARM64); the first release is from October 29. 82 of its last 100 commits list Claude as a co-author, and the author also thanks ChatGPT and Grok.

You needYour own copy of the Mega Drive / Genesis Streets of Rage, revision A (CRC32 4052E845), as .bin, .md, or .gen (an .smd dump must be converted first; no other version is supported). The installer sets up whatever is missing (Git, CMake, Ninja, Python with Tk, and a C++ compiler) and the first build takes a while.

★ 39 · 2026-11-10 View →
Xbox 360 Playable
360

Top Spin 4

shaneomac1337/Top-Spin-4-Recomp

An unofficial Windows port of the Xbox 360 release, by static recompilation with ReXGlue: the PowerPC code of the game’s three modules (default.xex, Loader_DLL.xex, and Swing_DLL.xex), with Title Update 1’s patches applied, is translated to x86-64, and its own Vulkan renderer draws the game’s Direct3D 9 calls, with shaders converted by XenosRecomp. Exhibition singles and doubles, Career from the Player Creator on, Top Spin Academy, King of the Court, local multiplayer, and saves have been played; online play doesn’t work. It runs at the original 60 fps and can take the cutscenes that run at 30 on the console to 60, with graphics presets, resolution scale from 1x to 3x, up to 8x MSAA, 16x anisotropic filtering, CAS sharpening, achievements with their notice, an in-game settings page (PC SETTINGS or F4) with every button and key remappable, and keyboard and mouse as their own controller. A launcher checks your disc and the update, copies the game files, builds the shaders, and lets you set your gamertag. It’s been tested on Windows 11 with a Radeon RX 7900 XT and on the Steam Deck through Proton, with some frame drops; a few shadows on the players sometimes flicker. 1.0.1 (November 7) is the latest of 2 releases. The README says most of the code and docs were written with Claude Code, with the author steering the work and testing every change.

You needYour own .iso image of Top Spin 4 for Xbox 360 (only the disc with media ID 60819732 works) and its Title Update 1, dumped from your console; the launcher checks both. Plus 64-bit Windows 10 or 11, a Vulkan GPU (Intel GPUs without the shaderInt64 feature, such as 11th-gen integrated graphics, won’t work), and about 6 GB free.

★ 39 · 2026-11-07 View →
PS2 Playable
PS2

Twisted Metal: Black

TheBozos/TMB_Recomp

TMB_Recomp: a native Windows port of the US PS2 release (SCUS-97101), by static recompilation of the MIPS R5900 code to C++ on BozoEngine, The Bozos’ recompiler and runtime, which in 0.4.0 fully replaced the PS2Recomp fork of earlier releases. The executable has no IOP, SPU2, GS, VIF, or VU interpreter: meshes and textures are converted into native packs, the VU programs become C++, the 989SND sound is played by its own mixer, and movies are decoded with FFmpeg, all on OpenGL. It plays at full speed, at 60 updates per second as on NTSC: movies, menus, single-player matches, story mode, and 2 to 4 player split screen, with saves on native memory cards. It offers twice the internal resolution by default, interpolated presentation above 60 Hz (experimental), rebindable controllers, keyboard, and mouse, windowed or fullscreen, and cheats (everything unlocked, infinite health, ammo, and energy). The story endings and every arena on the new engine are still to be checked; widescreen and the Linux build are pending. The launcher builds the game on your PC from your disc with the tools it ships, without downloads. 0.4.0 (November 6) is the latest of 31 releases. 85 of its last 100 commits list Codex as a co-author, and 2 list Claude.

You needYour own disc image of Twisted Metal: Black, US release (SCUS-97101), as an .iso or a .bin with its .cue; the SCUS_971.01 executable must have SHA-1 3ff17f4897552e355d0bb8c3abfa5125fe3ff2ef, and the European disc won’t work. Plus Windows 10 (version 1903 or later) or 11, a CPU with AVX2 and FMA, an OpenGL 3.3 GPU, and about 10 GB free for preparation.

★ 39 · 2026-11-11 View →
Xbox 360 Playable
360

WWE 2K14 (WWE2K14-PC)

itsbybanshee/wwe2k14-pc

A PC recompilation of WWE 2K14 (Xbox 360) with a launcher that adds modern graphics options, mods, custom logos, your own music, and more. It offers resolutions from 720p to 4K, AMD FSR, NVIDIA FXAA 3.11 anti-aliasing, entrances and victory scenes at 60 fps, keyboard play with a layout in the style of current WWE 2K games, a button mapper with export and import of control schemes, mouse support in menus, five languages (English, French, German, Italian, and Spanish), achievements with notifications, DLC and mods (wrestlers, arenas, menus, videos, and sounds, each with its own switch), one-click installs of total conversions such as “Wrestling Legends,” custom music (MP3, WAV, FLAC, OGG), and custom logos, including import from a PS3 save. It runs straight from the .iso or from an extracted folder. Version 1.1.0 came out on October 18 and 1.0.0 on the 16th. Online features are not available; known issue: Bobby Heenan renders completely white. It uses the ReXGlue SDK, with its own patches.

You needYour own copy of WWE 2K14 for Xbox 360, as a disc image (.iso) or an extracted game folder (a PS3 ISO doesn’t work). Plus 64-bit Windows 10 or 11, a Vulkan graphics card with an up-to-date driver, a controller or keyboard, and the Microsoft Edge WebView2 Runtime.

★ 39 · 2026-11-05 View →
Xbox Experimental
XBX

Colin McRae Rally 2005

projectedan/McRae05-XBE-Recomp

An unofficial native PC port of the original Xbox version of Colin McRae Rally 2005, with extended graphics options and other enhancements, made with Xbox XBE Recomp; a PC version exists, but without modern controller support or 64-bit support. A settings overlay (F1) changes display mode, resolution, anisotropic filtering (up to 16x), anti-aliasing (FXAA or SMAA), brightness, and the frame pacing, locked at 60. It supports Xbox, PlayStation, and Switch controllers, PNG texture packs, and file overrides. The first start compiles the game’s code on your PC; the only release, v0.1.0-beta (October 28), is a zip of about 69 MB. All 70 of its commits list Claude as a co-author.

You needYour own copy of Colin McRae Rally 2005 for the original Xbox, the US (NTSC) one only, with a default.xbe of SHA-1 fea919b18610e640aa0a40e41c566a4a453eaccb, as an ISO image or extracted files in the assets folder; the PC version doesn’t work. 64-bit Windows 10 and a Direct3D 12 graphics card.

★ 38 · 2026-10-28 View →
Xbox 360 Experimental Stalled · 8 months
360

Crackdown (SkiddyToast)

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).

★ 38 · 2026-03-04 View →
Mod Beta
PS2

⑂ Fork of z3xox/Tenkaichi3Decomp

Dragon Ball Z: Budokai Tenkaichi 3 Tag Team Mod

tehmufti/Budokai-Tenkaichi-3-Tag-Team-Mod-PC_Recomp-

A team-battle mod for the native PC version of Budokai Tenkaichi 3, Tenkaichi3Decomp (by z3xox), with BT3 and BT4 support, local split-screen, and direct online rooms. It allows up to ten fighters on the field at once: team battles of up to five per side, free for all, modded training, Gauntlet, and World Tournament, reached with Select in the main menu; there are also uneven teams, CPU-only matches, per-fighter CPU difficulty, two- to four-player split-screen, revivals, teammate takeover, temporary and permanent fusions, expanded maps, and configurable cinematic cameras. Persistent online rooms take up to ten people and are direct connections to the host’s IP, with no matchmaking server. There is an installer and an updater for Windows and Linux, and the menus are in English and Spanish. Beta 3 (October 29) is the latest; according to its README it runs without PCSX2 and the installer imports the game data from your .iso. Its modifications are AGPL-3.0.

You needYour own Budokai Tenkaichi 3 .iso image: the US (SLUS-21678), Europe and Australia (SLES-54945), or Japan (SLPS-25815) one, or the BT4 B14 REV2 mod in English or Spanish; the installer imports the disc’s data and other editions don’t work even if renamed. Windows or x86-64 Linux (with glibc 2.35 or newer and a Vulkan driver on Linux); the installer includes Python.

★ 38 · 2026-11-09 View →
GBA Experimental
GBA

Dragon Ball Z: Buu's Fury (mstan)

mstan/DragonBallZBuusFuryRecomp

Static recompilation of Dragon Ball Z: Buu’s Fury for Windows with gbarecomp. The US release boots, goes through the attract sequence, and gets into gameplay, and its tests cover attract mode, gameplay, and automated traversal routes in native code without falling back to the interpreter; even so, its author presents it as an experimental release that hasn’t been tested from start to finish. It has a launcher to pick the ROM and BIOS and set up video, audio, controls, and mods, sharp scaling or optional filtering, an in-game settings menu, and save states. It includes an optional adaptive widescreen mod that, as the window widens, expands the overworld and HUD up to 480×160 without stretching the image or moving the camera. Version 0.0.4 (October 18) updated the engine and launcher. 4 of its 15 commits list Claude as a co-author.

You needYour own unmodified US (revision 0) Dragon Ball Z: Buu’s Fury ROM (SHA-1 f1c4b07554d2a3b1ad2f325307051e775ce68087) and a dump of your Game Boy Advance BIOS (SHA-1 300c20df6731a33952ded8c436f7f186d25d3492). Plus 64-bit Windows.

★ 38 · 2026-11-06 View →
GBA
GBA

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. One of its last 100 commits lists Claude as a co-author.

16% decompiled
★ 38 · 2026-11-08 View →
Xbox 360 Experimental Stalled · 8 months
360

Guitar Hero II (YoshiCrystal9)

YoshiCrystal9/re-gh2

re-gh2: a static recompilation of the Xbox 360 version, built with the ReXGlue SDK, for Windows and Linux. Its author presents it as a proof of concept: it depends on a still-in-development ReXGlue version that may break it in the future, performance isn’t great, and it’s prone to crashes. It reaches gameplay, as a test video shows, and a patch by ihatecompvir lets it load loose files from the game folder instead of the ones in the ARK archive. There are no releases: you have to build it. re-wor, the Guitar Hero: Warriors of Rock recomp, is based on it. The latest commit is from February 22.

You needYour own copy of Guitar Hero II for Xbox 360, with the ISO extracted into the assets folder. To build it, Windows or Linux with the ReXGlue SDK, CMake, and Ninja.

★ 38 · 2026-02-27 View →
Source port Playable Stalled · 4 years
DOS

In Pursuit of Greed

jval1972/xGreed

xGreed: a source port of In Pursuit of Greed, the first-person action game for DOS, written in Delphi for Windows (32-bit binaries). It renders in software at double the original resolution (640×400), with 320×200 as an option, and adds mouse look, WASD movement, a launcher, DirectDraw for blitting the image, BASS.DLL for audio, and PNG screenshots. The latest version, 1.1.12.55 (March 19, 2022; published on GitHub on April 24), stops strafing when both directions are pressed at once, makes the memory manager assume multithreaded execution to avoid memory corruption, and raises the engine’s sprite limit from 700 to 4096. The binaries and source are also on SourceForge. The repository includes no game data.

You needYour own copy of In Pursuit of Greed: from what the DOS installer produces, the GREED.BLO file and all the .mod and .s3m files, in the folder with xGreed.exe (or locate GREED.BLO from the launcher). Optionally, the MOVIES folder from the original CD, with the animation .fli files. Plus Windows.

★ 38 · 2022-04-24 View →
Native layer Playable
PS4

PROTOTYPE and PROTOTYPE 2

petrishevgeorgii-debug/prototype-pc-slop

An unofficial native Windows port of PROTOTYPE and PROTOTYPE 2 as they come in the PS4 PROTOTYPE BIOHAZARD BUNDLE (CUSA06545): the game’s x86-64 code runs directly on the CPU, a small runtime replaces the PS4 system libraries, and the shadPS4 video core translates the GPU to Vulkan. It is built on mateussmeneses’s The Order: 1886 port. PROTOTYPE is playable through the early missions (saving, cutscenes, videos, combat, consuming, HUD, and map) and PROTOTYPE 2 is experimental: it starts and plays at 30 or 60 fps, from 720p to 4K, though without keyboard button icons or FSR yet. It adds FSR 3.1 and FSR 4, anisotropic filtering, optional 60 fps, keyboard and mouse, DualSense features, its own menu inside the game’s options, a trainer, and replacing the game’s shaders with your own. It has only been tested on AMD (RX 9070 XT). Version 1.0.5 (October 27) is the latest of 11 releases. All 100 of its latest commits list Claude as a co-author.

You needYour own decrypted dump of CUSA06545 (the PS4 PROTOTYPE BIOHAZARD BUNDLE), version 01.00; the port doesn’t modify anything in your folder and checks the executables against the originals. Plus 64-bit Windows 10 or 11 and a Vulkan 1.3 graphics card with a current driver.

★ 38 · 2026-10-27 View →
Xbox 360 Playable
360

Skate

cookingwithsimon/Skate1Recompiled

An unofficial native Windows port of skate (EA Black Box, 2007) for Xbox 360, made by statically recompiling the console executable to C++ with ReXGlue, using the SDK fork from the Skate 3 recompilation and following the same approach as Skate2Port. According to the README, the intro videos, menus, audio, career start, and Freeskate work. Everything derived from the game (extracted files, decrypted image, generated C++) is produced locally and ignored by git. macOS support on Apple Silicon is theoretical and nobody has run it. Version 0.2.0 is from October 11. 12 of its 18 commits list Claude as a co-author.

You needYour own copy of skate for Xbox 360 as an ISO (for example, Skate. (USA).iso), extracted into the game folder. To build: Windows, Visual Studio 2022 Build Tools, LLVM/Clang 18 or newer, CMake 3.25 or newer, Ninja, and Python 3.

★ 38 · 2026-11-06 View →
Launcher Beta
360

Skylanders: Core of Light

tsapZ/SkylandersCoreOfLight

A Windows launcher that brings together the six recompiled Xbox 360 Skylanders ports (Spyro’s Adventure, Giants, Swap Force, Trap Team, SuperChargers, and Imaginators), made for a controller like a console’s dashboard. It sets up each game from your own discs (ISOs or extracted folders), downloads and installs them, and keeps figures, saves, profiles, and achievements in one place; it includes a figure library, a portal menu that opens when the game asks for a Skylander, and optional support for a real USB portal. It ships no game data or artwork: the pictures, text, and music it shows come from your discs. The six games offer 60 frames per second or more, 2× or 3× the console’s resolution, and ultrawide support, but none has been played to the end: progress ranges from the first level or chapter (Spyro’s Adventure, Giants, Trap Team, SuperChargers, and Imaginators) to the tutorial and Woodburrow in Swap Force. Version 0.3.0-beta.2 (October 28) includes a setup program and a portable edition.

★ 38 · 2026-11-10 View →
SNES / Super Famicom Experimental
SNES

Star Fox (mstan)

mstan/StarFoxSNESRecomp

A static recompilation of Star Fox (US version 1.2) with snesrecomp, with the Super FX chip emulated at a low level. Its author presents it as a development reference rather than a release for players, and points anyone who wants to play to kandowontu’s Star Fox Enhanced. It boots and has passed basic testing of the attract sequence, menus, route selection, training, and gameplay; longer sessions, more routes, and full effects coverage are still missing. As optional mods it has widescreen through the native renderer adapted from Star Fox Enhanced (16:10, 16:9, 21:9, or 32:9) and the Star Fox 64 Arwing, with its model and sounds extracted from your own ROM of that game; it also lets you present at 20 to 480 fps without changing game timing, change the crosshair color, and enable a god mode. It has save states with thumbnails and rewind. The latest release, 0.3.2 (October 18), is Windows-only; 0.3.0 also shipped for Linux. 18 of its last 100 commits list Claude as a co-author.

You needYour own Star Fox ROM (SNES, US version 1.2, unheadered, CRC32 8FC4E6D0). For the Star Fox 64 Arwing, also your US 1.1 Star Fox 64 ROM. 64-bit Windows.

★ 38 · 2026-11-06 View →
PS1 Playable
PS1

Alien Resurrection (Heromachine)

Heromachine/AlienResurrection-Recompilation

A native Linux port of the US PlayStation release (SLUS-00633), separate from DiegoDeDios’s: a launcher statically recompiles the game’s code to C# with a fork of RecompOne kept in a separate repository. The released builds contain no game code or data: on first run it reads your disc image, generates the code on your machine, and compiles it, and later runs reuse the result; the disc is still needed to play. It has a front screen you can use with mouse, keyboard, or controller, and a Mods page with god mode and infinite ammo (which switch on the game’s own cheat system) and flashlight settings: brightness, color, reach, flicker, and a bigger or unlimited battery. It accepts memory cards from DuckStation, ePSXe, or PCSX. It’s an early release: one airlock door may not open and leave you stuck, the main menu logo is often garbled, the screen can go black after loading a save, the intro video crashes on some machines, the attract demo and menu background run too fast, and enabling native resolution hangs the game at boot. Version 0.3.0 (October 1) fixed the loading-screen hang. Seven of its 20 commits list Claude as co-author.

You needYour own US Alien Resurrection disc image (SLUS-00633), as a .cue with its .bin; the launcher refuses any other. A BIOS is optional. Plus x86-64 Linux; the AppImage needs FUSE (libfuse2), or you can use the .zip.

★ 37 · 2026-10-13 View →
DOS
DOS

Betrayal at Krondor

canassa/betrayal-at-krondor

A reconstruction of Betrayal at Krondor’s source code (Dynamix, 1993) from the DOS binaries that reproduces KRONDOR.EXE, VMCODE.OVL, and SX.OVL byte for byte for two releases from the same code: 1.00 on floppy disks (June 16, 1993) and 1.02 on CD-ROM (March 21, 1994). It builds with the period tools (Borland C++ 3.1, 3.0, and 2.0, and TASM) inside FreeDOS on QEMU, with a Python tool that automates it; the author publishes those tools packaged as a separate download. The only assembly in it is what was already assembly in the original. Its goals are education and preservation: it adds no support for modern systems, which the author plans to do in a separate fork. The byte match is complete, but the code still carries decompilation artifacts and names to fix, and the work continues module by module. It includes a browser-based viewer for exploring the game’s assets and dialogue with your own files. Its contributing guide calls language models useful for this work as long as they are held to evidence, and the repository carries instructions for Claude agents; documentation, by contrast, is written or reviewed by a person. It includes no game data: building a playable executable needs the files from your own copy.

★ 37 · 2026-08-02 View →
Port (decomp) Playable Stalled · 2 years
PS1

⑂ Fork of wurlyfox/c1

Crash Bandicoot

mateusfavarin/c1

A port of the PlayStation version of Crash Bandicoot to C, on the windows branch of a fork of wurlyfox/c1. According to its README the code is 100% ported and functionality is at 78%: the game is only partly playable and has known issues, listed in doc/issues.md. It builds as a 32-bit program with Visual Studio 2022 on Windows or with make on Linux (tested only on Ubuntu and Debian), using OpenGL 2.0, SDL 2, and FluidSynth, and it has an in-game Dear ImGui interface (Esc key). It plays with keyboard or gamepad, though the gamepad buttons are hardcoded to PS4 ones. It publishes no releases. The branch carries 67 commits of its own on top of the original, which has kept receiving changes until October 30, and its last activity dates from June 2024.

You needThe asset files from your own Crash Bandicoot PS1 disc: the .NSD and .NSF files in the disc’s /S0, /S1, /S2, and /S3 folders, copied into the project’s streams folder; the README names no region or version. To build it, Visual Studio 2022 with the clangd-cl package on Windows, or GCC and GNU make with the 32-bit versions of OpenGL, SDL 2, and FluidSynth on Linux.

★ 37 · 2024-06-10 View →
Xbox 360
360

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.

1% decompiled
★ 37 · 2026-08-30 View →
Xbox 360 Experimental
360

Pirates of the Caribbean: At World’s End

ElGuslml/PiratesAtWorldsEndRecomp

A native Windows version of the Xbox 360 game, recompiled with the ReXGlue SDK and drawn with a native Vulkan renderer; it offers sharper graphics, wide screens and 60 fps. It is an early release: the first levels have been played, in sessions of an hour, without problems, and later levels haven’t been tested. The README says the released program contains the game’s code recompiled for the PC, but none of its files, and that it doesn’t run without yours. A launcher installs the game from your ISO. v0.3.0 (October 27) is the latest of three releases. It states it is developed with the help of Claude; 97 of its last 100 commits list it as a co-author.

You needYour own Pirates of the Caribbean: At World’s End disc for Xbox 360 (the USA one), made into an ISO image that the launcher installs. 64-bit Windows 10 or 11 and a graphics card with a Vulkan driver.

★ 37 · 2026-11-10 View →
Port (decomp) Playable
WIN

Sonic R

jnmartin84/sonic-r

Sonic R, Sega’s 1998 racing game for PC, rebuilt from its executable: the code was decompiled with Ghidra and translated from x86 to modern, portable C, which runs with SDL2 on Windows, macOS, and Linux and, sharing the same game code, on the Sega Dreamcast with KallistiOS. Version 1.0 came out on September 12 and 1.0-bugfix1 on September 15, mostly fixing graphical issues; the only published file is SONICR.EXE (9.7 MB), for 64-bit Windows 10 and 11 with no dependencies. On other systems you build it yourself with the repository’s guides, which also cover network play. The project says it was checked against WinDbg sessions on the original SONICR.EXE and by fan playtesting, and that the only single-player behavior differences it couldn’t attribute to something else come from moving from 80-bit x87 floating point to IEEE. It discloses its use of AI: the reverse engineering and translation were done with Ghidra and Claude Code. The repository carries only a few support files in DATA/ (the network icons and the pre-encoded sound effects).

You needYour own copy of Sonic R for PC (1998): the tracks, models, textures, and music come from it. 64-bit Windows 10 or 11 for the published SONICR.EXE; on macOS and Linux, you build it.

★ 37 · 2026-11-10 View →
DOS Playable
DOS

Stunts

mr-finster/stunts-hd

Stunts HD: the GAME.EXE from your copy of Stunts 1.1 (also known as 4D Sports Driving) is translated instruction by instruction into JavaScript and runs unmodified on a small emulated PC (DOS and BIOS services, VGA video mode, the timer, and an AdLib synth). A new renderer redraws what the game draws in 3D at your display’s resolution, in widescreen and interpolated between its frames, without changing what the game does; the H key switches back to the 1990 look. The handling, opponents, replays, and crashes are the original’s: all 6,907 replays in Chocolate Stunts’ test pack play back exactly as in DOS. The track editor, custom tracks, add-on cars, the ghost car, and track sharing all work. It plays in the browser or as a desktop app for macOS, Windows, and Linux; on the Steam Deck, only in desktop mode. The first start needs a connection to fetch the translation map. It states it was made with the help of AI coding tools.

You needYour own copy of Stunts 1.1 (the game folder, or a zip of it); other versions, such as 4D Sports Driving, aren’t supported yet. Plus Chrome, Edge, or Firefox, or macOS, Windows, or Linux for the desktop app.

★ 37 · 2026-10-30 View →
NES / Famicom Experimental
NES

Super Mario Bros. 3

Adoregabriel2005/mushroomrecompiled

An experimental, unofficial native port of Super Mario Bros. 3, called Mushroom Recompiled: the 6502 code is translated to C with NESRecomp and compiled natively, and the runtime keeps the PPU, APU, DMA, and the MMC3 mapper in sync. It offers 16:9 widescreen in horizontal stages (the HUD stays centered), whole-pixel scaling, Vulkan presentation, scanlines, audio output at 44.1, 48, or 96 kHz, keyboard and gamepad with remappable keys, a ROM picker, SRAM saves, five save-state slots, and session replays. The README warns that the full game hasn’t been validated yet and that parts of the code were written or edited with AI tools. The releases (7, all marked as pre-releases; the latest, 1.4.0-exp, from October 19) include the prebuilt executable, which contains code translated from the game though not the ROM, and the license notice warns that preserved historical packages may contain third-party materials; the repository contains neither the ROM nor code generated from it.

You needYour own copy of Super Mario Bros. 3 (USA, PRG1); goodNES and No-Intro Rev 1 dumps are also accepted because they share the same PRG and CHR content. Other revisions are not supported. Windows (with the release zip) or Linux (building from source, with Vulkan).

★ 37 · 2026-10-26 View →
Game-specific engine Playable
DOS

Test Drive III: The Passion (kylofon)

kylofon/testdrive3-enhanced

Test Drive III Enhanced: a native SDL3 port of Test Drive III: The Passion (Accolade, 1990), a faithful reimplementation of the original TDIII.EXE for Windows. It isn’t an emulator: the engine loads the executable’s image and the game’s data files. On top of that it adds a smooth 3D view at your display’s refresh rate, resolution up to 2560 × 1600 with anti-aliasing, a longer draw distance with gradual fog, smooth steering, soft-edged headlight beams, a finish marker on the compass, and fixes for the police and landings; the race clock counts real seconds. A launcher lets you pick car, course, skill level, and graphics options, and remap keys, and the “classic” mode keeps the original picture, with AdLib or speaker sound. The latest version, 0.2.0 (September 30), is a 64-bit Windows zip (10.4 MB). MIT license. All 20 of the repository’s commits list Claude as a co-author.

You needYour own copy of Test Drive III: The Passion for DOS: in a folder named Game next to the program, TDIII.EXE (or TD3.EXE), PLAYDISK.DAT, DATAA–C.DAT, INSTR.DAT, and the car (C*) and scene (SCENE*) files. Plus 64-bit Windows and a multi-core CPU.

★ 37 · 2026-11-10 View →
PS1 Playable
PS1

The Simpsons Wrestling

TekRantGaming/simpsons-wrestling-recompiled

The Simpsons Wrestling Recompiled: a static recompilation of the North American release (SLUS-01227) as a native Windows and Linux program, built with psxrecomp and with the same author’s TRG Launcher, which asks for your disc image, checks that it’s the right one, and reads it where it is, without copying it. It adds 16:9 in matches with real extra picture (more of the arena and crowd at the sides, and the health bars and portraits at the edges), render resolution from 240p to 8K or your screen’s own, anti-aliasing, stable geometry without the PlayStation’s wobbling polygons, CRT, composite, or Trinitron filters with scanlines, and 60 fps in matches at the original game speed (the original manages 20 to 30), with an experimental 120 fps mode. By default it skips the intro and unlocks every wrestler, both circuits, and Bonus Match Up, both of which can be turned off, and it has fast loading, controllers picked up even when switched on mid-game, two players, button remapping, and rumble. The launcher checks GitHub for updates and installs them, keeping your settings and saves. Pausing a match in widescreen puts some labels back at their 4:3 positions, and the Linux build has only been tested under WSL. Its README states that the port was made almost entirely with Claude Code: the repository owner directed and tested the work, and the AI did the analysis, code, tools, and documentation. 1.0.0 came out on October 7.

You needYour own North American The Simpsons Wrestling disc image (SLUS-01227): a .cue with its .bin next to it. Plus 64-bit Windows 10 or 11, or 64-bit Linux from 2023 or later (glibc 2.38), and an OpenGL 3.3 graphics card.

★ 37 · 2026-10-13 View →
Dreamcast
DC

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.

★ 37 · 2026-10-25 View →
GameCube
GC

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.

28% decompiled
★ 37 · 2026-10-31 View →
Xbox 360 Playable
360

WWE SmackDown vs. Raw 2009

nefariousjosiah/WWE-SVR2009-RECOMP

A native Windows port of the Xbox 360 version, built with ReXGlue, which translates the game’s executable to C++ and reads its data straight from your disc image. Instead of emulating the console’s GPU, a renderer adapted from re:Blue’s (Blue Dragon) draws the same scenes through Direct3D 12 or Vulkan, with the shaders converted ahead of time. Everything runs at 60 fps, matches and Road to WrestleMania cutscenes included, using the game’s own 60 fps mode, which the console dropped to 30 for matches; resolution goes from 480p to 8K. Matches load in about 20 seconds instead of nearly a minute; text and menus can be set to English, Spanish, French, German, or Italian (commentary stays in English); it supports your own MP3 entrance music and the DLC packages from your console, and it updates from inside the game. It works with Xbox, PlayStation, Switch Pro, and Steam Deck controllers, with local multiplayer, and on Linux and the Steam Deck through Proton (720p at 60 fps on the Deck). Its author leaves the roster and gameplay unchanged. 1.0 came out on October 19 and 2.0 on October 21, with two blur options (edge and background) that are off by default. The download’s executable includes the game’s shaders, converted for PC.

You needYour own disc image (.iso, about 7.3 GB) of WWE SmackDown vs. Raw 2009 for Xbox 360, US/Europe release (title 54510826, media 7AFA4596); DLC, if you want it, copied from your own console. Plus 64-bit Windows 10 or 11 and a Direct3D 12 or Vulkan graphics card; on Linux and the Steam Deck, Proton Experimental.

★ 37 · 2026-11-07 View →
PS1 Fully playable
PS1

⑂ Fork of mstan/ApeEscapeRecomp

Ape Escape (nvd123-YT)

nvd123-YT/ApeEscapeRecompiled

Ape Escape Recompiled - Enhanced Edition: a fork of mstan’s port, built with PSXRecomp from the US release (SCUS-94423), that adds macOS builds (Apple silicon and Intel) to the Windows and Linux ones and extends the launcher and the mods. Every mod is off by default: 16:9, 21:9, or adaptive widescreen, in-between frames, PGXP, skipping movies, quick gadget select, a Sky Flyer triple jump, infinite lives, health, and air, all gadgets and stages unlocked, longer draw distance, quick retry and counters, challenges (timed hunts, no damage, limited lives), and a nightmare mode. It has save states and rewind. The launcher adds save backups, a setup checker for the disc, BIOS, and permissions, mod presets, rolling back to the previous build, a daily challenge, level cards, a Monkepedia with a caught-monkey checklist, a controller test, accessibility options, a modding kit, and an updater for Windows and macOS. It includes OpenBIOS, so the console BIOS is optional. Its README says it’s still in development, but that a 100% playthrough has been verified. Version 1.0.0 came out on October 17, and nightly builds have followed since; the latest, 2.0.0, on November 7. About 46 of its commits, all from the original project, list Claude as co-author. Its soundtrack player downloads the game’s songs from Archive.org, only when you pick a track; the project’s downloads don’t include them.

You needYour own US disc image of Ape Escape for PS1 (SCUS-94423), preferably as CUE/BIN, though CHD is accepted too. The SCPH-1001 BIOS is optional. There are builds for 64-bit Windows, Apple silicon or Intel macOS (ad-hoc signed, not notarized), and x86-64 Linux (AppImage).

★ 36 · 2026-11-11 View →
Port (decomp) Playable
PS1

Digimon World 2

Wyrelade/DW2-PC

Digimon World 2 (PlayStation, 2000) running natively on Windows and Linux, built from the game’s decompilation, which turned all 1088 of its functions into C that rebuilds the retail disc byte for byte. The port compiles that same C for PC and replaces the PlayStation’s libraries and hardware with a PC layer on SDL3. It is not an emulator or a remake: the game logic is the original. It changes how it looks and plays: render scale from 1x to 8x, 16:9 widescreen by widening the camera, polygons that no longer wobble and textures with correct perspective, optional sharpening, frames interpolated to the monitor’s refresh rate, a GPU renderer on Vulkan plus a software one, 2x to 8x speed-up, window modes, movies and streamed CD audio, controllers, and saves as plain files. It also runs with Alemito’s Spanish fan translation applied to the disc image. v1.0.0-beta came out on October 15. The decompilation lives in a separate repository, Wyrelade/Digimon-World-2-Decomp.

You needYour own raw disc image of Digimon World 2 for PlayStation (USA, SLUS-01193), with 2352-byte sectors (.bin with .cue, a CloneCD .img, or a raw .iso; a 2048-byte .iso doesn’t work). The game checks it file by file, builds a data pack on the first start, and doesn’t need the image afterwards. For the Spanish version, the USA disc with Alemito’s translation applied. Plus Windows (x64) or Linux (x64, with SDL3 3.4 or later and glibc 2.43 or later).

★ 36 · 2026-10-15 View →
PSP Playable
PSP

Fate/Unlimited Codes

elprogramadorloco-arch/fuc-recomp

FateUnlimitedCodesRecomp: a native Windows version of the European PSP release, made by static recompilation with a PSPRecomp build modified for this game. A wizard checks your ISO, your PSP fonts, and PPSSPP, uses PPSSPP only to dump the decrypted EBOOT, and generates the private build on your machine; it isn’t needed to play. The PSP base works, though it may have errors and the battle voice volume still needs fixing; for now it only runs at the PSP’s native resolution. The plans are to combine it with the more detailed assets and the controls of the PS2 version, more resolutions, online play, and mods, and its author is also working on Android, PS4, PS5, PS Vita, and Linux versions that aren’t published yet.

You needYour own ISO of the European PSP release of Fate/Unlimited Codes (NPEH00007, version 1.01), the 18 PGF fonts from a PSP in a font.zip, and the official portable PPSSPP ZIP for Windows (1.20.4 or later). Plus 64-bit Windows, CMake 3.22 or later, and an internet connection the first time.

★ 36 · 2026-10-17 View →
GameCube
GC

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.

18% decompiled
★ 36 · 2026-10-06 View →
PS1 Experimental
PS1

Metal Gear Solid (Alexbeav)

alexbeavs-ps1-ports/metal-gear-solid-recomp

A static recompilation kit for the European PS1 release (both discs, SLES-01370 and SLES-11370) for Windows, Linux, and macOS, built with psxrecomp and the recomp-ui launcher. It’s a separate project from coccofresco’s. The published releases are setup kits: a wizard checks your disc and your BIOS, generates the game’s code, and builds it on your PC; on Windows it can download portable build tools. It isn’t confirmed to be playable yet: the README says gameplay testing is still pending and that building it doesn’t prove the game works, and v0.1.1 states that it makes no claim about gameplay quality. On Windows, automated checks cover disc verification, generation, building, launch, and closing; the Linux and macOS packages haven’t been tested on those systems. The game uses the OpenGL renderer, in 4:3. v0.1.1 (September 30) is the latest of 2 releases: it fixes 0.1.0, which asked for the wrong BIOS and looped back to the setup screen after building. The README says the project was made with AI assistance on code, documentation, and investigation, and that Alex tests the game and decides what gets released.

You needYour own images of both Metal Gear Solid discs for PS1, European release (SLES-01370 and SLES-11370), as Redump CUE/BIN; the wizard checks the exact BIN, so CHD and other formats won’t work, and the second disc is needed when the game asks for it. Also your own European SCPH-5502 or SCPH-5552 BIOS (524,288 bytes). Plus Windows x64, Linux x64, or macOS (Apple silicon or Intel); Linux and macOS need CMake, Ninja, Python 3, and a C and C++ compiler.

★ 36 · 2026-10-02 View →
Recompiler Experimental

psprecomp (sp00nznet)

sp00nznet/psprecomp

A static recompilation toolkit for PSP games, in C11 and under the MIT license. It peels the disc’s stack of formats (ISO9660, PBP, ~PSP, and PRX), decrypts the modules with KIRK, and translates the Allegrex code (MIPS32r2, with the VFPU) into readable C, one function per address; that C links against a runtime that reimplements the PSP firmware at a high level (memory, threads, files, sceSasCore sound) and draws with a software rasterizer. It isn’t jessicanataliagta’s PSPRecomp, which has its own entry: the README makes clear they’re separate projects with no shared code, and mentions two others with the same name. PPSSPP is used only as a reference to compare results against, with none of its code copied. It’s an alpha: with the experimental threading mode on, the test game, WTF: Work Time Fun (wtf-psp-recomp, by the same author), goes from its title screen and menu into games of two microgames with 3D and textures; sound is mixed but not played yet, and near-plane clipping, fog, and culling are missing. Contributions from other people come from bringing LocoRoco, Monster Hunter Portable 3rd, and Killzone: Liberation up on the toolkit. The repository includes nothing from any game, nor firmware or decryption keys: you supply your own UMD or PSN dump, and the documentation explains how to use your own keys. v0.5.0 (October 23) is the latest of 2 releases. 27 of its last 100 commits list Claude as a co-author.

★ 36 · 2026-10-24 View →
GameCube
GC

Ratatouille

ZounaModding/RatDecomp

Work-in-progress decompilation of Ratatouille for GameCube. Only the US Rev 0 (GLLE78) is supported.

27% decompiled
★ 36 · 2026-09-10 View →
Xbox 360 Playable
360

Rumble Roses XX

JesusTaylo/rumble-roses-xx-recomp

An unofficial work-in-progress native PC port made by static recompilation: the game’s PowerPC code is translated to C++ and compiled for x86-64 with the ReXGlue SDK on your own PC, from your own copy. It isn’t an emulator. The README calls it alpha: it boots, plays the intro video, reaches the menus, and full matches are playable with a gamepad; it was tested on a single PC (Windows 11 with integrated Intel UHD graphics). A small .NET Framework launcher (about 2.7 MB, with no game files or recompiled code) runs setup.ps1 and then the game; the first install takes 20 to 90 minutes, mostly compiling. Online play is out of scope. The development docs are mostly in Spanish. Launcher v0.2 is from October 26. It states it was developed with the help of Claude Code; all 5 of its commits list it as a co-author.

You needYour own copy of Rumble Roses XX for Xbox 360 as a disc image (.iso), which the setup extracts with extract-xiso; no key is needed from you. 64-bit Windows 10 or 11, a Direct3D 12 graphics card, about 25 GB free and, to build, Visual Studio 2022 Build Tools with C++, LLVM/clang, CMake, Ninja, Git and Python 3 (the launcher installs what is missing with your confirmation).

★ 36 · 2026-10-26 View →
GameCube Playable
GC

Scooby-Doo! Night of 100 Frights

josiahg2502-glitch/Scooby-Doo-Refrightened

Scooby-Doo: Refrightened: a Windows port of the US GameCube release, made by statically recompiling the PowerPC code to C++ with WiiCompiled; the console’s graphics, audio, and system calls are reimplemented. It’s by the same author as Scooby-Doo: Re-Masked, also in the catalog. It offers up to 4K, true widescreen (16:9, fill, or cinematic 2.39:1) that widens the game’s own camera instead of stretching the picture, or the original 4:3, and 30, 60, or 120 fps without changing game speed. It adds MSAA, HDR, controllers and keyboard with rebindable controls, and on-screen prompts that match your Xbox, PlayStation, or Nintendo controller. It saves to GameCube memory cards, can skip the intro movies, and supports mods that replace game files or textures. A launcher installs the game from your disc image. The download includes an HD texture pack by dogerki, published on the Dolphin forums, which can be turned off. Version 1.0 came out on October 17 and 1.0.2 the next day. All nine of its commits list Claude as co-author.

You needYour own dump of Scooby-Doo! Night of 100 Frights for GameCube, US release 1.01 (GIHE78, revision 1), as an .iso, .gcm, or .ciso. Plus 64-bit Windows 10 or 11.

★ 36 · 2026-11-07 View →
PS1 Experimental
PS1

Shadow Tower

JFryy/reshadowtower

ReShadowTower: an experimental static recompilation of the US release (SLUS-00863) for Windows and Linux, built with PSXRecomp. The game’s code is generated and compiled on your machine from your disc with tools bundled in the package, with nothing downloaded, and paths that haven’t been translated fall back to an interpreter; no console BIOS is needed, since it includes OpenBIOS. It adds mouse look and WASD movement, a render scale up to 8x (3x by default), sharper filtering for environment textures, projection-based widescreen (16:9 and 21:9, with a stretched HUD), FXAA, adaptive sharpening, and optional color grading, grain, bloom, and a CRT filter, plus save states on F7. Its own launcher holds the graphics, audio, and control settings. Controllers use the original digital controls, and the game logic keeps its original pace of about 20 updates per second: the author hasn’t enabled an unlock because the test version sped the game up. Version 0.2.0 came out on October 5.

You needYour own BIN/CUE dump of Shadow Tower (USA) for PS1 (SLUS-00863); other regions aren’t supported, nor an ISO or CHD with its extension changed. Plus 64-bit Windows (installer) or x86-64 Linux (AppImage), with OpenGL 3.3 drivers.

★ 36 · 2026-11-09 View →
Port (decomp) Playable
WIN

Sheep, Dog 'n' Wolf (Rewooled)

SDW-Community/Sheep-Dog-n-Wolf-Rewooled

Rewooled: an open-source, multiplatform implementation of the PC version of Sheep, Dog ’n’ Wolf, made from a decompilation. It replaces the Windows-only APIs with SDL3, offers Vulkan, DX12, and Metal renderers, modern controller support, and rescaled textures (PNGs of any size). There are builds for Windows (x64), macOS (arm64), and Linux (x86-64), with a launcher where you pick your original game folder. PSX files are also supported, but they aren’t fully tested and have quirks. Version 1.1.3 (October 19) added language packs, which you export from your copy of the game or drop into the Languages folder, with menus to switch the text language and the voice language. The README says the decompilation was done with Claude and Codex coordinating through an MCP mailbox server, reading the machine code, naming, and writing the source, and that in-game testing and technical knowledge came from the Sheep Raider community. 4 of its last 100 commits list Claude as a co-author. The README lists the license as “TBD”.

You needThe files from your own copy of the original game (the project includes no assets; its data is read at run time). Plus Windows (x64), macOS (Apple Silicon), or Linux (x86-64); on macOS you need to remove the quarantine flag from Rewooled.app because the builds aren’t signed.

★ 36 · 2026-10-21 View →
Source port Playable
WIN

⑂ Fork of pbghogehoge/ssg

Shuusou Gyoku

nmlgc/ssg

A source port of Shuusou Gyoku (秋霜玉), the first game of the Seihou Project, forked from pbghogehoge/ssg, the repository that released the original code. The original README warns that this code is incomplete and can’t be linked as is, and that it doesn’t include the game’s resources (graphics, music, sound effects, scripts). This version builds with Tup on Windows (Visual Studio 2022 or newer), Linux (GCC 15 or Clang 18 at minimum), and FreeBSD, and produces modern and “vintage” binaries, with debug symbols. Its latest commits touch audio latency with miniaudio and Flathub packaging. The latest release, P0341, is from October 6.

You needThe resources from your own copy of Shuusou Gyoku: graphics, music, sound effects, and scripts, which the repository doesn’t include. Windows, Linux, or FreeBSD.

★ 36 · 2026-10-05 View →
Xbox 360 Experimental
360

Stuntman: Ignition

giangra/stuntdouble-reignition

Stunt Double: Reignition: a Windows port of the Xbox 360 version, by static recompilation with the ReXGlue SDK. It’s in early development: menus, career, and events play, but with bugs. An installer checks your ISO, extracts it, installs what’s missing (the Visual Studio Build Tools and a portable Git), downloads the source and the SDK, and builds the game on your PC; the first time takes 30 to 60 minutes and about 12 GB. The launcher sets resolution, supersampling, CAS and FSR filters, language, and 30 or 60 fps, and shows achievements and saves. On ultrawide screens the picture is letterboxed or stretched. All 8 of its commits list Claude as a co-author.

You needYour own Stuntman: Ignition Xbox 360 ISO. Plus 64-bit Windows 10 or 11, a Direct3D 12 graphics card, and about 12 GB of free space.

★ 36 · 2026-10-24 View →
DS Stalled · 1 year
DS

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.

1% decompiled
★ 35 · 2025-05-04 View →
Xbox Experimental
XBX

Marvel Nemesis: Rise of the Imperfects

15Cyber/marvel-nemesis-recomp

An unofficial Windows port of the Xbox version by static recompilation with XboxXBE-Recomp. It’s an alpha distributed as source only: you build the game yourself from your own files. On its author’s PC, a fresh build, campaign gameplay, two-player local Versus, and saving and loading have been tested, without claiming the campaign can be finished. It adds a PC settings menu inside the game itself, resolution and render scale, MSAA and SMAA, anisotropic filtering, ambient occlusion, sharper character shadows, bloom, longer visibility distance, remappable keyboard and controllers, optional cheats, a selector for test scenes left on the disc, and an experimental mods folder for replacing files. It states it was made with help from OpenAI Codex and Anthropic Claude, with testing and approval by its author.

You needThe extracted files from your own copy of Marvel Nemesis for Xbox, with a default.xbe from the exact supported release (SHA-1 66481feb…); other releases won’t work. To build it, 64-bit Windows with Visual Studio, Clang, CMake, Ninja, the Windows SDK, and Git; to play, a Direct3D 12 graphics card.

★ 35 · 2026-10-29 View →
Port (decomp) Experimental
DOS

Master of Magic

jbalcomb/ReMoM

ReMoM: Master of Magic (SimTex, 1994-95) rebuilt from the original executables, which were disassembled, reassembled, and translated to C. It starts from version 1.31 and aims to give the community working source code to expand the SimTex universe. It builds with CMake and uses SDL2 and SDL2_mixer (SDL3 is optional; on Windows there is also a native Win32 variant with no sound). The published releases are engine-only, with no game data: there are builds for Windows (.exe installer and .zip) and Linux (.deb, AppImage, .zip, and .tar.gz), and the README also describes an unsigned .zip for macOS. The latest, 0.0.8, is from July 31. The project is coordinated in the reverse-engineering channel of the “Master of Magic - Fans” Discord server. Two of its last 100 commits list Claude as a co-author. The repository includes, in doc/, disassemblies of SimTex executables and other material (about 54 MB).

You needYour own copy of Master of Magic 1.31 for DOS: all the .LBX files and CONFIG.MOM, in the same folder as the executable. Plus Windows, Linux, or macOS.

★ 35 · 2026-11-03 View →
PS2 Fully playable
PS2

NBA Street V3

recomp-code/street-recomp-v3

A native port of the US PS2 release (SLUS-21126) for Windows and Apple silicon macOS. The game’s code is recompiled to native code with PS2Recomp, with the project’s own changes, and drawn on the GPU by PCSX2’s renderer (Vulkan, Direct3D 11 and 12, or OpenGL on Windows; Metal on Mac); PCSX2’s SPU2 mixes the sound. According to its documentation it plays start to finish offline, with matches at about 60 fps. It offers up to 8x internal resolution, 16:9, texture filtering, AMD FSR 1, and NVIDIA DLSS with the game’s real depth and motion vectors, controller and keyboard support, and an in-game graphics menu. It brings back online play, which EA shut down years ago, through a community server that reimplements its protocol and relays match traffic, so no port forwarding is needed; the server code isn’t in the repository. On Windows, the launcher downloads the tools and builds the game from your ISO the first time (about an hour); the Mac build already carries the recompiled code and reads everything else from your ISO. There’s also an experimental browser version you have to build yourself. While preparing the game on Windows, the launcher downloads a fan-made HD texture pack (about 250 MB) from the project’s releases page, and it can be turned off. Version 1.4.1 came out on October 20. About 39 of its 54 commits list Claude as co-author.

You needYour own US NBA Street V3 ISO for PS2 (SLUS-21126). On Windows, 64-bit Windows 10 or 11, a graphics card with Vulkan or Direct3D 11 or 12, and an internet connection: preparing the game downloads about 6 GB, and its build guide asks for about 40 GB of free space and recommends 16 GB of RAM. On Mac, Apple silicon and macOS 14 or later.

★ 35 · 2026-10-25 View →
Source port Playable
DOS

Rise of the Triad (Barrett)

lunarmeadow/barrett

Barrett: a Rise of the Triad source port based on rottexpr, focused on quality of life for players and developers, with wider compatibility, new features, and better support for modern hardware. It uses SDL2 and SDL2_mixer and builds with CMake (GCC or Clang; on Windows, something like MinGW). Version 1.3-beta (June 14) overhauled the display: aspect ratio correction, which stretches the render by 1.2 to imitate VGA’s tall pixels, a resolution menu sorted and labeled by aspect ratio, resolution changes without a restart, a default resolution based on the monitor, and fixed HUD and save-preview scaling. On Linux, music uses a soundfont (userdata/barrett.sf2 or the system ones); on Windows, the system MIDI; the extended options menu can enable OPL emulation. There are builds for Windows, Linux, and macOS. Licensed under GPL-2.0, on top of Apogee’s code and the icculus.org port.

You needThe files from your own copy of Rise of the Triad: DEMO1_3.DMO to DEMO4_3.DMO and REMOTE1.RTS, plus DARKWAR.RTC, DARKWAR.RTL, and DARKWAR.WAD (registered version) or HUNTBGIN.RTC, HUNTBGIN.RTL, and HUNTBGIN.WAD (the shareware version), all in the executable’s folder. Plus SDL2 and SDL2_mixer; on Linux, a soundfont (FluidR3 as the fallback).

★ 35 · 2026-11-11 View →
Port (decomp) Playable Stalled · 1 year
MD

Sonic the Hedgehog (s1-port)

foreverWIP/s1-port

A C port of Sonic the Hedgehog for the Mega Drive (revision 1), still a work in progress. The core code (graphics management, object-to-level and object-to-object collision, level-specific code), all game objects, including Sonic’s, and the sound driver, with code from CKDEV’s (used with permission), have been ported. A program generated “nearly-correct” C from the ROM’s code, using a symbol map from a disassembly, and it was then fixed by hand. It runs on Speedshoes, a minimal Mega Drive emulation framework the author wrote, which intercepts the 68000’s subroutine calls and compares the C side’s state with the ROM’s. Horizontal-blank handling is missing, so tile drawing is corrupted when demos are interrupted and when Labyrinth Zone’s water surface is onscreen. The June 23, 2025 test release is a public alpha for Windows x64 with an experimental widescreen mode, playable from start to finish. The repository includes the C code generated from the ROM and fixed by hand (about 2 MB) and an assembly listing of about 7.5 MB (sonic.lst).

You needA ROM from your own copy of Sonic the Hedgehog (Mega Drive), revision 1 (REV01), named sonic1.bin and placed next to the executable, from which the data is read. Plus 64-bit Windows.

★ 35 · 2025-06-23 View →
Game-specific engine Playable

Speed Haste

jval1972/Speed

A remake and expansion pack of the DOS game Speed Haste, called GLSpeed, based on the DelphiDoom engine and written in Pascal. It offers high resolutions, OpenGL rendering, an uncapped frame rate, a textured automap, a command console, sound effects in FLAC and OGG, music in MOD, S3M, IT, and XM, screenshots, an in-game menu for gameplay, key bindings, and resolution, and scripting with PascalScript; it lets you create custom content with Doom editing utilities. Besides the original tracks it includes an expansion pack. The latest release on GitHub, 1.0.4.745, is from April 24, 2022, with Windows binaries and the source code.

You needThe main data file of the original DOS game, speedh.jcl; both the shareware and the registered versions should work. Windows.

★ 35 · 2026-11-10 View →
DS
DS

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. 3 of its last 100 commits list Copilot as a co-author.

43% decompiled
★ 35 · 2026-10-30 View →
Port (decomp) Playable
MD

X-Men 2: Clone Wars

crabsmack/xmen2-pc

A native Windows and Linux port of the Mega Drive version, built from a complete decompilation: 3,164 functions in readable C that, according to the README, byte-match the original compiler, plus 117 functions that were written in 68000 assembly and are tested instruction by instruction. The port no longer emulates the 68000. It reads the graphics, sound, and levels from your ROM every time it starts and refuses any file other than the USA/Europe cartridge. By default it plays exactly like the cartridge; optionally it offers widescreen, high frame rates, two players at 60 fps, and up to four players on one PC or online with rollback netplay. Version 1.2.0 is from October 31. 97 of its last 100 commits list Claude as a co-author.

You needYour own ROM of the USA/Europe X-Men 2: Clone Wars cartridge (SHA-1 61409e6cf6065ab67d8952b891d8edcf47777193). Windows or Linux x86-64 (with SDL2; the file picker needs zenity or kdialog).

★ 35 · 2026-10-31 View →
Xbox 360 Fully playable
360

X-Men: Destiny

florinp93/xmd-recompiled

“XMD Recompiled”: a native Windows port of the Xbox 360 version, by static recompilation with the ReXGlue SDK. According to its first alpha, the game is playable from start to finish. An installer asks for your ISO, extracts it, and creates a shortcut to a launcher with settings for resolution scale (over the original 1280×720), MSAA, FXAA, anisotropic filtering, vsync, and fullscreen, plus advanced options; the launcher checks GitHub for updates and installs them. It supports keyboard and mouse plus DualSense, DualShock, and Xbox controllers through SDL3, and writes a crash dump if the game closes. It’s still in alpha: button icon texture replacement is disabled and some visual effects may render wrong. 0.1.0-alpha.2 fixed a crash when continuing or starting a new game, and the latest, 0.1.0-alpha.3, came out on August 31. Its author states that AI was used for documentation, research, and commit messages, and that the code and decisions are their own; two of its commits list Devin as co-author.

You needYour own copy of X-Men: Destiny for Xbox 360 as an ISO. Plus 64-bit Windows 10 or 11 and a Direct3D 12 graphics card.

★ 35 · 2026-09-02 View →
Xbox Fully playable
XBX

Conker: Live & Reloaded

cdetv/conker-live-recompiled

Conker: Live & Recompiled: a native Windows port of the Xbox’s Conker: Live & Reloaded, statically recompiled with xboxrecomp, Ned Heller’s (sp00nznet) toolkit, through its author’s own fork. The game’s original program is translated to C and built as a normal Windows program. It isn’t an emulator: a small runtime stands in for the Xbox’s system, its graphics chip (now Direct3D 11), its sound chip (emulated as in xemu), and its controllers. According to the README, the story plays from start to finish, multiplayer works against bots, and saving and loading work; the author checked it frame by frame against the original game running in xemu. It runs at any resolution and aspect ratio, with a 50–200% render scale (FSR 1 below 100%), at 60 fps with the game running at its correct speed (or at 30, like the original), with anisotropic filtering, FXAA or SMAA, and CAS sharpening, and with a fix that keeps grass, fur, and distant characters in view; depth of field, glow, haze, and the vignette can be adjusted or turned off. It adds keyboard and mouse with mouse look everywhere, PS4 and PS5 controllers with no extra programs, rumble, a photo mode, text in six languages (the voices stay in English), custom PNG textures, and fixes for glitches the Xbox version had too. The launcher imports your copy from a disc image, the default.xbe, or a .zip, .7z, or .rar, checks that it’s the PAL or US edition, and updates itself; if you want, it also downloads the fan-made decensor patch by nastys, Vaani, and Theconker64. Xbox Live and System Link don’t work. The README says most of the code was written by AI, such as Claude Code, under the author’s direction. The latest version is 0.1.3 (October 31).

You needYour own copy of Conker: Live & Reloaded for the original Xbox, PAL or US edition: a disc image (a Redump .iso or XISO), the disc’s default.xbe, or a .zip, .7z, or .rar holding either. The launcher checks the edition and copies about 4.5 GB. Plus 64-bit Windows 10 or 11, a DirectX 11 graphics card, and about 5 GB of free space; Windows N editions need Microsoft’s Media Feature Pack for the movies.

★ 34 · 2026-11-11 View →
Switch Experimental
NSW

Pokémon Sword / Shield

raulzrrs/swsh-recomp

An unofficial native Windows port of Pokémon Sword and Shield, made by static recompilation: the game’s ARM64 code is translated to C and compiled for the PC, with a runtime standing in for the Switch (system services, NVN graphics on Vulkan, audio, and controllers). It is not an emulator. It is built on Let’s Go Recomp, which in turn comes from LAS Recomp. It offers any internal resolution (with supersampling), SMAA, 16x anisotropic filtering, FSR 1, the game’s 30 fps or 60 fps for the whole game (experimental), keyboard and controllers, LayeredFS-style romfs mods, and the Expansion Pass from your own DLC data. The README warns it is a work in progress: it has been tested with Sword 1.3.2 and its Expansion Pass on one PC (with an RTX 3080), Shield hasn’t been tested, and the game hasn’t been completed on this port. Known issues include hitches while shaders are prepared, the Expansion Pass not being set up from the launcher, memory use that grows, and the lack of online features. Its only release is 0.1.0 (a preview), from October 22, a zip that holds the launcher and the runtime and that we haven’t checked inside; the game is recompiled on your PC, which takes about 40 minutes. None of its last 100 commits list Claude as a co-author.

You needYour own copy of Pokémon Sword (1.3.2 is the most tested, with the update applied to the extracted files) or Shield (recognized but untested), extracted into exefs and romfs folders; .xci and .nsp files must be extracted first. Optionally, the Expansion Pass DLC data, packed by hand for now. Plus 64-bit Windows 10 or 11, an x86-64 CPU with AVX2, FMA, and BMI2, a Vulkan 1.3 GPU, about 5 GB of RAM while playing, and about 18 GB free (3 of them for the prepared shaders).

★ 34 · 2026-10-22 View →
DOS Fully playable
DOS

Prince of Persia 2: The Shadow and the Flame

Supermedo/prince-of-persia-2-windows

A static recompilation of the DOS PRINCE.EXE to C, linked with a small Windows runtime: the game logic, rendering, intro, and music driver are the original code, and only the PC hardware (VGA, timer, keyboard, Sound Blaster/AdLib) is replaced with native code, with no DOSBox or emulator. The repository holds the recompiler, written in Python, which decodes the 8086 code, plus the runtime and the launcher; the game’s C code is generated on your machine from your copy, and the published release ships a prebuilt pop2.exe with no game data, art, or music. It emulates a Sound Blaster Pro: the game’s own FM driver, recompiled, plays the music on an emulated OPL2 no matter how your copy was set up in the DOS SETUP, and effects play as digital samples. It draws with OpenGL, with filters (Sharp, which keeps pixels crisp at any size, Pixel, Soft, and Smooth HQ) and 4:3, stretched, or panorama views, the last stretching only the sides, and supports Xbox, PlayStation, and Switch controllers. All 14 levels, the intro, the endings, saved games, and the 75-minute limit behave just as under DOS; the only addition is optional per-room checkpoints, off by default. Version 1.0 came out on September 23.

You needYour own copy of the DOS Prince of Persia 2: the folder with PRINCE.EXE and the .DAT files. Plus 64-bit Windows 10 or 11. Building it takes clang and llvm-rc (LLVM for Windows) and Python 3.

★ 34 · 2026-09-23 View →
PS2 Experimental
PS2

Resident Evil Outbreak (RaccoonRecomp)

RaccoonRecomp/ResidentEvilOutbreakRecompiled

An unofficial native Windows port of Resident Evil Outbreak (File #1, USA), called Resident Evil Outbreak Recompiled: the game’s PS2 code is recompiled into native x64 code and runs on a PC runtime written for it (Emotion Engine, vector units, Graphics Synthesizer, I/O processor with the game’s own sound driver, SPU2, movie playback, and memory card), with no emulator. The project does not publish its code: the GitHub repository holds only the README, release notes, and screenshots, and the release installer (about 244 MB) ships the program with an LLVM compiler, which on first start converts and compiles the game’s code on your PC from your disc or extracted files, in about 3 to 6 minutes. It offers Direct3D 11 and Vulkan renderers, internal resolution up to 4x, MSAA and FXAA, experimental widescreen, an experimental 60 fps mode, gamepad and keyboard-and-mouse controls, saves in PCSX2’s card format, and a mod system with a first-person camera. File #2 is not supported. Version 1.5.1 is from October 13; the release notes say it was built with AI-assisted programming (Claude), and 4 of its 8 commits list Claude as a co-author.

You needYour own copy of Resident Evil Outbreak for PS2, USA release (SLUS-20765, disc version 2.00), as an .iso image or a folder of extracted files; other releases are recognized but not yet supported. 64-bit Windows 10 or 11, a Direct3D 11 graphics card, and about 780 MB free.

★ 34 · 2026-10-13 View →
N64 Playable
N64

Snowboard Kids (cdlewis)

cdlewis/snowboardkids-recomp

Snowboard Kids: Recompiled, a static recompilation of the US release, built with N64Recomp and with RT64 as its renderer. It isn’t based on the same author’s decompilation, though it uses its headers and some functions for its patches. It runs at any frame rate (your monitor’s by default) without changing game speed, and at any aspect ratio, ultrawide included, with an option to keep the HUD at 16:9. It adds in-game settings menus you can use with mouse, controller, or keyboard, adjustable deadzone and Y-axis inversion, low input lag, and near-instant loading. It supports mods and texture packs, with a template and documentation for making them. There are builds for Windows, Linux (also as a Flatpak and for ARM64), and macOS. Split-screen multiplayer is planned. 1.0.4 came out on October 4 and the latest, 1.0.6, on October 13, making texture packs easier to create and fixing the training screen.

You needYour own US Snowboard Kids ROM for N64; if it isn’t a .z64 it’s converted automatically, and no other ROM is accepted. Plus a graphics card with Direct3D 12.0 (Shader Model 6), Vulkan 1.2, or Metal Argument Buffers Tier 2 (at least a GeForce GT 630, Radeon HD 7750, or Intel HD 510), a CPU with SSE4.1 on x86-64, and, on Windows, the Visual C++ Redistributable. On a Mac, Apple silicon or a 7th-gen Intel CPU with macOS 13 or later.

★ 34 · 2026-10-31 View →
Wii Playable
WII

Sonic and the Black Knight

yunophilia/BlackKnightRecomp

A static recompilation of Sonic and the Black Knight (Wii) to a native Windows x64 executable, in the spirit of UnleashedRecomp, with the goal of playing with a normal controller instead of the Wii’s motion controls. One executable holds the recompiled code of the USA, European, and Japanese releases, and the installed disc picks which one runs. The recompiler (tools/) decodes the Gekko/Broadway instructions and emits one C++ function per game function, and the game’s own operating system (Revolution OS) runs recompiled, with the hardware, IOS, and audio modeled on Dolphin’s behavior. The README says the game is playable from boot to gameplay, with graphics, audio, saves, and controller input working. There is no native Linux build; on the Steam Deck it works through Proton. The latest release, 1.0.1, is from October 23.

You needYour own disc image (ISO, RVZ, WIA, or WBFS) of Sonic and the Black Knight for Wii: USA (RENE8P), Europe (RENP8P), or Japan (RENJ8P). 64-bit Windows 10 or later.

★ 34 · 2026-10-31 View →
Fan remake Playable
SNES

The Legend of Zelda: A Link to the Past (xander-haj)

xander-haj/Z3R

Z3R is a fork of zelda3, snesrev’s C reimplementation of A Link to the Past, adding widescreen, HUD changes, settings, and an early randomizer. The source builds a native executable and a runtime asset file, zelda3_assets.dat, that is generated from your ROM. For now the randomizer only shuffles the items in dungeon chests. It has its own launcher (Z3R Launcher) and a wiki. The latest release, 0.2.4 (June 16), ships packages for Windows, Linux (AppImage and Flatpak), and macOS.

You needYour own clean The Legend of Zelda: A Link to the Past (USA) ROM, as zelda3.sfc or zelda3.smc in the project root, to extract the assets. Building from source also needs Git, Python 3 with Pillow and PyYAML, SDL2, and a C compiler (MSBuild or TCC on Windows).

★ 34 · 2026-06-16 View →
GBA Playable
GBA

The Legend of Zelda: The Minish Cap (mstan)

mstan/MinishCapRecomp

Static recompilation of The Minish Cap for Windows with gbarecomp; it was that framework’s first target and, according to its author, the most mature of their GBA recomps. The ROM’s ARM7TDMI code is translated to C, and the console’s real BIOS is recompiled and run too instead of being imitated. It gets into gameplay (the overworld, dialogue, and save states work), but it’s still a preview: code the recompiler didn’t cover runs through an interpreter the first time, is compiled to native code on the fly, and is saved to disk for later launches. From the zeldaret/tmc decompilation it only takes function names and addresses, not its code, and it’s a separate project from Project Picori, the port built on that decompilation. It has a pre-boot launcher to pick the ROM and BIOS and set up video, audio, and controls, save states, and an optional adaptive widescreen mod that widens the view from 240 to up to 480 pixels as the window gets wider. Version 0.0.6 (October 18) updated the engine and launcher. 50 of its 100 commits list Claude as a co-author, and another says it was written in a Codex session.

You needYour own US Minish Cap ROM (SHA-1 b4bd50e4131b027c334547b4524e2dbbd4227130) and a dump of your Game Boy Advance BIOS (SHA-1 300c20df6731a33952ded8c436f7f186d25d3492). Plus 64-bit Windows.

★ 34 · 2026-11-11 View →
Arcade Playable
ARC

Thrill Drive 2 / GTI Club: Corso Italiano

spita90/konami-viper-recomp

Unofficial native ports of two Konami arcade games for the Viper board: Thrill Drive 2 and GTI Club: Corso Italiano (Driving Party: Racing in Italy in Europe). The original PowerPC code is statically recompiled into C and a shared runtime reimplements the board (Voodoo3 graphics, sound, input and output, CF card, and clock); it is not an emulator. Each game has an enhanced mode, the default, with menus, options, pause, aspect ratios from 4:3 to 21:9 (the 3D scene widens), double resolution, and internet multiplayer for up to four players, and a classic mode with coins, attract mode, and the test menu, at the original 30 fps. Thrill Drive 2 EBB (Europe) and GTI Club 2 JAB (Japan) are listed as playable; Thrill Drive 2 JAA and AAA and Driving Party EAA boot and race with scripted inputs but haven’t been played by hand. There are no published releases: each game’s executable is built with make from your own dumps. 26 of its 28 commits list Claude as a co-author.

You needYour own dumps: the Viper board BIOS (941b01.u25 and ds2430.u3, in the kviper folder) and, for each game, its CF card as a CHD and its NVRAM (for example a41b02.chd and a41ebb_nvram.u39 for Thrill Drive 2 EBB), with the same folder layout as a MAME rompath and the SHA-1 values from the README’s table. A C and C++ compiler, make, Python 3, SDL2, and chdman. Tested on macOS with Apple Silicon; Linux untested and Windows not yet supported.

★ 34 · 2026-11-06 View →
PS3 Experimental
PS3

White Knight Chronicles II

WK2D/White-Knight-Chronicles-2-Recomp

A native C++ port of White Knight Chronicles II (PS3), by recompiling the game’s code with ps3recomp. Development starts with White Knight Chronicles I, which is on the same disc. It’s an early Windows build: it reaches the first game’s starting town and loads a save. The startup screens, menus, movies, avatar creation, and the move to the Balastor Plain with short movement and camera control already work. The SPU code is being replaced with readable C++ written by the project. It uses Vulkan, with Direct3D 12 in testing, and has an in-game graphics settings panel: window mode, resolution, VSync, anisotropic filtering, FXAA, caps from 30 to 144 fps or unlocked, and a counter. Playing at 30 fps is advised, since above it there are faults in transitions, cutscenes, and walking. Combat and a complete playthrough haven’t been tested yet. 30 of its last 100 commits list Claude as a co-author.

You needYour own US White Knight Chronicles II disc for PS3 (BLUS30784, version 1.00), with the files prepared yourself. Plus Windows with a Vulkan graphics card.

★ 34 · 2026-10-22 View →
Fan remake Playable
WIN

Woody Woodpecker: Escape from Buzz Buzzard Park

jjmhalew/WoodyRE

WoodyRE: a reimplementation of the 2001 PC game’s engine, rebuilt by reverse engineering, that runs the original data from your own CD. Its author documented the game’s script virtual machine and every format of its 28 levels, validated byte for byte. On first start it looks for the CD (or a mounted ISO image), copies and checks about 640 MB of files, and no longer needs it after that. There are builds for Windows, Linux and Steam Deck, Android with touch controls, and, experimentally, a homebrew Switch. It adds any resolution, widescreen, windowed or fullscreen, vsync and a frame cap, and, as options, ambient occlusion, SMAA, MSAA, and difficulty tweaks, plus PlayStation and Xbox controllers with rumble, remappable controls, and HD texture packs. Saves use the original’s format, which can be imported. 89 of its last 100 commits list Claude as a co-author.

You needYour own CD of Woody Woodpecker: Escape from Buzz Buzzard Park for PC: the English 1.00 release, the Spanish one, or the 2002 Brazilian, Polish, and Russian ones; others are untested. Plus Windows, Linux with SDL2, or 64-bit Android 7.0 or later.

★ 34 · 2026-11-05 View →
Game-specific engine Experimental
DOS

Crusader: No Remorse

sebsebseb1982/crusader-no-remorse-decomp

A C++20 reimplementation with SDL2 of the Crusader: No Remorse (Origin, 1995) engine for Windows and Linux, which reads the original game’s data, including its scripts (USECODE). It supports the French version 1.08 and the US version 1.23, and the README describes it as a work in progress. It adds gamepad support, an enhancements menu (a camera that follows the player, directional movement and aiming, native resolution, zoom, autosave), and fullscreen with Alt+Enter. There are builds for Windows, Linux, and PortMaster handhelds (aarch64); 1.22.0 is from October 19, one of 31 releases. The author mentions his Claude subscription, and 2 of its 48 commits list Claude as a co-author.

You needYour own copy of Crusader: No Remorse, French version 1.08 (ISO with SHA-256 B370436F2BA380500E918262A83293FBB89600253CC3F4579895D45FDB63B802) or US version 1.23 (ISO with SHA-256 C27D77D215253B8C1EF3C5B16CC33AFF63E759A843BBCD177A42F6A64DC063C7), as an .iso image or as the contents of the installed game or the CD, in the data folder (about 550 MB). Windows, Linux (with SDL2), or a PortMaster handheld.

★ 33 · 2026-11-10 View →
PS1 Playable
PS1

Dragon Ball GT: Final Bout (novapowers0)

novapowers0/DB-Final-Bout-Recomp

A static recompilation of the US release (SLUS-00493) for Windows, built with PSXRecomp and recomp-ui: the original MIPS code is compiled into native code in a standalone executable with a launcher, mods, and rendering settings. It has 16:9 or adaptive widescreen, which for now only stretches the picture; a software renderer as the reference and experimental Vulkan; a PGXP variant for more geometric precision; and netplay over LAN or direct IP, built in but not fully tested. Version 0.2.0 added two optional mods: “Combate renovado” (renewed combat), which adds input assistance, aerial follow-ups, and changes to movement, defense, hit-stop, and ki, with a slightly wider camera; and one that unlocks all 17 fighters. The latest, 0.2.1 (October 19), is an experimental pre-release that fixes a blocking wait, though intermittent exits in the original mode remain with no known cause; the latest stable release is 0.1.1, from September 26. Since 0.2.0 the download is ready to play: you only pick your disc. Its documentation includes reports from work sessions carried out by Claude.

You needYour own US copy of Dragon Ball GT: Final Bout for PS1 (SLUS-00493), with the data track as a .bin and its .cue; baserom.md lists its size and its MD5 and SHA-1 checksums. Plus 64-bit Windows.

★ 33 · 2026-10-19 View →
Xbox Playable
XBX

ESPN NFL 2K5

BeyondTomrrow/2K5Remade

An experimental native Windows version of ESPN NFL 2K5 from the original Xbox, with modern video settings, controllers with remapping, new teams alongside the 32 clubs, a Team Creator, texture packs, mod packs, local music, organized saves, and broadcast presentation packages. The repository contains the code recompiled from the game: about 38 generated C files in src/recomp/gen (about 230 MB), plus the runtime. The README says neither the project nor the installer includes or downloads the game; the installer (NFL2K5-PC-Setup.exe, about 220 MB in 0.7.0, which we haven’t checked inside) builds an example team from your disc. It is a preview release: it can be played but has known bugs. The latest version is 0.7.0-sandbox-preview (October 23). 26 of its last 100 commits list Claude as a co-author.

You needYour own copy of ESPN NFL 2K5 for the original Xbox: an extracted disc folder (with default.xbe and vc_53450030) or your own ISO or XISO image. 64-bit Windows 10 or 11.

★ 33 · 2026-10-27 View →
Xbox 360 Experimental
360

Guitar Hero II (jillsandwich1998)

jillsandwich1998/reGH2

Guitar Hero II for Xbox 360 on PC, rebuilt on your machine from your own copy; for now Linux only, with Vulkan. The game’s PowerPC code in default.xex is translated to C++ once, on your machine, with the ReXGlue SDK’s code generator, and compiled with a compiler that ships inside the AppImage; no game file and no code generated from it is distributed. Since 0.2.0 the game no longer runs on the SDK’s runtime (derived from Xenia): it uses its own code for the system core and a native Vulkan renderer at 1080p, 1440p, and 4K, with SDL3 for audio and controllers, and it stays at 60 fps because the logic is tied to 60 Hz. The README warns that this is a pre-release: it has been played in Quick Play and in Career mode up to the fourth venue, with an X-plorer guitar and on a single machine (AMD, Mesa RADV), but not from start to finish, and how it behaves on NVIDIA, Intel, or SteamOS is unknown. The latest version is 0.2.0 (October 27). 21 of its 22 commits list Claude as a co-author.

You needYour own copy of Guitar Hero II for Xbox 360 (USA): the disc image, the extracted game, or the folder with default.xex. Plus 64-bit Linux with a Vulkan driver for your graphics card (the AppImage doesn’t include it).

★ 33 · 2026-11-06 View →
Xbox 360 Experimental
360

Hydro Thunder Hurricane

monscriser/HydroThunderPORT

An unofficial experimental port of Hydro Thunder Hurricane (Xbox 360) for Windows and Linux. The game is statically recompiled with ReXGlue and drawn by a Vulkan graphics backend, with Xbox 360 compatibility work informed by Xenia. It includes a configuration launcher (resolution, FSR 1 and experimental FSR 3.1 scaling, FXAA, frame-rate limit, save backup, Steam shortcut), remappable controller and keyboard controls, and persistent shader caches; on Windows it is a native executable and on Linux an AppImage. Local split screen is supported but still needs validation, and shader compilation can still stutter and some graphics issues remain, such as colored gate lights showing through scenery. Revision 9.1.0 (October 17) fixes a crash when leaving through the in-game menu and lighting showing through walls, and adds a controls tab.

You needYour own Hydro Thunder Hurricane files for Xbox 360 (game, DLC, and title update; the 0.0.2.1 title update configuration is supported), as extracted content or Xbox 360 content packages, chosen in the launcher. Windows (native executable) or Linux (AppImage), with a Vulkan-capable graphics card.

★ 33 · 2026-11-05 View →
Library Experimental

recomp-ui

RetroPortingToolKit/recomp-ui

Shared launcher and in-game UI for static recompilation projects. Part of the R.A.I.D. community. 32 of its last 100 commits list Claude as a co-author.

★ 33 · 2026-11-11 View →
PS1 Playable
PS1

Twisted Metal 4 (TechnicallyComputers)

TechnicallyComputers/TwistedMetal4Recomp

A static recompilation of the US release (SCUS-94560, Rev 1), built with psxrecomp and the recomp-ui launcher, with builds for Windows, Linux, and macOS (Intel and Apple Silicon). It’s a separate project from jcoker85’s Twisted Metal 1–4 collection. The downloads include the built game and the free OpenBIOS; your own SCPH-1001 BIOS dump can be used too. It has rollback netplay between Windows and Linux, which its author calls playable though still maturing, and the launcher’s mod menu takes third-party mods. It can also be installed, updated, and built from Retro Launcher, a manager for recomps that build on your machine. It’s part of the R.A.I.D. (Retro AI Development) community, and 25 of its 174 commits list Claude or Cursor as co-author. The latest version is 0.3.37 (October 11). The repository includes the C generated from the game’s executable (SCUS_945.60), about 26 MB of it.

You needYour own US Twisted Metal 4 disc image (SCUS-94560, Rev 1): the .cue with its 23 .bin tracks. Plus 64-bit Windows, Linux, or macOS.

★ 33 · 2026-10-11 View →
N64 Experimental
N64

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. 2 of its 100 commits link a Claude Code session.

You needA WCW/nWo Revenge ROM (N64, .z64).

★ 33 · 2026-11-11 View →
Native layer Playable
NSW

Diablo II: Resurrected (PowerBeef)

PowerBeef/d2r-metal

D2R Metal turns your copy of the Switch version of Diablo II: Resurrected, with the Reign of the Warlock expansion, into a native app for Mac, iPhone, and iPad. It builds on d2r-mobile, the project that devised this way of running Switch games: the game’s code runs directly on the Apple chip and every frame is drawn with Metal 4; it is not an emulator, a stream, or a remake. It draws at your screen’s resolution, with MetalFX, SMAA, x16 texture filtering, environment shadows, and 60 fps, and with mouse and keyboard it reproduces the PC version’s interface and shortcuts; there are controller and touch controls. It plays offline. It installs through a Mac launcher, signed and notarized, that builds the game on your machine from your files in about 10 to 15 minutes; for iPhone and iPad you build from source. The published packages (the 5 MB launcher and the 7.6 MB runtime) don’t contain the game. It published 8 releases between October 31 and November 4, the latest being 1.4.0; 99 of its last 100 commits list Claude as a co-author.

You needYour own copy of the Switch version of Diablo II: Resurrected with Reign of the Warlock, updated to 1.0.34.0 and dumped from your own console: the base game and update packages (NSP or XCI) with your prod.keys, or an already extracted folder. Plus an Apple silicon Mac (M1 or later) on macOS 27, or an iPhone or iPad on iOS or iPadOS 27 (A17 Pro or M chip; with a legacy device pack, A14 to A16), and about 30 GB free during installation.

★ 32 · 2026-11-11 View →
Xbox 360 Playable
360

Enchanted Arms

IAndrewJJ/EnchantedArmsRecomp

EnchantedArmsPC is a fan-made PC version of the Xbox 360 RPG Enchanted Arms, built from your own copy of the game with the ReXGlue SDK. A Windows launcher asks for your ISO, builds the game on your PC, and lets you adjust settings and check for updates. It offers 30 or 60 frames per second, resolution, sharpening, and edge-smoothing settings, controller or keyboard and mouse with customizable buttons and camera, screenshots, an FPS counter, and optional cheats on Windows (health, ability energy, money, upgrades, and experience). There is also a Linux preview as an AppImage. The latest Windows release, 0.5.8, is from October 23.

You needYour own Enchanted Arms ISO for Xbox 360, of the USA or European release. Windows 10 or 11 and around 20 GB free beyond the ISO; the first setup needs an internet connection and takes several minutes.

★ 32 · 2026-10-23 View →
NES / Famicom Playable
NES

Metroid

mstan/MetroidNESRecomp

A static recompilation of the NES Metroid with nesrecomp, the author’s own framework: the ROM’s 6502 code is translated to C and compiled to native code, and the PPU, APU, and MMC1 mapper are simulated by the runtime library. Symbols and data regions come from the m1disasm disassembly. It saves through the game’s password system. As optional, experimental mods it has adaptive widescreen (fit to window, 16:9, 21:9, or 32:9) that shows the neighboring rooms, with options to activate enemies and items in the wider view, raise the sprite limit, and reduce slowdown, plus a first-person Voxel 3D view. Version 0.2.1 (October 18) extended native coverage on the US version: with assistance, the Kraid and Ridley victories, damage to Mother Brain, the escape timer, the ending, and the credits were checked, though the full escape run is separate. Version 0.2.3 (October 19) is published for the US ROM on 64-bit Windows; the European (PAL) version is built from source, and 0.2.0 also shipped a ZIP for it. For building with the previous backend, the repository includes the C code generated from the US ROM (about 17 MB). 59 of its last 100 commits list Claude as a co-author.

You needYour own Metroid ROM for NES: the US one (headerless CRC32 70080810) for the download, or the European one (headerless CRC32 7751588D) if you build the PAL version. Plus 64-bit Windows.

★ 32 · 2026-11-06 View →
Wii
WII

Rhythm Heaven Fever

conhlee/rhf

Work-in-progress decompilation of Rhythm Heaven Fever for Wii. Only the US version (SOME01) is supported.

14% decompiled
★ 32 · 2026-10-24 View →
Mega Drive / Genesis Experimental
MD

Sonic 3 & Knuckles (mstan)

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. 35 of its last 100 commits list Claude as a co-author.

You needYour own ROM of each game you want to play: Sonic 3, Sonic & Knuckles, or both for the combined version.

★ 32 · 2026-11-11 View →
PS1 Playable
PS1

Tenchu: Stealth Assassins

Heromachine/Tenchu-SA-Recomp

Tenchu SA Recomp: a native Linux port of the US PlayStation release (SLUS-00706), by the author of one of the Alien Resurrection recompilations and on the same engine, a fork of RecompOne kept in a separate repository. A launcher reads your disc image and recompiles the game’s code to C# on your machine; the released builds contain no game code or data, and the disc is still needed to play. The game boots, plays, and saves, but hasn’t been played through: later missions are untested and sound effects are unverified, though cutscene dialogue and music play correctly. The intro can’t be skipped for about 20 seconds, and auto-save is off by default, as in the original, until you turn it on in Options. There’s only one release, 0.1.0 (August 24), and nothing has been tested on Windows. One of its 15 commits lists Claude as co-author.

You needYour own US Tenchu: Stealth Assassins disc image (SLUS-00706), with its .cue; the launcher refuses any other, and the reference dump is the Greatest Hits edition. A BIOS is optional. Plus x86-64 Linux.

★ 32 · 2026-08-24 View →
Port (decomp) Playable
GC

⑂ Fork of centollOS/SwitchWaker

The Legend of Zelda: The Wind Waker (WindowWaker)

MaskeZenY/WindowWaker

A Windows-only fork of SwitchWaker, the native port of Wind Waker (disc GZLE01, USA, revision 0) built from the community C++ decompilation and drawn with Aurora (WebGPU/Dawn, on DirectX 12 or Vulkan), with no CPU emulation. It adds the Windows build with MSVC or Clang-cl and CMake, and a simple launcher; audio comes from Dolphin’s DSP HLE, with controllers through SDL. It separates the logic, which stays at 30 Hz, from presentation, which interpolates matrices and skeletons at 60 Hz, 120 Hz, or the monitor’s maximum refresh rate, and scales the framebuffer up to 4K, with true 16:9, Dolphin-format HD texture packs, anisotropic filtering, and bloom. The original’s macOS, Linux, and Switch builds aren’t tested or maintained here. Version v1.0.0-win came out on October 10. The README says parts of the Windows adaptation, the interpolation, and the rendering were built with AI assistants, and 97 of its last 100 commits list Claude as a co-author. The repository includes the decompilation’s C++ code (about 26 MB).

You needYour own uncompressed ISO (1.4 GB) of The Legend of Zelda: The Wind Waker for GameCube, disc GZLE01 (USA), revision 0. Plus 64-bit Windows 10 or 11 and a graphics card with DirectX 12 or Vulkan; to build, Visual Studio 2022, CMake 3.28, Python 3.10, and Git.

★ 32 · 2026-10-10 View →
Mod Usable
WIN

⑂ Fork of wheybags/EmperorLauncher

Emperor Reborn

azmawee/EmperorReborn

Emperor Reborn: an open-source launcher and patch for playing Emperor: Battle for Dune on current Windows, taken from wheybags’ patch (EmperorLauncher), which installs and starts the game without the original disc check. It adds true 16:9 (it widens the battlefield view instead of stretching it, and the sidebar, cursor, edge scrolling, and menus line up), with the HUD layout built on Moro’s widescreen patch, fullscreen scaling, “Upscale 4K, 2K, and 1K” modes that keep the interface big and readable on 4K screens, a resolution menu, cutscenes that stay at 4:3 with black bars, and multiplayer by hostname or DDNS. It needs no Visual C++ runtime and builds its own clean copy of the game from your discs, without touching an existing install. v2.5 came out on June 17. Left at a 4:3 resolution it runs like the original.

You needYour own Emperor: Battle for Dune discs (English version: install disc 1 and the Atreides, Harkonnen, and Ordos discs) and EA’s official v1.09 patch (EM109EN.EXE), which isn’t included. EmperorReborn.exe, EmperorHooks.dll, and EM109EN.EXE go in the same folder. Plus Windows 11 (tested) or Windows 10.

★ 31 · 2026-07-12 View →
N64
N64

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.

97% decompiled
★ 31 · 2026-10-26 View →
M2 Fully playable
M2

IMSA World Championship Racing

rsantos722/imsa-wcr-m2-recomp

A native Windows, macOS, and Linux port of IMSA presents World Championship Racing, a racing game that never came out because the Panasonic M2 was cancelled in 1997, and of shooter2d, the other game on the same disc. It’s a static recompilation with its own recompiler, which translates the game’s PowerPC 602 code to C, on top of its own program standing in for the console (SDL3, with OpenGL 3.3 or a software renderer); MAME’s M2 driver served as a reference for the graphics chip. The README calls it fully playable and stable, with some graphics and performance issues left to polish. It aims to stay faithful to the original and offers three control profiles (the original, a patched one that makes the game’s own settings work, and a custom one), analog control rebuilt from scratch, fixes, enhancements, and features the game left unfinished, all optional. The launcher installs the game, handles graphics, controls, and saves, starts IMSA or shooter2d directly, and has a 3D car viewer. v1.0.1 (November 6) is the latest of 2 releases.

You needThe disc image of the IMSA prototype for the M2, which the launcher checks (671,399,936 bytes and its SHA-256). There are builds for x86-64 Windows, Apple silicon macOS, and x86-64 Linux.

★ 31 · 2026-11-07 View →
Switch
NSW

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.

2% decompiled
★ 31 · 2026-11-02 View →
N64 Playable
N64

Mario Party 2

n64hub/mario-party-2-recomp

A native PC port of the N64 version (USA), made by static recompilation with N64Recomp, N64ModernRuntime, and RT64, with RecompFrontend’s launcher and menus: the game’s MIPS code is translated to C and run natively. Symbols come from the mariopartyrd decompilation. The menus, the six boards, and the minigames work, on the desktop and in a browser (the web page is built from your ROM), with the boards interpolated to the display’s rate and drawn at the window’s size and shape. The game’s process scheduler, which switches between dozens of small processes with its own setjmp and longjmp, runs each process on a thread of its own. The repository holds no ROM and no game assets, apart from symbol names and addresses. Version 0.2.5 is from November 1. It states that almost all of the code was written by AI (Claude), directed and play-tested by a person; 63 of its last 100 commits list Claude as a co-author.

You needYour own Mario Party 2 (USA) ROM, a 32 MiB big-endian .z64 with SHA-1 166eda1c05670d337e2c3f15a5db528ae1e5d6e3; other regions are not supported. Windows or x86-64 Linux (glibc 2.35 or later, a Vulkan driver, GTK 3, and FreeType).

★ 31 · 2026-11-11 View →
Xbox 360 Playable
360

Naruto: Rise of a Ninja (Port Nativo)

Masterllgod/naruto-rise-of-a-ninja-port-nativo

A static recompilation of the Xbox 360 version in which the executable (default.xex) and the AI2C.dll library are translated from PowerPC to x86-64 for Windows (and to ARM64 for Android, which isn’t covered by this catalog). It is not an Xbox 360 emulator. It offers six resolutions (360p to 4K), FXAA and FXAA+ anti-aliasing, AMD FSR 1.0 and CAS scaling, a PC version with windowed or fullscreen mode, keyboard and Xbox or PlayStation controllers, and a performance overlay. Fights run at 60 fps; version 0.4 (October 20), the first PC build since 0.1, added a “story mode” option at 60 fps, which measured about 47 fps in a heavy village scene on the author’s PC. 60 fps hasn’t been tested in cutscenes, menus, or the seals minigame. The repository holds only documentation and screenshots: the source code isn’t published, and the downloads are binaries. All 4 of its commits list Claude as a co-author.

You needYour own copy of Naruto: Rise of a Ninja for Xbox 360, from the North American disc (NTSC-U, title ID 555307E5), extracted to a folder: default.xex (SHA-1 3174cb24c35a66019f38e5378a4da298ac1ebf31) and AI2C.dll (SHA-1 c412aaf5873f77394ab1e246189f43df423a9e6b) must be identical, along with naruto.bf and the other files. Plus 64-bit Windows 10 or 11, an x86-64 processor with AVX, and a Vulkan 1.1 graphics card.

★ 31 · 2026-10-20 View →
Xbox 360 Playable
360

Ninja Gaiden II (KamiTK2)

KamiTK2/openNG2

openNG2: a native Windows port of the World Xbox 360 release (media ID 69F555CB), by static recompilation with the ReXGlue SDK. Since v1.1.0 it renders by default with a native Vulkan renderer, with no GPU emulation, which the author says takes 64% less GPU time per frame than the Direct3D 12 path, still available. Game logic runs at 60 fps, and an option generates an in-between frame to reach 120. It offers any resolution and window mode, 21:9 and 32:9 with the HUD at the screen edges, field of view, internal resolution from 1x to 5x, FSR upscaling (temporal on the native renderer; FSR 1.0 and CAS on Direct3D 12), FXAA, quality presets, Xbox, PS4, and PS5 controllers with matching icons, keyboard and mouse with remappable keys and the game’s prompts showing your keys, settings inside the game’s own menus, skipping the intro and any cutscene, save backups, Mission Mode and the DLC costumes, cheats (every difficulty and costume unlocked), and shader precompilation. It has only been tested through the early chapters and Mission Mode; the mouse doesn’t work in menus, and the sky may smear during fast camera turns. The launcher checks your files, downloads its own compiler, builds and installs the game, and keeps it up to date by rebuilding only what changed. It used the Ninja’s Dawn project as a reference and, unlike gamboozino’s port, needs Title Update 2 rather than 3. v1.1.0 (November 5) is the latest of 7 releases. All of its last 100 commits list Claude as a co-author.

You needYour own copy of Ninja Gaiden II for Xbox 360, World release (media ID 69F555CB, the one sold outside Japan), as the Games on Demand package C1200E9B558D04454FA6 with its .data folder, an .iso image, or an extracted folder, plus its Title Update 2 (TU_1A461UL_000000G000000.00000000000G4); Title Update 3, the Japanese release, Ninja Gaiden Sigma 2, and the Master Collection won’t work. The DLC (Mission Mode and the costumes) is optional. Plus 64-bit Windows 10 (1803 or newer) or 11, a Direct3D 12 GPU (Vulkan 1.3 for the native renderer), about 22 GB free, and a connection for the first build.

★ 31 · 2026-11-05 View →
Game-specific engine Fully playable
WIN

The X-Files Game (Shiloh)

Asterber/shiloh

An open-source engine written in Rust that runs The X-Files Game on current systems from your own copy. It has a native window (SDL2) and a browser version (WebAssembly, served from your own machine). It is written independently, rebuilding what the original does after running and tracing it scene by scene: it contains none of the original program’s code, and the few tables it needs from the executable are read from your copy at run time. According to the README the game can be played from start to finish: there are complete playthroughs in the browser version on the English DVD Edition and the Russian 1.00 release, and on the German 7-CD release; the French edition on the DVD has also been played through. It was developed against an installed Russian 1.00 copy; the English retail CDs are lightly tested. It reads disc images directly, including the Russian installer’s. It is tested on macOS (Apple Silicon) and has been run on a Windows PC; Linux is untested. Version 0.3.4 (October 24) is the latest of eight releases and publishes Windows, Linux, macOS, and browser builds of 1 to 7 MB.

You needYour own copy of The X-Files Game (1998): the original discs, a disc image (.iso, or Alcohol’s .mdf and .mds pair), or the installed game. It supports the English DVD Edition (which includes the French), the Russian 1.00, and the German 7-CD release; other CD releases are untested. Plus 64-bit Windows, macOS, or Linux, or a current browser with WebAssembly.

★ 31 · 2026-10-24 View →
Switch Experimental
NSW

Astral Chain (swaymun)

swaymun/AC-Recomp

An experimental static recompilation of Astral Chain for macOS, with Linux and Windows ports in progress. The game’s Arm code is compiled ahead of time to C++ and built as a native program; the system services and the NVN graphics API are reimplemented on the host (NVN on Vulkan, with the shaders translated offline to SPIR-V), with no emulator or JIT. On macOS (Apple silicon, Vulkan on Metal through MoltenVK) it boots, gets through the opening sequence, character creation and the File 01 motorcycle chase at a stable 30 fps, with audio; on Linux and Windows it reaches that same chase. The README itself says the game can’t be played from start to finish and that saving and reloading are untested. It has a macOS launcher, FSR 1 upscaling, and experimental options for internal resolution and a 60 fps mode. v0.1.0 (macOS), from October 19, is the only release. It states that most of the code was written by Claude through Claude Code; 1 of its 2 commits lists it as a co-author.

You needYour own copy of Astral Chain 1.0.0 (base game, no update) as an NSP, with the keys from your own console; other versions are refused. On macOS, a Mac with Apple silicon, macOS 13 or newer, the Xcode Command Line Tools, Homebrew and about 25 GB free; the first build takes 30 to 90 minutes. The system fonts from your firmware are optional.

★ 30 · 2026-10-22 View →
N64 Playable
N64

Banjo-Tooie (Vidanox)

Vidanox/BanjoTooieRecompiled

A native PC port of the US Nintendo 64 version, made by static recompilation with N64Recomp and rendered with RT64: the MIPS code is translated to C once, and there is no emulator at runtime. It adds widescreen, high refresh rates, and an in-game settings menu. The README calls it playable end to end: it verifies boot, the attract loop, the intro cutscene, gameplay, repeated scene transitions, audio, controller input, overlay load and unload, and saving, all on Windows x64; the Linux build is newer. Version 1.0.1 (October 25) provides a Windows zip, a Linux tar.gz, and a Flatpak. The repository includes the C code generated from the ROM (about 85 MB, RecompiledFuncs folder).

You needYour own Banjo-Tooie (USA) ROM, which you choose with Select ROM in the launcher. Plus a GPU with Direct3D 12 (Shader Model 6) or Vulkan 1.2 and, on x86-64, an SSE4.1 CPU.

★ 30 · 2026-10-25 View →
Xbox Playable
XBX

Def Jam: Fight for NY (comoria08)

comoria08/defjam_recomp

A static recompilation of the US Xbox release into a native Windows program: the game’s code is translated to C and compiled on your machine from your disc image, with a fork of xboxrecomp that carries the port’s fixes. The documentation is in French, with an English summary. Version 1.0.0 (October 9) comes in two packages: a light one, which builds with Visual Studio and supports DLSS on NVIDIA RTX cards, and a full one of about 100 MB, without DLSS, which bundles Clang, Python, capstone, and CMake and needs nothing installed. The installer checks your image, extracts it, translates the code, and compiles it in a few minutes; with the light package it offers to download NVIDIA Streamline 2.14.1 (276 MB) from NVIDIA’s official repository and checks its hash before using it. On launch a settings window opens with resolution, 4:3 or 16:9 (with an option to keep menus and HUD at 4:3), fullscreen, texture filtering, rendering effects, and mods, which are files that replace the disc’s. Both of its commits list Claude as co-author.

You needThe disc image (.iso) of your own US copy of Def Jam: Fight for NY for Xbox; the installer refuses the European release and any other. Plus 64-bit Windows 10 or 11, a DirectX 11 graphics card, about 4 GB of free space, and an Xbox-style (XInput) controller, since the keyboard doesn’t control the game. The light package needs Visual Studio Build Tools (C++), Python 3 with capstone, and CMake, which the installer offers to install with winget if you agree.

★ 30 · 2026-11-01 View →
Port (decomp) Playable
PS1

Digimon World 2003

gascarcella/dw2003recomp

A decompilation of Digimon World 2003 (SLES-03936), the European edition of Digimon World 3, and a native PC port built from it. All 3,606 of the game’s functions are in C that rebuilds the executable and its modules byte for byte, and that same C, compiled for PC, runs the game on psxstack, the same author’s runtime, with its own sound processor, video decoder, and software GPU. There’s also a hardware renderer (Vulkan, or Direct3D 12 on Windows) with up to 8x internal resolution, sub-pixel vertex precision, filters (sharp, scanlines, CRT, and xBR smoothing), texture packs, and 16:9 battles; software rendering is the default. A launcher handles the disc, settings, controls, and mods: fast-forward, a 60 Hz mode, skipping dialogue, turning off battle animations, saving anywhere, a preset language (including the disc’s US and Japanese text), party-wide experience, and an experience multiplier. Saves are memory cards in PCSX-Redux’s format. It has been played through the first battle, a save, and its load; the rest of the game hasn’t been checked against the emulator yet, and the Windows build has only been tested under Wine and Proton. Version 0.4.1 came out on October 20. Its contributing guide says most of the project was written with AI coding agents.

You needYour own dump of Digimon World 2003 (Europe) (En,Fr,De,Es,It) for PS1 as .bin and .cue (MODE2/2352, one track, SHA-1 457cb233349ba841e03b33d8060f8fbcadd45cb3); a 2048-byte-sector .iso won’t work, and the US and Japanese Digimon World 3 aren’t supported. Plus x86-64 Linux with glibc 2.39 or newer (AppImage) or 64-bit Windows 10 or later.

★ 30 · 2026-10-29 View →
SNES / Super Famicom
SNES

Donkey Kong Country (Yoshifanatic1)

Yoshifanatic1/Donkey-Kong-Country-1-Disassembly

A disassembly of Donkey Kong Country for the SNES, in assembly for asar, based on the US V1.0 version. It uses version 1.2.0 of the author’s SNES ROM framework, whose files are included in the download. To use it you need a clean, headerless copy of the ROM, from which a batch script extracts the assets (MD5 30c5f292ff4cbbfcc00fd8fa96c2de3b). V1.0 came out on November 21, 2021 and the repository hasn’t been updated since. The repository includes no game assets.

★ 30 · 2021-11-21 View →
Mod Beta
SNES

⑂ Fork of elliotttate/DKC1Recomp

Donkey Kong Country: Simultaneous Co-op

gumilastik/DKC1Recomp-Coop

A fork of DKC1Recomp that adds simultaneous local co-op: two players control Donkey and Diddy at the same time, with an independent camera and view for each Kong, Donkey’s on top and Diddy’s below, while both share one game simulation, with common pickups, enemies, and progress. It is enabled in the desktop host under Mods, Simultaneous co-op, and played with two keyboards, a keyboard and one controller, or two controllers. The mode covers deaths and DK-barrel rescue, ropes, animal mounts, minecarts, HUDs, and save states. The release build, Windows 0.1.0 from October 15, leaves out the debug windows. It is built from the same clean ROM as the base project, and the code generated from it stays out of the repository. It has 3 commits of its own on top of the original project.

You needYour own clean, headerless Donkey Kong Country USA v1.0 ROM, the same one the base project asks for. Windows x64 for the published download; keep the executables and SDL2.dll together.

★ 30 · 2026-10-15 View →
Native layer Experimental
PS4

EA Sports UFC 4 (schans-arg)

schans-arg/UFC4-PC-Port

An unofficial experimental Windows port of the PS4 version. It adapts the open-source PS4 runtime used by the UFC 3 PC port: the original x86-64 code runs on the CPU and the console’s system is reimplemented. This preview uses the UFC3Native 0.1.5 binary renderer plus a UFC 4 extension, and the README admits that an independent renderer rebuild is still pending. According to the README, a Fight Now match reached KO, and in Career a character was created, a first fight was played, and saving, reloading, and continuing training worked; 0.0.11 adds automatic save backups. Full Career, all fighters and arenas, DLC, and long sessions haven’t been validated. The only release is the 0.0.11 preview (October 17), with a Windows zip of about 21 MB and the source. The README says the game, updates, DLC, firmware, saves, and assets aren’t included.

You needYour own extracted dump of EA SPORTS UFC 4 for PS4: the measured profile is CUSA14209 v28.00 (base game and update combined), and on first launch you pick its eboot.bin. Plus 64-bit Windows; Python and the runtime dependencies are included.

★ 30 · 2026-10-17 View →
DS Experimental
DS

Final Fantasy Crystal Chronicles: Echoes of Time

JonathanDC64/FFCCEOT-Recomp

A native PC port of the Nintendo DS version, made by static recompilation: the game’s ARM code is translated to C and compiled on your PC, not emulated. When you pick your ROM the first time, the game is built on your PC in about a minute. It plays on a single screen by default, with the second screen as a touchable picture-in-picture and other layouts available, with an OpenGL renderer up to 16 times the DS resolution, widescreen, interpolation from 30 frames to 60 or your monitor’s rate, full gamepad play, and online play. The README calls it alpha: it boots and plays from the title screen into the field, with sound and saves, but only the opening areas have been played through; the features marked experimental (widescreen, 3D at higher frame rates, online play) have had less testing, and on Linux the crash dialog and local wireless are missing. Version 0.3.1-alpha (October 12) provides a Windows zip and a Linux AppImage. 84 of its last 100 commits list Claude as a co-author.

You needYour own Final Fantasy Crystal Chronicles: Echoes of Time ROM for the DS, US (CFIE, SHA-1 1df23d5a3a655bdd587c360b581202931d0f66e1) or European (CFIP, SHA-1 18f7004f74c83feba40f003641ec00571e52a301); the Japanese one is not supported. Each version keeps its own saves. Plus Windows or x86-64 Linux.

★ 30 · 2026-10-18 View →
GBA Playable
GBA

Fire Emblem: The Sacred Stones

Lordingard/SacredStonesRecomp

A static recompilation of Fire Emblem: The Sacred Stones to a native Windows executable and an Android arm64 app, on a fork of the gbarecomp runtime and another of the recomp-ui launcher. The README calls it playable, though still early: it boots from the launcher, which selects the ROM and BIOS, with save states in nine slots, fast-forward from 2x to 10x, rewind, full screen, gamepad, mouse on Windows and touch controls on Android, and ZIP export of saves. On Android there is a signed arm64 APK, tested by the author on several devices. Version 0.1.20, from October 17, is the latest. The README states substantial development help from OpenAI Codex.

You needYour own ROM of Fire Emblem: The Sacred Stones for the GBA, US (revision 0), and a GBA BIOS. 64-bit Windows or Android arm64; to build, the toolchain the README describes.

★ 30 · 2026-10-17 View →
N64
N64

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. 3 of its last 100 commits list Claude as a co-author.

33% decompiled
★ 30 · 2026-09-03 View →
PS1 Playable
PS1

Gran Turismo 2 (ianitsky)

ianitsky/gt2-multiplayer

GT2 Multiplayer: a static recompilation of the US SCUS-94488 disc into C#, built with RecompOne and compiled as a native .NET program for Windows, which adds something the original never had: online races against other people. According to the project, it boots and plays through the menus and arcade mode, with saves on emulated memory cards. Multiplayer, in alpha, has a room list, a lobby, optional two-lap qualifying, and races of up to six players on 27 courses with 60 cars, by laps (1–99) or by time (1–180 minutes). Rooms are found on the local network or, over the internet, by opening a UDP port on the host’s router (the game tries UPnP) or through a relay that ships in the same repository and can run on a server or behind a free UDP tunnel; with a relay, a room can also be joined with a six-character code. Remote cars are drawn interpolated between the positions that arrive, and a long connection drop leaves a car parked at its last known one. Rumble is turned off in this build. 325 of its 378 commits list Claude as co-author. The latest version is 1.0.1 (September 12).

You needYour own image of the US Gran Turismo 2 disc (SCUS-94488), as .cue/.bin or .chd; the project specifically asks for the one it calls “Gran Turismo 2 Combined Disc (USA).” Plus Windows; the download bundles .NET. Building it requires the .NET 10 SDK.

★ 30 · 2026-09-13 View →
N64 Playable
N64

Mario Party 3

n64hub/mario-party-3-recomp

A native PC port of the N64 version (USA), made by static recompilation with N64Recomp, N64ModernRuntime, and RT64, with RecompFrontend’s launcher and menus: the game’s MIPS code is translated to C and run natively. Symbols come from the mariopartyrd decompilation. The menus, the six boards, and the minigames work, on the desktop and in a browser (the web page is built from your ROM), with the boards interpolated to the display’s rate and drawn at the window’s size and shape. The game’s process scheduler, which switches between dozens of small processes with its own setjmp and longjmp, runs each process on a thread of its own. The repository holds no ROM and no game assets, apart from symbol names and addresses. Version 0.2.6 is from November 1. It states that almost all of the code was written by AI (Claude), directed and play-tested by a person; 55 of its last 100 commits list Claude as a co-author.

You needYour own Mario Party 3 (USA) ROM, a 32 MiB big-endian .z64 with SHA-1 6beb80ff822b96bcf85dcdb512e8b2b7969d8259; other regions are not supported. Windows or x86-64 Linux (glibc 2.35 or later, a Vulkan driver, GTK 3, and FreeType).

★ 30 · 2026-11-11 View →
Xbox 360 Playable
360

Project Gotham Racing 4 (MTR-PGR4)

MissingThePixel/MTR-PGR4

MTR-PGR4 (MissingTheRecompilation): a Windows recompilation of the Xbox 360 version, built with ReXGlue. It started from beatrixzy’s PGR4-Recomp, also in the catalog, keeping its initial configuration and recorded function addresses, and is maintained separately with its own game and runtime fixes and its own launcher. The launcher sets 720p or 1440p, 30 or 60 fps, fullscreen, and motion blur independently; the 60 fps and motion blur edits follow Xenia Canary’s patches for this game. It fixes menu music and sound mixing, the sky and crowd, the Lotus that froze the game on loading, garage walking, and many stutters, and it also recompiles the garage’s Geometry Wars, which opens from the launcher or the game itself and returns to PGR4 on exit. At high revs the engine sound and vibration can drop out, small hitches remain on some tracks, some shadows have minor glitches, and liveries don’t always match their menu previews. It uses ReXGlue’s Xenia-derived renderer with changes, so it’s likely to inherit Xenia’s graphics bugs. 0.1.1 (October 8) replaced the PowerShell game launcher with a native C# one.

You needThe complete extracted files of your own Project Gotham Racing 4 copy for Xbox 360: the folder with default.xex, Game, and UI, plus gw.xex and the gw folder for Geometry Wars. Plus 64-bit Windows, a Direct3D 12 graphics card, and .NET Framework 4.8. A controller is recommended, especially for walking around the garage.

★ 30 · 2026-10-11 View →
PS1 Experimental
PS1

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. 5 of its 9 commits list Claude as a co-author.

You needYour own Street Fighter EX2 Plus disc image (SLUS-01105, US edition).

★ 30 · 2026-08-29 View →
Xbox Playable
XBX

Blinx 2: Masters of Time and Space (apexJCL)

apexJCL/blinx2-recomp

A static recompilation of BLiNX 2: Masters of Time & Space for the original Xbox that turns your own copy into a native program for Windows, Mac (Apple Silicon), or Linux with the Steam Deck. The game’s x86 code is lifted to C with the xboxrecomp toolkit and compiled together with a replacement Xbox kernel, GPU (NV2A), and audio (APU); it is not an emulator. A wizard (blinx2-wizard) builds and installs the game from your dump; on Linux and the Steam Deck the Windows bundle runs under Proton, and on Mac there is a Metal renderer. The README says it plays with sound and saves, and it brings widescreen options, a free camera, and a HUD texture pack. The latest version is v2026.10.4 (October 30), with wizards of about 12 to 24 MB. 3 of its 30 commits list Claude as a co-author.

You needYour own copy of BLiNX 2: Masters of Time & Space for Xbox, as an .iso image or an extracted folder with default.xbe; the project refuses other titles. A machine to build it on (Mac with Apple silicon, Linux, or Windows) with about 15 GB free, uv, git, and Python 3.9 or later; the project downloads the other tools itself.

★ 29 · 2026-11-07 View →
N64 Experimental
N64

Body Harvest (danielgomesvieira2000)

danielgomesvieira2000/body-harvest-recomp

Body Harvest: Recompiled, a native Windows and Linux port by static recompilation with N64Recomp, on N64ModernRuntime, with RT64 for rendering and RecompFrontend for the launcher. The recompiler reads the matching build of the game’s decompilation (body-harvest-decompilation), whose names it also uses, and the launcher and tooling come from the same author’s Wave Race 64: Recompiled. It adds widescreen at your window’s aspect ratio, a genuinely wider view in which the game also draws what’s at the sides, indoors included, with the radar, bars, and weapon panel anchored to the edges; a high frame rate through interpolation (the logic keeps its own 20 fps); graphics, sound, and controls settings with remapping; a mods tab; keyboard and controller; EEPROM saves; Rumble Pak; and a debug menu with a HUD editor. Version 0.1.0 (September 17) is very early: only the start, up to the first part of Greece, has been played, and vehicles, the later levels, and loading saves are untested. Its author states it was built with Claude Code, and all 36 of its commits carry Claude as co-author.

You needYour own US Body Harvest ROM (SHA-1 bbb6666f5014a473747ee4145f036d9fb25d7348), as .z64, .n64, .v64, or a ZIP; no other version works. Plus 64-bit Windows or Linux; the Linux build has only been run under WSL.

★ 29 · 2026-09-17 View →
N64 Playable
N64

⑂ Fork of RevoSucks/CV64Recomp

Castlevania 64 (DankZoneStudios)

DankZoneStudios/CV64Recomp

A Windows fork of the Castlevania 64 recomp by RevoSucks, also in the catalog, built with N64Recomp and with RT64 as its renderer. It adds a reproducible pipeline to generate the game code from your ROM, build and runtime fixes, and a restyled launcher. It runs at 60, 120 fps or higher without changing game speed, has widescreen, and loads texture packs and mods from the launcher, though mods have barely been tested. Version 0.6.1 (September 29) stopped objects from vanishing at the sides of the widescreen view: the visibility bounds, designed for the original’s 320×240, now adapt to the aspect ratio, and 4:3 mode keeps the original behavior. There’s only a Windows build, and the project describes itself as a work in progress.

You needYour own US 1.0 Castlevania 64 ROM (SHA-1 989A28782ED6B0BC489A1BBBD7BEC355D8F2707E); other regions and revisions aren’t supported. Plus 64-bit Windows and possibly the Visual C++ 2015–2022 (x64) redistributable. To build it, the game code is generated on Linux or WSL and needs the ROM as a .z64.

★ 29 · 2026-10-18 View →
Xbox Playable
XBX

Darkwatch (Clergyman0013)

Clergyman0013/arizona-vamp-recomp

A native port of Darkwatch (original Xbox, 2005) for Windows by static recompilation: the executable is translated ahead of time into x86-64 code, and its graphics and sound calls are answered by modern APIs (Direct3D 8 on Direct3D 12, DirectSound on XAudio2); nothing is emulated. It turns back on the two-player split-screen co-op campaign, which the Xbox release left out although its code and menus remain on the disc, and adds display modes, render scale, MSAA, keyboard and mouse, and an in-game PC settings menu (F1). It is in beta and playable on Windows; testers have reached the first chapter’s boss fight, a full play-through has not been done yet, and co-op has only been tested through the start of the first chapter. Linux through Proton is untested. Version 0.5.5 (October 25) is the latest. 35 of its 48 commits list Claude as a co-author.

You needYour own copy of Darkwatch for the original Xbox, as an .iso image or as default.xbe with the game’s folders beside it, in the assets folder; the first start builds the code on your PC (it takes a while and happens only once). 64-bit Windows 10 or 11, a Direct3D 12 card, and about 3 GB free.

★ 29 · 2026-10-25 View →
PS1 Experimental
PS1

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.

★ 29 · 2026-10-02 View →
Native layer Playable
PS4

GODZILLA

gminustwo/minustwo

An unofficial native port of the PlayStation 4 version for Windows 10 and 11, Linux, and the Steam Deck, and for macOS on Apple Silicon (experimental). The game’s x86-64 code runs directly on the PC’s processor; a runtime written for this port replaces the PS4’s system libraries (memory, threads, files, audio mixer, fonts, controller, saves, dialogs) and shadPS4’s video core translates the graphics commands and shaders to Vulkan. The project reuses the base of SpartanPort, the God of War III port, and adds, among other things, the Ngs2 audio mixer, rendering above 1080p, movies without stutter, and even frame pacing. On the Steam Deck it runs at 30 frames per second at 1080p. Online play (VS Mode) is not supported yet and only the US edition has been tested. Version 1.2.1 (October 29) is the latest release. All 44 of its commits list Claude as a co-author.

You needA dump of your own copy of GODZILLA for PS4: the folder with eboot.bin, sce_module, and sce_sys (tested with CUSA02046, versions 01.01 and 01.00). Plus Windows 10 or 11, Linux, the Steam Deck, or an Apple Silicon Mac (experimental), and a graphics card with Vulkan.

★ 29 · 2026-11-09 View →
Native layer Playable
ARC

Hydro Thunder (LANCommander)

LANCommander/HydroThunderOnline

An unofficial Windows port of Midway’s 1999 arcade game: an executable that wraps the game’s original x86 code and runs it in-process. The calls to the embedded operating system and to the Glide API are replaced with calls to win32, XInput, and dgVoodoo2, and parts of the game have been decompiled and rewritten in C, which makes it possible to play online or on a local network with up to 16 racers. It keeps the operator menu (audits, adjustments, and tests) with free play on by default, and offers rebindable keyboard and XInput gamepad controls, windowed or full screen with selectable resolutions, and a lobby hosted on a local network or over the internet through the hydrothunder.racing master server, or through your own with htmaster (also for Linux). Version 1.0.0, from September 27, is the only published release.

You needYour own hydro.chd, the arcade’s hard disk image from the MAME “hydro” set, version 1.0.0, next to hydro.exe (on first run it extracts the game files into a data folder). Windows 10 or 11 with a Direct3D 11 capable graphics card.

★ 29 · 2026-10-19 View →
Port (decomp) Playable
GC

Mario Party 6

iirg4x/mp6-native-port

Starlit Party: an unofficial native port of Mario Party 6 for Windows, Android, and browser (iPhone), built on recovered game code, Aurora, SDL3, and Dawn/WebGPU; it is not an emulator. The decompiled source is consumed, not copied, from the matching decompilation repository. All six Party Mode boards, Solo Mode, Mini-Game Mode, Mic Mode, the Star Bank, the Option menu, and the opening, ending, and credits run, with widescreen support. Of the 81 minigames, 49 are playable and the boards skip the rest with an on-screen notice. Version 0.5.0 is from October 23. Models, textures, and audio are extracted from your disc when the game is built and are not in the repository. 2 of its 21 commits list Claude as a co-author.

You needYour own copy of Mario Party 6 for GameCube (USA), as a disc image or an extracted disc folder. Plus Windows (there are Android and browser versions as well).

★ 29 · 2026-11-01 View →
Launcher Usable

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.

★ 29 · 2026-10-16 View →
Recompiler Experimental

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.

★ 29 · 2026-09-06 View →
Mega Drive / Genesis Experimental
MD

Sonic the Hedgehog (Mega Drive, mstan)

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. 66 of its last 100 commits list Claude as a co-author.

You needYour own Sonic the Hedgehog ROM (World version).

★ 29 · 2026-11-11 View →
Native layer Playable
PS4

Star Ocean: Integrity and Faithlessness

HekamiAeon/Star-Ocean-Integrity-and-Faithlessness-PS4RT

An unofficial Linux port of the PS4 version, with a game-specific runtime, PS4RT: the original x86-64 code runs directly on the CPU, the runtime supplies compatibility implementations of the PS4 services the game needs, and a Vulkan renderer derived from shadPS4 translates the GPU commands; the README states it is not a general-purpose PS4 emulator. It calls itself experimental and playable: the introduction, cutscenes, menus, audio, controller input, town exploration, battles, and save/load have been verified through Chapter 4, with no verified full playthrough. It offers 1080p, 1440p, and 4K with FSR 3.1, optional FSR 4 v07, sharpening, and anisotropic filtering, with an in-game graphics menu. It was tested on Fedora Linux x86-64 with NVIDIA and AMD GPUs; there is no Windows or ARM64 version. Version 1.2 (October 29) is the latest of 3 releases and ships a roughly 37 MB tar.gz with the needed libraries, plus the source.

You needYour own PS4 CUSA03219 folder, extracted and plaintext (with sce_sys/param.sfo, eboot.bin, sce_module/, and the game’s data); you point to the folder itself, not the PKG or eboot.bin. Plus x86-64 Linux with glibc 2.35 or later, Python 3, and a working Vulkan driver; the other libraries (FFmpeg 8, SDL3) are included.

★ 29 · 2026-11-08 View →
Xbox Playable
XBX

The Sims: Bustin' Out

abilliontokens/bustinout-recomp

An unofficial native port of the original Xbox version of The Sims: Bustin’ Out (USA) for Linux and Windows, which statically recompiles the x86 XBE with a fork of the XboxXBERecomp SDK. Windows uses Direct3D 12 and XAudio2, and Linux is a native Vulkan and SDL3 build, with no Wine. According to the README, on Linux the game boots, plays the intro, and goes through the menu, save select, and Create-a-Sim to a playable household at 2176 draws per frame, at real game speed at 60, 144, and uncapped frame rates. True ultrawide widening is still switched off because it is not safe, and the gamepad, saving and reloading through visible play, and several cheats have not been tested. Version 0.1.0 (October 19) ships a Linux package and the first Windows binary.

You needYour own copy of The Sims: Bustin’ Out for the original Xbox, USA, as a disc image or extracted files (default.xbe with SHA-1 6feea04a12fb134253abe2b5662da634d0048232, title ID 0x45410043). The port is pinned to that XBE: another region or revision does not work. 64-bit Windows with Direct3D 12, or Linux with Vulkan.

★ 29 · 2026-10-19 View →
PS1 Playable
PS1

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. 26 of its last 100 commits list Claude as a co-author.

You needA disc image of Tomba! 2 (PS1, US version).

★ 29 · 2026-11-06 View →
Game Boy Playable
GB

Wario Land: Super Mario Land 3

GABRIELNNK/Bigodao

Bigodão: WL SM3: a native Windows, Linux, and Android port made by static recompilation with gb-recompiled, which its author presents as a study project. It starts from the original cartridge with korxo’s DX 1.2 color patch, applied in memory without touching your ROM. Since 1.0.0 the game is drawn by the port itself instead of the emulated PPU (a full comparison with the emulated mode found zero differences), with 1x to 4x internal resolution and 16:9 widescreen on by default, showing more of the level at the sides. It supports mods as .o2r files: high-resolution tile and sprite packs, with tools to capture scenes, paint them, and pack them, and .ogg music in place of the Game Boy soundtrack, while sound effects still come from the original audio. On Windows it’s a single executable with no DLLs. Version 1.1.1 (October 20) brought a more readable launcher, blurred edges in the parts that aren’t widescreen, and experimental 120 fps.

You needYour own Wario Land: Super Mario Land 3 ROM, World release (SHA-256 ac1682f17abcf590311a233289ee325214c2d71ab3a5aa175004002d85075e56), and korxo’s “Wario Land - Super Mario Land 3 DX (World)” 1.2 IPS patch (SHA-256 599d9f59090df3e1e77c1678e069290a2cd9ce59c71cf58d66c4dc3db8b7facd). Plus Windows, Linux, or arm64 Android.

★ 29 · 2026-11-04 View →
SNES / Super Famicom Fully playable
SNES

ActRaiser

DerrickGold/ar-recomp

A static recompilation of the US cartridge: the 65816 code is translated to C with snesrecomp-go, the project’s own Go port of snesrecomp, and linked with a hand-written SDL3 runtime. A Builder for Windows (x64 and ARM64), macOS (Apple silicon and Intel), Linux (x64 and ARM64), and Steam Deck includes the compiler, verifies your ROM, and builds the game on your machine, offline too; the downloads contain no game code. According to the project, the full US campaign has been played from start to finish: all six towns, all 12 acts, Death Heim, and the ending. It boots with the original 4:3 look, and everything else is optional: true 16:9 or 16:10 widescreen that extends the backgrounds, a Diorama mode that splits the action stages into 3D planes, towns rebuilt in 3D with terrain relief and voxel models, a spherical 3D world for traveling between them, GPU and CRT effects, high-resolution Mode 7, interpolated frames on high-refresh displays, an HD title logo, replacement music in OGG, language packs with their own editor, US, Japanese, or European regional rules, ten save slots, and optional fixes for bugs in the original. The latest pre-release is 0.803 (October 17), and a full decompilation is in progress. Its README states that several AI coding assistants contributed to the tooling, runtime, debugging infrastructure, and documentation, and 121 of its 901 commits list Claude as co-author.

You needYour own US ActRaiser ROM for SNES (internal title ACTRAISER-USA), 1,048,576 bytes without a copier header, internal checksum 0x83DB, SHA-256 b8055844825653210d252d29a2229f9a3e7e512004e83940620173c57d8723f0. Plus Windows 10 or 11 (the Builder uses WebView2, which they already include), macOS, Linux, or a Steam Deck.

★ 28 · 2026-11-10 View →
PS2 Playable
PS2

Guitar Hero II (PS2)

noahbaxter/GHClassic

Guitar Hero Classic is a modded recompilation of the PS2 version of Guitar Hero II that runs natively on Windows, macOS, and Linux. It recompiles the game with the author’s own fork of PS2Recomp and runs the original code mostly unchanged; the renderer, audio, controls, and saves were written separately. It brings together in one package the campaigns of Guitar Hero, Guitar Hero II (PS2 and Xbox 360), and Guitar Hero Encore: Rocks the 80s, lets you pick the GH2 or GH1 note engine, mix every song from every game in quickplay, and play local multiplayer. A custom Vulkan rendering engine offers the original PS2 look, the Xbox 360’s, or anything in between, with any resolution, uncapped frame rate, MSAA, TAA, and mipmaps. Its author states generative AI was used only to write code and that no game asset was generated or upscaled. It is in active development; version 0.8.6 is from October 29.

You needDisc images of your own copies as .chd, .iso, or .bin: required, Guitar Hero II for PS2 (USA only, SLUS-21447); optional, any region, Guitar Hero (PS2), Guitar Hero II (Xbox 360), and Guitar Hero Encore: Rocks the 80s (PS2). A Vulkan-capable GPU; Windows, Apple Silicon macOS, or Linux.

★ 28 · 2026-11-10 View →
Windows
WIN

Heroes of Might and Magic III (decompilation)

sushi-shi/homm3-decomp

homm3-decomp: a C++ reconstruction of Heroes of Might and Magic III Complete (HEROES3.EXE, New World Computing, 2000) built with the original toolchain, Visual C++ 6.0 SP3, under Wine, until the result matches the retail executable’s bytes. The Dreamcast and Classic Mac versions serve as references for the code’s structure. In its latest measurement, the Windows HEROES3.EXE matches at 98.93% (4,543 of 4,785 functions exact), the GOG Complete map editor h3maped.exe at 95.96%, and the Mac reference, Heroes_III_raw.pef, at 64.14%. The README marks it as work in progress and asks you to supply your own executables. One release holds the VC6 SP3 toolchain (23 MB), which the homm3 init command downloads on its own. CC0-1.0 license. 20 of its last 100 commits list Claude as a co-author. The repository includes relocation and data tables extracted from the executable (in config/, about 18 MB).

★ 28 · 2026-11-05 View →
PSP Playable
PSP

Monster Hunter Freedom Unite (Dudux42)

Dudux42/FreedomUnbound

A native Windows recompilation of Monster Hunter Freedom Unite, made by Team Wyvern Works on PortableKit. It offers a launcher of its own in English and Brazilian Portuguese, play at the original 30 frames with optional experimental interpolation, three save cards with backups and PSP save compatibility, configurable gamepad, keyboard, and mouse controls, a “Fill” aspect ratio that widens the 3D view, a mod manager (textures, text, and gameplay) with mods downloaded separately, and LAN play in the Gathering Hall. The README calls it a playable alpha: several Village Elder quests have been tested through ★3, but a complete playthrough hasn’t been verified, and internet play is unchecked. It discloses the use of AI-assisted workflows. Version 0.1.5-alpha (October 20) is the latest.

You needYour own legally obtained dump of Monster Hunter Freedom Unite for the PSP, US release (ULUS10391), in ISO format. Plus Windows x64, a Vulkan-capable GPU, an AVX-capable CPU, and the Microsoft Visual C++ x64 runtime.

★ 28 · 2026-10-31 View →
PS1 Playable
PS1

Soul Blade

fabioap-cpu/SoulBlade_Recomp

A static recompilation of the US release for Windows, built with psxrecomp, which translates the game’s MIPS code to C and compiles it into a single native executable. Its author says it boots and plays with full rendering, input, and memory card saves, with high resolution set in settings.toml and 2x supersampling with nearest-neighbor filtering to keep pixels sharp. There’s a minor graphical glitch with water, which the author attributes to the psxrecomp runtime, and only the US release has been tested. The repository holds just the README and the submodules (the author’s psxrecomp fork and recomp-ui); what you play is the prebuilt release. v1.1 (August 27) fixes possible crashes and adds a netplay option that hasn’t been tested yet.

You needYour own US Soul Blade disc image, as .cue/.bin, placed in the release folder with its path set in game.toml. Plus 64-bit Windows.

★ 28 · 2026-08-27 View →
Editor Usable
N64

Star Rod

z64a/star-rod

Star Rod: a suite of tools for editing assets from the Paper Mario (2000) decompilation, written in Java for Windows, Linux, and macOS. The release archives bundle a platform-specific Java runtime, so you don’t need to install Java. Its tools include a map editor, which since 0.10.0 (March 26, 2025) imports formats such as fbx and gltf, a sprite editor, and a world map editor, both with undo and redo. The latest version, 0.10.2 (July 21, 2025), fixes Set Raster commands clearing when duplicated in the sprite editor and asset stack texture handling. The guide to getting started with Paper Mario modding is at docs.starhaven.dev. MIT license.

You needThe Paper Mario decompilation (pmret/papermario), which builds from your own copy of the game’s ROM (N64); the setup guide is at docs.starhaven.dev. Plus Windows, Linux, or macOS; Java is bundled.

★ 28 · 2026-10-19 View →
GBA Experimental
GBA

Super Mario Advance 2: Super Mario World

mstan/SuperMarioAdvance2Recomp

An experimental static recompilation of Super Mario Advance 2: Super Mario World for Windows, a byproduct of the development of gbarecomp. It runs the original Game Boy Advance game as a native desktop application, with a launcher, display, audio, and controls settings, and an optional Adaptive Widescreen mod, off by default, that renders extra content at the sides in supported scenes up to 9:5 and leaves menus and the HUD in the original area. Per the README, the game boots and runs through its opening and attract sequence; it is an experimental release and the widescreen work continues scene by scene. Version 0.0.4 is from October 18. 3 of its 16 commits list Claude as a co-author.

You needYour own copy of Super Mario Advance 2: Super Mario World for Game Boy Advance, from the USA or Australia, plus a retail GBA BIOS. Plus Windows.

★ 28 · 2026-11-06 View →
Xbox 360 Playable
360

Tekken Tag Tournament 2 (thatcalikid760)

thatcalikid760/TTT2-Recomp

A patched build of the native PC static recompilation of Tekken Tag Tournament 2 for Xbox 360 (shihabal3amri’s, from which 0.1.7 is taken), with fixes and improvements for online play. The installer (ttt2_setup.exe, about 83 MB) builds the game’s files on your PC from your disc image: the recompiled C++ is generated with XenonRecomp on your machine and isn’t kept in the repository, which does hold the port’s code, the server, and the tools. It adds, among other things, updates from inside the game, graphics settings (V-Sync, render scale, FXAA, anisotropic filtering, sharpening), a Classic Offline mode, an unlock for Customize items, and a Fighting Lounge in testing. The latest version is 0.2.8 (October 29). 55 of its 61 commits list Claude as a co-author.

You needYour own disc image of Tekken Tag Tournament 2 for Xbox 360 (USA or Europe) and Title Update 3. Windows 10 or 11.

★ 28 · 2026-10-29 View →
PS1
PS1

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.

67% decompiled
★ 28 · 2026-11-08 View →
Game-specific engine Playable
SNES

Zombies Ate My Neighbors

moshferatu/zombies-ate-my-neighbors-pc-port

An unofficial PC port of the SNES game Zombies Ate My Neighbors. The game’s logic is being rewritten in C and validated against the original ROM’s execution, but part of the game is still emulated (it uses LakeSnes to emulate the hardware and check the port), and only a small portion of what runs natively has been translated into readable C. It adds widescreen (16:9, 16:10, and 21:9), smoother motion on high-refresh displays, USB controller support with twin-stick movement and aiming, quick save and load, optional larger hitboxes, optional cheats, and sound effects that the original doesn’t play or cuts off. The README describes it as fully playable but very much a work in progress, and states that every line of code was generated with Claude Code or Codex. The latest release (October 28) added a Linux build, still experimental, alongside the Windows one.

You needYour own Zombies Ate My Neighbors (USA) ROM, 1,048,576 bytes (MD5 23c2af7897d9384c4791189b68c142eb, SHA-1 1be79496d7a38b293d6a5d9fba0e16f3cb37d5ff). 64-bit Windows or 64-bit Linux (experimental); SDL2 is included.

★ 28 · 2026-11-03 View →
N64 Playable
N64

1080° Snowboarding

thebradshaw/1080-Snowboarding-decomp

A native PC port of the Nintendo 64 version, made by static recompilation: the game’s code is recompiled to C and runs only alongside an unmodified ROM. It adds, all optional, widescreen, 60 and 120 frames per second, a longer draw distance, HD boards, and RetroAchievements. You unzip it, choose Load ROM, pick the ROM, and choose Start Game. The Linux build is new and, per the README, untested on real machines. Version 1.01 (October 28) fixes bugs and 1.0 came out on October 24; the project presents itself as the work of Vibe Slop Studios. 52 of its 54 commits list Claude as a co-author.

You needYour own unmodified 1080° Snowboarding (USA) ROM as a .z64 with MD5 fa27089c425dbab99f19245c5c997613. Plus 64-bit Windows 10 or 11 and a GPU with Vulkan or Direct3D 12; on Linux, a distribution about as new as Ubuntu 24.04 with Vulkan drivers, SDL2, and GTK 3.

★ 27 · 2026-11-05 View →
Mod Beta
WIN

BBLIT Remaster

InLineR495/BBLIT-Remaster

A mod that draws Bugs Bunny: Lost in Time (PC, 1999) with a modern renderer and leaves the logic, levels, physics, and save files untouched. It is a single ddraw.dll plus a remaster.ini, copied into the BIN folder next to bugs.exe; it modifies no game files, and deleting ddraw.dll brings the stock game back. It keeps the game logic at 30 ticks per second and draws in-between frames by interpolating the movement of characters, camera, and animations, so 60, 90, 120, and 144 Hz all play at the correct speed. It adds widescreen, twice the draw distance, ground haze, and modern gamepad controls. Version 1.0-beta2 (October 19) was tested on Linux with Steam and Proton (Legion Go 2 and Bazzite): the levels of the first era were tested thoroughly and the rest were spot-checked; Windows should work but hasn’t been tested on real hardware. 28 of its 31 commits list Claude as a co-author.

You needYour own installed copy of Bugs Bunny: Lost in Time for PC (from the European or North American disc). The mod only works in the game’s OpenGL mode: run BIN\bugs.exe directly with /opengl /win /b0 /x800 /y600. On Linux it was tested with Proton Experimental.

★ 27 · 2026-10-19 View →
Xbox 360 Experimental
360

Ben 10 Ultimate Alien: Cosmic Destruction

ExtremestoneGG/Cosmic-Recompi

An experimental native port for 64-bit Windows 10 and 11 of the Xbox 360 version, with ReXGlue v0.10.0 and Direct3D 12. The README warns it is alpha software and that camera and scenery flicker above 30 fps is still present. A portable executable asks for your ISO and prepares it; it has a launcher with Play, Settings and Quit, video menus inside the game itself (output resolution, 30, 60 or unlimited frame limits, display mode, FPS counter), import of user text translations, and save backups. It adds “All Aliens” and “Hero Time” as its own features, both off by default. Import uses a precompiled runtime and doesn’t compile C++ on your PC. The latest of 14 releases, v0.4.0-alpha.4-gpu-test.5, is from October 30; each release also carries a zip with the corresponding source.

You needYour own copy of Ben 10 Ultimate Alien: Cosmic Destruction for Xbox 360, as an ISO image of a supported version; the program validates it before preparing the game. 64-bit Windows 10 or 11 with Direct3D 12; the native 1280x720 resolution is the minimum.

★ 27 · 2026-10-30 View →
PS1 Experimental
PS1

Final Fantasy Tactics

NJH-1001/FinFanTacRecomp

FinFanTacRecomp: a PSXRecomp compatibility project for Final Fantasy Tactics (USA, SCUS-94221). Releases are setup kits that don’t include the game: you supply your disc, and the wizard generates and compiles the playable executable on your PC, using OpenBIOS instead of a Sony BIOS. There are kits for Windows, Linux, and macOS; the README says the Linux and macOS releases are initial ones and that gameplay validation is strongest on Windows. It offers an experimental 16:9 3D view and software or OpenGL rendering with 2x supersampling. Local verification covers boot, title and menus, character creation, the church scenes, first-battle movement and attacks, and the command menu; the README states this is not a full-game completion claim. Version 0.1.0 (September 3) is the only release.

You needYour own US disc of Final Fantasy Tactics (SCUS-94221) as a Redump-style CUE/BIN (data track MD5: b156ba386436d20fd5ed8d37bab6b624). Plus Python 3 and a CMake, Ninja, and Clang toolchain, which the wizard can download. x86-64 Windows 10 or 11, x86-64 Linux, or macOS 11 or later.

★ 27 · 2026-09-03 View →
Xbox 360 Playable
360

Halo 3 Mythic (OpenH3M)

GTTeancum/OpenH3M

OpenH3M: a native Windows static recompilation of the Halo 3 multiplayer disc bundled with Halo 3: ODST (Halo 3 Mythic), built with the ReXGlue SDK. In beta 0.8 the full menus with their 3D backgrounds, Custom Games, one-to-four-player local split screen, and Forge all work; Theater can be entered, but recording and saved-film playback aren’t fully validated, and System Link is untested. Matchmaking and Xbox Live aren’t supported and never will be. The game keeps its original 30 fps cap, shows the frame rate in the window title, and opens in a 1280×720 Direct3D 12 window. It supports Xbox controllers and, for player 1, the keyboard. Beta 0.8 came out on August 17.

You needThe files extracted from your own Halo 3: ODST Multiplayer Disc (Disc 2), in a game folder next to the executable, with default.xex and the maps folder. Plus 64-bit Windows 10 or 11, a Direct3D 12 graphics card, and Xbox-compatible controllers, strongly recommended, especially for split screen.

★ 27 · 2026-10-29 View →
Wii
WII

Pokémon Battle Revolution

pbr-ret/pbr-decomp

Work-in-progress decompilation of Pokémon Battle Revolution for Wii. For now only the PAL Rev 0 (RPBP01) is supported.

23% decompiled
★ 27 · 2026-11-10 View →
Fan remake Experimental
DOS

Railroad Tycoon (Rails)

bluddy/rails

Rails: an OCaml remake of Railroad Tycoon (1990), built on SDL2. You build railroads, manage trains, compete with AI rivals, and grow your empire across historical regions; docs/FEATURES.md lists what is implemented. It supports display zoom over the original 320x200, GLSL shaders (CRT, VGA at 1080p, and others), a pixel aspect ratio adjustment for rectangular pixels, saves, and debug options. Version 0.1.4 (October 11) provides packages for Windows, Linux (AppImage and tar.gz), and macOS (arm64). The repository includes .ogg music and sound-effect files and some extra graphics (the README doesn’t say where they come from).

You needThe data files from your own copy of Railroad Tycoon for DOS (*.PIC, *.PAN, and *.DTA), in the data folder next to the executable or via --data-dir. Plus Windows (x86-64), Linux (x86-64), or macOS.

★ 27 · 2026-11-07 View →
Native layer Fully playable
WIN

Sid Meier's Civilization (civ64)

Buyukcaglar/Civ64

Runs the 1992 Windows version of Sid Meier’s Civilization (the 16-bit Windows 3.1 release) as a native 64-bit Windows program and as a native macOS application (Apple silicon and Intel), with no DOSBox, Wine, or virtual machine. According to the author, the original civ.exe was recovered from machine code into readable C (1,065 functions) and the 699 functions that can run were translated into portable C and compared instruction by instruction with the original; the Borland run-time library was replaced and the Windows 3.1 environment is re-created inside the program. The rules, the AI, and the saves are the original’s, bugs included, and you can switch to the graphics of Civilization for DOS at any moment. The code isn’t published: the repository only holds documentation and screenshots, and the program (civ64.exe, Civ64-Win7.exe, and the macOS .dmg, about 5 MB) ships as a prebuilt file in each release; the author says the project’s own code will be published at the end of the project, and that the recovered C of the original will not be. According to the README, it plays the whole game, from the opening credits to the end games. Version 1.2.5 (October 25) is the latest of eight releases. It states it was made with Claude’s help; 12 of its 19 commits list Claude as a co-author.

You needYour own copy of Sid Meier’s Civilization for Windows (the Windows 3.1 release), with all its files, in a CivWin folder or a CivWin.zip next to the program: it only accepts a civ.exe of 832,512 bytes with SHA-256 a66ec64020f10adb81613964f3d08a11ea278b6a5a060c8e49d1ea1fd3ba1788. Optional, for the DOS graphics: your copy of Civilization for DOS 475.05 (CIV.EXE of 305,030 bytes), in CivDos. Plus 64-bit Windows 10 (1607 or later) or 11 (Civ64-Win7.exe for Windows 7, not yet tried on that system), or macOS.

★ 27 · 2026-10-25 View →
Dreamcast Playable
DC

Space Channel 5

ZoomiesZaggy/Space-Channel-5

An unofficial native port of the US Dreamcast release for Windows, Linux, and macOS. The game’s SH-4 code is translated ahead of time into native modules, with no interpreter or dynamic recompiler fallback during play, and Flycast provides the device, graphics, and audio components. The downloads already include the compiled modules: a launcher imports the files from your disc, and no compiler is needed. It keeps the original 4:3 framing by default and offers fit, crop, and stretch, plus an experimental expanded 16:9 geometry in which the prerecorded backgrounds stay 4:3. It adds optional 60 Hz geometry interpolation, which can add about 17 ms of visual delay, rebindable keyboard and controller input, a manual rhythm timing offset, texture packs, and an experimental native mod interface. An earlier Windows build was played through to the credits in assist mode; the Linux and macOS builds have only automated tests. Preview 2 (September 17) cut CPU overhead. Two of its 33 commits list Cursor Agent as co-author.

You needYour own US copy of Space Channel 5 for Dreamcast as a GDI with all its tracks, which must stay available while you play because music and video are read from it. Plus x64 Windows, x64 or ARM64 Linux, or macOS (Apple Silicon or Intel), and an OpenGL 3.3 graphics card.

★ 27 · 2026-10-18 View →
Xbox Playable
XBX

The Urbz: Sims in the City

abilliontokens/urbz-recomp

A native port of the US Xbox release by static recompilation with XboxXBE-Recomp, for Windows with Direct3D 12 and, since 0.6.0 (October 20), for Linux with Vulkan. It reaches the free-roam city game: creating your Urb, loading the city, dialogue, and social moves. The districts hold 60 fps at any camera distance, and at any frame rate the game runs at its real speed, because the way the engine measures time was fixed. A settings panel gathers resolution, aspect ratio and ultrawide, HDR (Windows only), render scale, anisotropic filtering, a modern HUD, and the game’s own console cheats. It plays with keyboard and mouse or with Xbox, PlayStation, and Switch controllers.

You needYour own US The Urbz: Sims in the City Xbox disc, as an image or as extracted files; it only works with that release’s executable. Plus 64-bit Windows 10 or 11 with Direct3D 12, or x86-64 Linux with Vulkan 1.3.

★ 27 · 2026-10-20 View →
GBA Experimental
GBA

WarioWare: Twisted!

mstan/WarioWareTwistedRecomp

Static recompilation of WarioWare: Twisted! for Windows and Android with gbarecomp, turning the cartridge’s built-in gyroscope into native controls. The game boots and runs with its menus, microgames, saves, and gyro stages; on desktop, all 223 of its microgames were tested, about ten seconds each, without falling back to the interpreter. On Windows, tilt comes from a compatible controller’s motion sensor, such as a DualSense, or, failing that, from dragging the mouse horizontally; on Android, from the phone’s own gyroscope, with touch controls. It has a launcher to pick the ROM and BIOS and set up controls and gyro sensitivity, fullscreen, and save states. Its author presents it as an experimental release. Windows 0.0.2 and Android 0.0.5 came out on October 18 and switched to the real recompiled BIOS by default. 10 of its 40 commits list Claude as a co-author.

You needYour own US WarioWare: Twisted! ROM (SHA-1 f0102d0d6f7596fe853d5d0a94682718278e083a) and a dump of your Game Boy Advance BIOS (SHA-1 300c20df6731a33952ded8c436f7f186d25d3492). Plus 64-bit Windows or Android 9 or later on ARM64; for tilt on Windows, a controller with a motion sensor, or the mouse.

★ 27 · 2026-11-06 View →
Fan remake Playable
WIN

Atomic Bomberman (elraro)

elraro/atomic-bomberman

A from-scratch reimplementation of Atomic Bomberman (1997) in C++20 with SDL3 and OpenGL 3.3, made by reverse engineering the original executable and checking every rule against it: the original is run under Wine and driven with scripted key presses for comparison. The rules come from that study rather than from translating the old code. It works without the original game thanks to its own free set of graphics, sounds, music, and arenas generated by the program; with your copy of the original you import its data once (on first start or under Options, Original Game Data) to get the original look and sound. It supports up to 10 players with computer opponents, a client-server network mode over TCP and UDP with a dedicated server, and builds for Linux, Windows, macOS, and Android. Version 1.0 was published on October 5. 100 of its last 100 commits list Claude as a co-author.

You needIt doesn’t need the original game: it starts with its own free set of graphics and sounds. Optional: your copy of the original Atomic Bomberman (installed or on CD) to import its graphics, sounds, music, and arenas.

★ 26 · 2026-11-01 View →
Xbox Playable
XBX

Dead or Alive 2 Ultimate (parkerallan)

parkerallan/doa2u-recomp

A native Windows port of Dead or Alive 2 Ultimate (Xbox) by static recompilation, made with xboxrecomp, sp00nz’s toolkit: the original Xbox executable is translated to C and compiled as a 64-bit program, and rendering goes through a layer that translates Direct3D 8 and the NV2A GPU to Direct3D 11. It also builds on the same author’s Dead or Alive 3 port, from which it takes the Direct3D 11 rendering, movie playback, and the overlay menu. According to the README, matches are now playable in all modes, though bugs and slowdowns remain. It offers 60 frames per second, windowed or borderless, 4:3 or 16:9, internal resolution up to 4K, MSAA, VSync, and online matches with a leaderboard through Insignia. The repository includes the game’s code already translated to C by the recompiler and the disassembly of its executable’s code sections (about 110 MB, with the function, reference, and string lists that come out of the analysis); the disc’s files aren’t included. The latest version is the netplay-v1.0.1 pre-release, from October 29.

You needYour own copy of Dead or Alive 2 Ultimate for Xbox (Disc 2 of Dead or Alive Ultimate): the disc’s contents go in an assets folder next to DOA2U.exe, so that assets/DOA2.xbe exists. 64-bit Windows; to build it, Visual Studio 2022 and CMake 3.20 or newer.

★ 26 · 2026-10-31 View →
Launcher Usable

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. One of its last 100 commits lists Claude as a co-author.

★ 26 · 2026-10-16 View →
GBA Playable
GBA

Mega Man Zero

mstan/MegaManZeroRecomp

Static recompilation of Mega Man Zero for Windows with gbarecomp. The ROM’s ARM and Thumb code is translated to C++ ahead of time, and the console’s real BIOS is recompiled and run too. According to its README, it gets into gameplay with working controls, audio, and cartridge SRAM saves, and is comfortable to play; the tested routes through the opening mission run entirely as native code, and if the game reaches uncovered code, that stretch runs through an interpreter, gets logged, and can be compiled to native code. The BIOS boot animation is skipped by default. It has a pre-boot launcher to pick the ROM and BIOS and set up video, audio, and controls, save states, fast forward, and an optional widescreen mod that widens stages from 240 to up to 480 pixels, with Zero’s HUD and the boss gauge anchored to the edges; it’s experimental, and on untested routes enemies can pop in. Version 0.0.7 came out on October 18. 13 of its 32 commits list Claude as a co-author.

You needYour own US (revision 0) Mega Man Zero ROM (SHA-1 193b14120119162518a73c70876f0b8bffdbd96e) and a dump of your Game Boy Advance BIOS. Plus 64-bit Windows.

★ 26 · 2026-11-06 View →
GBA Playable
GBA

Pokémon Ruby / Sapphire (mstan)

mstan/RubySapphireRecomp

Static recompilation of Pokémon Ruby and Sapphire for Windows with gbarecomp, with a separate executable and download for each game. The ROM’s ARM7TDMI code is translated to C, and the console’s real BIOS is recompiled and run too. Both games boot and get into gameplay, but its author presents it as an early preview and warns that, as the oldest Generation III engine, it should have a few more boot, save, and clock quirks than their FireRed and Emerald recomps. Code the recompiler didn’t cover runs through an interpreter the first time, is compiled to native code on the fly, and is saved to disk for later launches. From the pret/pokeruby decompilation it only takes function names and addresses, not its code. It has a pre-boot launcher to pick the ROM and BIOS and set up video, audio, and controls, save states, and an optional Absolute RTC mod that makes the in-game clock follow your computer’s time. Version 0.0.5 (October 18) updated the engine and launcher. 15 of its 28 commits list Claude as a co-author.

You needYour own US (revision 1) Pokémon Ruby (SHA-1 610b96a9c9a7d03d2bafb655e7560ccff1a6d894) or Sapphire (SHA-1 4722efb8cd45772ca32555b98fd3b9719f8e60a9) ROM, depending on the game, and a dump of your Game Boy Advance BIOS. Plus 64-bit Windows.

★ 26 · 2026-11-11 View →
Port (decomp) Playable
PS2

⑂ Fork of aikatore/recvx-enhanced-port

Resident Evil - Code: Veronica X (camybiohazard)

camybiohazard/Project-Veronica

Project Veronica: a native Windows and Linux port of the US PS2 release (SLUS-20184), forked from aikatore/recvx-enhanced-port and built on AshfordFamily’s recvx-decomp decompilation. The game’s code and its PS2 platform layer are compiled for PC, the console hardware is emulated at its boundaries, and the expensive parts are replaced with native paths. It offers an enhanced renderer (widescreen up to ultrawide, internal resolution up to 8x, and in-between frames while the logic stays at 30 fps), an optional third-person mode, modern controls for the fixed cameras, model swaps for characters and creatures, enemy options with a spawner and a seeded randomizer, individual save files, cheats and debug tools, PCSX2 HD texture packs (none included), and room mods. Version 1.0.3 (October 28) added an ammo counter. It carries 22 commits of its own on top of the original, and 71 of its last 100 commits list Claude as a co-author.

You needYour own disc image (.iso) of Resident Evil Code: Veronica X for PS2, NTSC-U, SLUS-20184. x86 Linux (the game is a 32-bit program and needs glibc 2.34 or newer and the 32-bit OpenGL, X11 or Wayland, and audio libraries) or Windows 10 or later (32-bit executable), with a graphics card with OpenGL 3.3.

★ 26 · 2026-11-06 View →
PS2 Playable
PS2

Road Trip

silentsudin/RoadTripAdventure-recomp

Road Trip Recomp: a native Windows, macOS, and Android version of Road Trip (Choro Q HG 2), from the US PS2 release (SLUS-20398), by static recompilation with a fork of PS2Recomp. The app doesn’t ship the game: on first run it reads your disc image, recompiles the game’s program, and builds it with the compiler it carries (on a Mac, with Apple’s Command Line Tools), in under a minute on an M-series Mac and about 2.5 minutes on the AYN Thor. The game, the VU1 microcode, and the sound driver run as native code, and graphics go through Vulkan (Metal on the Mac), with a hardware renderer or paraLLEl-GS’s exact one. Adventure (towns, fields, shops, and races) and Quick Race are playable on all three platforms. It offers up to 4x resolution, a progressive picture without interlacing, FSR 1 and 3, DLSS and XeSS (with a separate add-on on Windows), MetalFX and other upscalers, FXAA, SMAA, and TAA, 16:9, 16:10, 21:9, and 32:9 with the HUD kept in shape, 120 and 240 Hz with extra frames re-rendered from the game’s geometry, texture dumping and custom packs, four save states, an enhanced map, modern controls with analog triggers, rumble, and, on dual-screen devices such as the AYN Thor, the map and notebook on the second screen. There’s also a portable Windows build. 0.2.3 (October 11) is the latest of 7 releases. 91 of its last 100 commits list Claude as a co-author.

You needYour own disc image of Road Trip for PS2, US release (SLUS-20398), as .cue/.bin, .iso, or .chd; the app checks it against the Redump dump. On Windows, 64-bit Windows 10 (1903) or 11 with an SSE4.1 CPU and a Vulkan 1.3 GPU; on a Mac, Apple silicon with macOS 13 or newer and Apple’s Command Line Tools. About 2 GB free.

★ 26 · 2026-11-01 View →
PS2 Playable
PS2

Stuntman

LAB0ULANGE/stuntman-pc

An unofficial native Windows port of the PS2 version, made by translating the console’s program into C++ and compiling it for the PC, with no emulator. It uses Daniel Gomes Vieira’s ps2-port-engine, extended for this game, with a Vulkan renderer. It offers higher resolutions (from the original up to 3x), widescreen and ultrawide, smoothing, and gamepad support, and keeps the game’s 25 frames per second. The README marks it as alpha: the career and its stunts can be played, but bugs remain. The data is read from your ISO. Version 0.1.1-alpha is from October 31 and drops the AVX2 requirement. All of its last 100 commits list Claude as a co-author.

You needYour own Stuntman ISO, European release (SLES-50288); the program asks for it and checks it on first launch. 64-bit Windows 10 or 11, a fast 4-core CPU (indicative minimum i5-12400 or Ryzen 5 5600), and a Vulkan 1.3 card (estimated minimum RTX 3060 or RX 6600).

★ 26 · 2026-11-07 View →
GameCube
GC

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.

6% decompiled
★ 26 · 2026-10-26 View →
PS3 Playable
PS3

Ace Combat Infinity

The-OPERATIONS-Team/Ace-combat-infinity-recomp

A static recompilation for Windows of the PS3 version (US PSN, NPUB31347): the game’s PowerPC and SPU code is translated ahead of time to C and compiled like any other program, and the repository’s runtime reimplements the PS3 operating system and its libraries; graphics go through a Vulkan renderer that translates the console GPU’s command stream and shaders. The official servers shut down in 2018, so the runtime answers the online calls locally and removes the fuel requirement, which lets the campaign be played offline. According to the README, the campaign boots, plays, and moves between missions; it renders at 1280×720 with no scaling, doesn’t save progress between sessions, and multiplayer doesn’t work. Version 0.1.1 (October 22) is the only one published; we haven’t opened its roughly 31 MB zip, which according to the README only needs your decrypted EBOOT.ELF and the USRDIR folder. The README says the repository holds no game code or data.

You needYour own copy of ACE COMBAT INFINITY from PSN, US version NPUB31347 updated to 02.11: its USRDIR folder (with the DATA*.PAC files) and the target folder, plus the EBOOT.BIN decrypted to an ELF (RPCS3 can do it). It also needs libsre.sprx and libspurs_jq.sprx from PS3 firmware 4.93, decrypted. Plus 64-bit Windows 10 or 11 on a CPU with AVX2 and a Vulkan graphics card; to build it yourself, LLVM (clang), Visual Studio Build Tools, CMake, Ninja, the Vulkan SDK, SDL3, and Python 3.

★ 25 · 2026-10-22 View →
Xbox Playable
XBX

Breakdown

Heromachine/Breakdown-Recompilation

A Windows launcher that turns your own copy of Breakdown (Namco, 2004, original Xbox) into a native build. It uses a fork of xboxrecomp to statically recompile the game’s code to C instead of emulating it; the first time it runs it asks for your disc image (USA) and builds the game on your computer, in a few minutes and only once. It is an early, incomplete, but playable release. Known issues in 0.2.2 include background music in some rooms playing a short repeating fragment, loading after dying taking a long time, and some textures appearing late. It offers brightness, full screen (with black bars to keep 4:3), and a saved-games folder. Version 0.2.2 (October 8) is its first published release. Its only commit lists Claude as a co-author.

You needYour own .iso image of the Breakdown disc for Xbox, USA version. 64-bit Windows 10 or 11, a graphics card with Direct3D 11, and about 6 GB free for the one-time build. An Xbox-style controller is recommended.

★ 25 · 2026-10-08 View →
PS2 Playable
PS2

Dragon Ball Z: Budokai Tenkaichi 4 (BT3 mod)

recomp-code/dbz-bt4-recomp

A static recompilation with PS2Recomp of Dragon Ball Z: Budokai Tenkaichi 4, Team BT4’s fan mod of Budokai Tenkaichi 3 (disc SLUS-219.78, “Beta 14 Rev2”), to run natively on Windows, Mac, and Android, with online play. Other versions of the mod don’t work, because the game was recompiled for this one. It uses its own native renderer (Vulkan), with DLSS or FSR 2 on Windows and MetalFX on Mac, 60 fps fights, frame generation on Windows up to 120, and a launcher with accounts, friends, invitations, and rooms of 2 to 4 players with chat and statistics, with lockstep matches that work between Windows and Mac. It unlocks everything from the start (an option, on by default). The repository holds no game data and no game code, which is generated from your ELF when building, but the releases are prebuilt (Windows zips of about 87 MB and Mac zips of about 34 MB, and an APK of about 43 MB) that carry the recompiled game code. The latest are 2.5.6 for Windows and Mac (October 25) and 3.4.6 for Android (October 27). 93 of its last 100 commits list Claude as a co-author.

You needYour own image of Team BT4’s mod (SLUS-219.78, Beta 14 Rev2), which you get from the team’s download page; the recompilation only works with that version. 64-bit Windows 10 or 11 with a Vulkan GPU, a Mac with Apple Silicon and macOS 14 or later, or Android 12 or later (arm64, a 2022 or newer Vulkan driver).

★ 25 · 2026-10-28 View →
Xbox 360 Experimental
360

Fracture

ASarafanov/fracturerecomp

Fracture for Xbox 360, recompiled to run natively on Windows (and on Steam Deck, where its README says it runs well under Proton), with Direct3D 12 or Vulkan rendering. It offers internal resolution from 1x to 4x the console’s 720p (tested at 3x and a steady 60 fps on an RTX 4080 SUPER), 60 fps switchable during play, an in-game settings menu, Xbox and PlayStation controllers, keyboard and mouse, and achievements. It supports two Xbox 360 disc releases. On first launch the program copies the game from your .iso and nothing else needs to be installed. The repository publishes the project’s code and the recompilation configuration but includes no game files; the release (about 59 MB) is a prebuilt executable. Its README calls it early days: it is playable from the start, but the whole campaign has not been played through. Version 0.4.0 is from October 29. 16 of its 18 commits list Claude as a co-author.

You needA disc image (.iso) of your own Xbox 360 copy of Fracture (two releases are supported). 64-bit Windows 10 (1903 or later) or 11, or Steam Deck; a graphics card with Direct3D 12 or Vulkan and about 4 GB free.

★ 25 · 2026-10-30 View →
PS2 Fully playable
PS2

Persona 3 FES

C-GBL/P3FES-Decompilation

P3FES Decompilation: a native Windows x64 port of the US PS2 release (SLUS_216.21), by static recompilation: its own recompiler translates all 14,500 functions of the game’s MIPS executable into C++, which run on a runtime written for this game, with graphics in Direct3D 11 and the 114 VU1 microprograms compiled ahead of time. According to the README, the game can be played from start to finish, though the author warns that it isn’t the finished product: disc reads, sound, ADX playback, and other parts of the PS2 are still emulated. Since v0.2.0 there are optional native layers, off by default, that replace those pieces one at a time: files with instant loading, input, sound, movies, graphics, and kernel. It offers a native renderer for the RenderWare models, interpolated in-between frames at 60 or 120 fps or at the monitor’s refresh rate (game logic stays at 30), keyboard and XInput controllers, screenshots, and a frame-time overlay; saves go to a standard PS2 memory card image. Every change is validated against PCSX2 with six recorded routes that must produce the same memory and the same picture byte for byte. The repository includes the game’s translated code: all 14,500 functions, moved into C++ under their IDA names in the game/ folder (about 53 MB). The only published release, marked as a prerelease, is the v0.2.0 executable, updated on October 31. The README says the author has used Claude a lot on the project.

You needYour own .iso image of Persona 3 FES, US release (SLUS_216.21), at input\persona3fes.iso, plus its contents extracted to extracted\disc; the recompiler checks the ELF’s SHA-256 and refuses other regions and modified images, and native sound needs the LIB31 files. Plus Windows x64. To build it, MSVC 14.44 (Visual Studio 2022 17.14 Build Tools) or clang-cl, CMake 3.25 or newer, Ninja, and Windows SDK 10.0.26100.

★ 25 · 2026-10-31 View →
Game-specific engine Playable
DOS

Test Drive (Enhanced)

kylofon/testdrive-enhanced

An enhanced version of Test Drive (Accolade / Distinctive Software, 1987) in EGA, native on Windows with SDL3. The game is the faithful C reimplementation from test-drive-sdl3, so driving, traffic, and police work as in the original; on top of that, the view through the windscreen is redrawn at four times the resolution by default, with 120 road rows instead of 40 and 60 frames per second instead of 8, with a horizon with mountains, smoothly scaled objects, and a distance and time readout. It removes the copy protection, the TD.EXE launcher password, and the Hercules and CGA modes. The latest version, 1.0.4 (September 25), is a 64-bit Windows zip of about 2.6 MB. 15 of its 17 commits list Claude as a co-author.

You needYour own files of the DOS Test Drive in a folder named Game next to the program: TDEGA.EXE, CARS.TXT, SCORES, TDSND.SND, the *.PES archives, and the car *.BIN and *.SS files. Plus Windows and, for the default resolution, a multi-core CPU.

★ 25 · 2026-11-01 View →
Xbox Playable
XBX

The Nightmare Before Christmas: Oogie’s Revenge (Pallypots)

Pallypots/ProjectOogie

Project Oogie: a native Windows port of The Nightmare Before Christmas: Oogie’s Revenge (Xbox, 2005) made by static recompilation with XboxRecomp, without an emulator. The game’s program (10,534 functions) is translated to C and compiled for PC, and the parts of the Xbox it talks to are reimplemented: graphics with Direct3D 11, sound with XAudio2, and controllers with SDL. It offers widescreen that shows more of the world, render resolution up to 2160p, quality presets, anti-aliasing, sharpening, anisotropic filtering, mipmaps, and a locked 60 fps. According to the README all 24 chapters load and run without crashes in automated tests, and the author has played by hand into Chapter 7; frame rates above 60 aren’t built yet. It can also be played on Linux and the Steam Deck with Proton (tested under Wine 10). The latest version is 0.2.2 (October 30), a zip of about 12 MB. All 5 of its commits list Claude as a co-author.

You needYour own disc image of The Nightmare Before Christmas: Oogie’s Revenge for Xbox; the port reads the art, sound, films, and levels from it on first start. 64-bit Windows; on Linux and the Steam Deck, Proton.

★ 25 · 2026-11-09 View →
GameCube
GC

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.

16% decompiled
★ 25 · 2026-06-10 View →
Fan remake Playable
NES

The Wing of Madoola

nfroggy/openmadoola

OpenMadoola: a free-software (GPL v2 or later) reimplementation of The Wing of Madoola (Sunsoft, 1986), with bug fixes and optional enhancements, made for people who own the game on cartridge or on Steam. It isn’t a standalone game: it reads all graphics and level data from a ROM image and refuses to start without one. The “game type” setting offers “Original,” which imitates the NES game with the important bug fixes, and “Plus” (the default), with fixes for minor bugs and tweaks the author thinks improve the game. There are SDL2 and SDL3 versions. The latest release, 1.26 (January 11, 2026), is a 64-bit Windows zip; on Linux you install it from Flathub, and on macOS you have to build it, since the author doesn’t want to pay for Apple’s signing certificate. That release’s notes fix magic initialization and the title animation speed in arcade mode, among other details.

You needYour own ROM image of The Wing of Madoola, as madoola.nes, or the sharedassets0.assets file from Steam’s “SUNSOFT is Back! Retro Game Selection” collection. Plus font.bin, 2c04.pal, and nes.pal and the demo and mml folders from the repository (the Windows release already includes them). Windows, Linux (Flatpak), or macOS (built from source).

★ 25 · 2026-10-04 View →
Xbox Playable
XBX

Tom Clancy’s Ghost Recon 2: Summit Strike

ElKev118/summitstrike-recomp

A native Windows version of Tom Clancy’s Ghost Recon 2: Summit Strike (original Xbox, 2005). The game’s code is statically recompiled to C from its default.xbe with the xboxrecomp toolkit, in the author’s fork, and the Xbox hardware and system software are replaced with native code (kernel, NV2A GPU to Vulkan, MCPX APU to XAudio2, USB pads with SDL2, keyboard and mouse). According to the README, the whole single-player campaign and its cutscenes play through; multiplayer, co-op, System Link, and Xbox Live are not covered, and the port’s options menu works only with keyboard and mouse. It offers internal resolution from 1x to 6x, SMAA, FSR 1, RCAS, aspect ratios, and a shader cache. Version 1.0 is from October 26. All 8 of its commits list Claude as a co-author.

You needThe contents of your own Summit Strike Xbox disc, extracted (with default.xbe and its folders) into a game folder beside the executable. 64-bit Windows 10 or 11, a Vulkan 1.3 GPU, and the Visual C++ 2015–2022 Redistributable (x64).

★ 25 · 2026-11-02 View →
Wii Playable
WII

Wii Party

arelkair/wiiparty-recomp

A static recompilation of Wii Party for PC. The game’s PowerPC code (the DOL and all 115 REL modules) is translated to C++ and compiled into a native program for Windows or Linux; only what depends on the console hardware (GPU, DSP audio, controller) is replaced. It is in alpha, with progress estimated at 93%: it boots, reaches every menu and plays complete Board Game Island sessions, and all 79 Free Play minigames have been played by hand without faults; the other modes have been tried but not played through. It runs at a locked 60 fps (PAL60) at up to six times the console’s resolution, and supports keyboard, mouse, up to four gamepads and real Wii Remotes, an options menu, custom textures and save backups. Windows 10 and 11 is the supported platform and Linux is experimental. v0.1.19-alpha is from October 25. 83 of its last 100 commits list Claude as a co-author.

You needYour own copy of the Wii Party disc (.iso, .wbfs, .rvz, .ciso, .wia or .gcm): the launcher builds the game on your PC from it. Plus 64-bit Windows 10 or 11, about 5 GB free and 4 GB of RAM at minimum (8 GB or more for the build, which takes about 10 minutes on a 6-core CPU); on Linux, an AppImage and the system build tools.

★ 25 · 2026-10-25 View →
N64 Playable
N64

WWF WrestleMania 2000

jessetbh/WWFWrestleMania2000Recomp

A static recompilation of WWF WrestleMania 2000 for Windows, with N64Recomp, N64ModernRuntime, and RT64; it’s the third in the same author’s family of AKI wrestling games, after World Tour and Revenge. It’s in beta: it boots, plays through menus and matches with music and sound, controller and keyboard, rumbles, and saves both the cartridge save and the Controller Pak automatically. There’s no decompilation of the game: the symbols come from the author’s own disassembly. It adds widescreen, high resolution, menus with full control remapping, and, experimentally, 60 and 120 fps through interpolation, ray tracing with venue lighting, a CRT filter, and HDR. It comes with a mods menu with a free camera and cheats, and many ROM hacks run as mods on top of your clean ROM. 3 of its last 100 commits link a Claude Code session.

You needYour own US WWF WrestleMania 2000 ROM, revision 1.2; revisions 1.0 and 1.1 and other regions won’t work. Plus Windows with a Direct3D 12 (Shader Model 6) or Vulkan 1.2 graphics card and a CPU with SSE4.1.

★ 25 · 2026-11-11 View →
Xbox Experimental
XBX

Burnout 3: Takedown (mxmstr)

mxmstr/Burnout3Recomp

A Windows port of the Xbox version, at a very early stage by its author’s own account. It follows Unleashed Recompiled’s static recompilation method, with the author’s own fork of XenonRecomp that adds experimental support for original Xbox x86 executables, and it reimplements the console’s libraries (Direct3D 8, DirectSound, input, and video playback), with the NV2A shaders translated to HLSL. The only release is a proof of concept from May 23: it comes with scripts that take the files from your disc and generate the recompiled executable, with the original XBE embedded in it. It hasn’t changed since then. It’s a different project from Takedawn, which has its own entry. Its author states it was developed with the help of Claude, and two of its commits list Copilot as co-author.

You needThe files from your own US copy of Burnout 3: Takedown for Xbox, extracted with extract-xiso (included) into the disc folder. Plus Windows.

★ 24 · 2026-05-23 View →
Xbox 360 Experimental
360

Dead or Alive 4

redC0rvus/doa4-recomp-suite

Dead or Alive 4 for Xbox 360 on Windows, recompiled from the default.xex on your disc with the ReXGlue SDK and rendered with Direct3D 12, up to 4K. The repository carries no game code or data: setup.bat checks the tools, extracts your disc image, verifies default.xex, downloads the SDK at the tested version, applies the project’s patches, builds the SDK and the game into its own folder, and starts it; the first build takes 10 to 30 minutes. The only published release, v0.1.0-beta from October 22, is a copy of the ReXGlue SDK (about 116 MB), not the game. The README doesn’t say how playable it is. 7 of its 10 commits list Claude as a co-author.

You needYour own disc image (.iso) of Dead or Alive 4 for Xbox 360 (title ID 544307D1), without a title update; the SHA-256 of default.xex is checked. Plus 64-bit Windows 10 or 11 with a Direct3D 12 graphics card, about 15 GB free, and the build tools that setup.bat installs with winget.

★ 24 · 2026-10-23 View →
PS1 Playable
PS1

Earthworm Jim 2

elprogramadorloco-arch/jim2-recomp

A native Windows version of the PlayStation release of Earthworm Jim 2, produced by static recompilation with psxrecomp: the game’s MIPS code is translated to C and compiled into a normal Windows executable. It is not an emulator and does not include the game: you build it on your PC from your disc. The boot loader and all 19 game executables (main menu, the 17 levels, and the ending) are recompiled ahead of time, and every level was checked against the DuckStation emulator during development. The first build downloads a portable toolchain and the framework sources at pinned commits and takes roughly 30 to 60 minutes. It includes a partial 16:9 widescreen patch, on by default: Puppy Love 1-3, Flyin’ King, and Lorenzo’s Soil still play in 4:3, as do menus, transitions, videos, and the ending. Version 0.2 (October 3) is the latest release.

You needYour own dump of the European release (SLES-00343): the Redump set with one .cue and 15 .bin tracks (track 1 SHA-256: D251CF65BB60EE375778F4369CF74FB88371E07EAB51EC337C0AD34F8DEF932B). Plus 64-bit Windows 10 or 11, about 6 GB free (16 GB of RAM recommended for the build), and an internet connection for the first build.

★ 24 · 2026-10-03 View →
N64 Playable
N64

Glover

ThatGuyMcd/Glover-R

A static recompilation of the Nintendo 64 Glover that brings it to Windows and Linux, with widescreen, higher frame rates, and a modern camera. The launcher and the in-game settings (F1 or Escape) cover resolution, frame rate, interpolation, texture filtering, field of view, and draw distance, with an Original value that restores the stock settings, and Controller Studio lets you assign a keyboard, mouse, or gamepad input to each N64 control. A Mods tab installs mods and texture packs with profiles of their own, and the release bundle includes the Mod SDK and Modern Analogue Camera 1.0.2, which adds right-stick, keyboard, and mouse look. Version 1.0.1 (October 6) provides Windows x64, Linux AppImage, Linux portable, and Steam Deck packages.

You needYour own unmodified US Glover ROM, revision 0, game code NGVE, 8 MiB, as a .z64, .n64, or .v64 with SHA-1 270be17b3c8da9b88a7b99c2a545b0bce16837f4, which you choose in the launcher. Plus Windows x64 or x86-64 Linux (the x86_64 package on the Steam Deck).

★ 24 · 2026-10-06 View →
PS2 Playable
PS2

⑂ Fork of LasVola/godhand-recomp

God Hand (kc-anderson)

kc-anderson/kamite

Kamite: an unofficial native Windows port of God Hand (PS2) by static recompilation, forked from LasVola/godhand-recomp with 235 commits of its own. The game’s code is rebuilt as a Windows program and the PS2 hardware is reimplemented in runtime/, with PCSX2’s hardware renderer (Direct3D 11) at 1x to 8x resolution. Its README warns it is under construction: it plays from the start into stage 3, and the later stages, the ending, and the extras haven’t been tried. It adds a 60 FPS mode, any aspect ratio (16:9, 21:9, 32:9) with the HUD at the screen edges or where the PS2 had it, camera options, HD texture packs in PCSX2 format, a launcher that installs the game and checks your disc, quality-of-life changes (L3 dash, d-pad scrolling in the God Reel, Hard unlocked), button prompts that follow your controller, and a character system that swaps the player model, with an example mod of Xavier, from Xavier: Renegade Angel (owned by Adult Swim). It publishes no releases. 91 of its last 100 commits list Claude as a co-author, and its README says it was built with AI assistance.

You needYour own disc image of God Hand, US version, SLUS-21503 (the checksums are in DISC_HASHES.md). Windows 10 or 11; build instructions are in docs/BUILDING.md.

★ 24 · 2026-11-11 View →
Xbox Playable
XBX

Harry Potter and the Philosopher's Stone

MiddleDucky/HP-PS-Xbox-Recomp

A native Windows port of Harry Potter and the Philosopher’s Stone (original Xbox, 2003, PAL version), by static recompilation: the game’s x86 code is translated to C and compiled for Windows, with the Xbox kernel, Direct3D 8, DirectSound, and input replaced by native code; it is not an emulator. It adds resolutions up to 4K with MSAA or SMAA and anisotropic filtering, true 16:9 (widened 3D, 2D kept in shape), windowed, borderless, or fullscreen modes, keyboard and mouse with rebinding, controller settings, colour-blind correction filters, a 30 frames-per-second cap or an unlocked frame rate, and “Quit To Desktop” in the game’s menus. Version 0.2.1 (October 25) is the latest; 0.1.0 came out on October 21. The README says the project was aided by Claude Code.

You needThe files from your own Harry Potter and the Philosopher’s Stone disc for Xbox (PAL), or its .xiso, in a game folder beside the executables; the build regenerates the recompiled code from your default.xbe. 64-bit Windows 10 or 11, a CPU with SSE4.1 and 4 threads, 4 GB of RAM, a DirectX 12 card (feature level 11_0), and about 3.1 GB free; Windows N editions need the Media Feature Pack.

★ 24 · 2026-11-09 View →
N64 Playable
N64

International Superstar Soccer 2000 (Mabec-games)

Mabec-games/iss2000-recomp

A native Windows and Linux port by static recompilation with N64Recomp, N64ModernRuntime, and RT64, built above all for true widescreen: it draws the 16:9 or wider view at your screen’s resolution, with the players and the ball visible right to the edges and the stadium sky extended, no black bars, and the HUD left in its original layout. It accepts the US Rev 1 release and both European ones, which since 1.2 (October 18) bring their own languages, the International Cup, and their harder single-player game, and run at 50 Hz like on a PAL console. It has 4x MSAA, Project64-compatible Controller Pak saves, a launcher that picks the ROM, and controller or keyboard input; there’s no rumble or control remapping yet. All 8 of its commits list Claude as a co-author.

You needYour own International Superstar Soccer 2000 ROM: the US Rev 1 or either European release (as .z64, .n64, or .v64). Plus 64-bit Windows 10 or 11 with Direct3D 12 or Vulkan, or Linux (glibc 2.34 or later) with Vulkan.

★ 24 · 2026-10-28 View →
Other Playable
ETC

James Pond 2: Codename RoboCod

griches/JamesPond2RobocodRecomp

A native version of the Amiga classic for Windows, macOS, Linux and Steam Deck, Android, and PlayStation 5. The game’s 68000 code was translated into C++ with a recompiler of the project’s own that reads your disk image; the generated code is made on your machine and is not in the repository. For what the recompiler hasn’t translated yet it uses the Musashi 68000 emulator. The runtime reimplements the Amiga’s custom chips and adds true widescreen, smooth motion at your display’s refresh rate, picture filters, a model of the Amiga 500 or 1200 sound output filter, saves, level select, the game’s own cheats, and controller rumble. The README doesn’t say whether it can be finished. Version 1.0.4 (October 28) is the latest of five releases published between October 26 and October 28; the Windows zips weigh about 2.6 MB and don’t include the game.

You needYour own Amiga disk image of James Pond 2: Codename RoboCod: an .adf of the Kixx re-release or of the common cracked disks (for example Skid Row’s), packed as .adz or inside a .zip, or a WHDLoad install folder. The original Millennium release, raw-track (extended ADF) dumps of the copy-protected disk, and .dms and .ipf images don’t work yet. Android needs a controller; the PlayStation 5 needs a console that runs homebrew.

★ 24 · 2026-10-28 View →
PS1 Experimental
PS1

Metal Gear Solid (coccofresco)

coccofresco/mgsone-recomp

Midnight Ghost Stone: a native Windows and Linux port of the US PS1 release (v1.0, both discs), by static recompilation of the MIPS code, with decompiled C routines replacing parts of the game as they’re checked against the original executable. The engine starts from PS1Recomp, by way of a Crash Bandicoot 3 recompilation, and uses SwanStation as a reference to compare behavior. Instead of reproducing the PlayStation’s drawing, a Vulkan presentation draws the disc’s original models and textures with floating-point geometry, per-pixel lighting, ambient occlusion, new water, fog, and particles, and CRT effects on the cameras and the Codec, at 4K by default and in fixed 16:9; game logic keeps its original timing. It has fast loading, automatic switching to the second disc, quick save states, its own pause menu, and keyboard and SDL controllers with Steam Input; an experimental 60 fps interpolation can only be turned on from the development environment. alpha.1 (October 10) is the only release, marked “untested”, and the Windows build was tested under Wine, not on Windows. The tests cover separate scenes from both discs, both endings, and the credits, but full fights, the jeep chase, and a continuous start-to-finish playthrough are still missing. The README states that the project’s own work is made with AI under human direction, and all 25 of its commits have Codex as author.

You needYour own images of both Metal Gear Solid discs for PS1, US release 1.0 (SLUS-00594 and SLUS-00776), as BIN files or single-track MODE2/2352 CUE/BIN pairs; other regions, Integral, and modified images aren’t supported, and no BIOS is needed. Plus Windows x64 or x86-64 Linux (AppImage or Flatpak) with a Vulkan GPU, and about 1.6 GB free for the import.

★ 24 · 2026-10-10 View →
Xbox 360 Playable
360

Midnight Club: Los Angeles (BeemerCodes)

BeemerCodes/MidnightclubLA-Recomp

An unofficial native Windows port of the Xbox 360 version, by static recompilation with the ReXGlue SDK and DirectX 12, built on the infrastructure of the Dante’s Inferno recomp, Hells Gate. It comes with a launcher that extracts your ISO with extract-xiso, renders at up to 2K with FXAA, and creates shortcuts; it’s all portable, with no installer. Its author recommends capping the frame rate at 60 with an external tool to avoid instability. It states that the launcher, scripts, and much of the code were made with AI help, except for the reverse engineering, which was done by hand. The README is in Portuguese.

You needThe ISO of your own copy of Midnight Club: Los Angeles for Xbox 360, and Windows 10 or 11.

★ 24 · 2026-10-29 View →
Xbox 360 Experimental
360

⑂ Fork of birabittoh/TheDarknessReborn

Street Fighter III: 3rd Strike Online Edition

updeshxp/SF3TSOEReborn

A static recompilation of Street Fighter III: 3rd Strike Online Edition (Xbox Live Arcade) for Windows and Linux, built on the ReXGlue SDK and forked from birabittoh/TheDarknessReborn. It converts the PowerPC default.xex into native x86_64 and arm64 executables at build time and wraps it in its own host runtime (logging, overlays, and hooks); the README specifies that visible rendering still relies on the bundled RexGlue/Xenia graphics backend. The host code, scripts, and CI are MIT; the recompiled code isn’t redistributable, and even so the published releases ship the already built executables, with and without the title update, for Windows, Linux x64, and Linux arm64 (20 to 32 MB). The latest version is 0.1.5 (October 27). None of its 26 commits lists Claude as a co-author.

You needYour own STFS package of Street Fighter III: 3rd Strike Online Edition for Xbox 360 (title ID 58410B16, under a path like 58410B16\000D0000), extracted with a Python script, and title update tu00000003_00000000 (MediaID 6981678F). Python 3.10 or later for the extraction scripts.

★ 24 · 2026-11-09 View →
Port (decomp) Experimental
SNES

⑂ Fork of jeff-strutb/stuntracefx

Stunt Race FX

Mabec-games/Stunt-Race-FX-DECOMP

An early-stage native PC port, made as a fork of Jeffrey Wilbur’s (Strut B, LLC) byte-exact decompilation of Stunt Race FX and its native port. It keeps the game’s logic untouched and rebuilds what you see: 60 fps by interpolating between game ticks with the Super FX’s own 3D programs, a look-ahead that runs the next ticks on a copy of the game to cut input lag, 3D redrawn at 2x, 3x, or 4x with anti-aliasing, far cars in 3D, an experimental wide view without the bezel, and an SDL3 launcher. According to the README, the Speed Trax races work, while menus, car select, and 2-player battle stay at the original resolution and other courses need a pass each. Beta 0.1 (October 26) is the only release, a Linux AppImage; the repository has 245 commits of its own on top of the original, and 2 of its last 100 commits list Claude as a co-author. The code is offered under CC0.

You needYour own Stunt Race FX ROM (USA, Rev 1, SHA-1 781e376ff453a83c7bcf72339abe6b842efd9c86). It is built with clang, Python 3, and the SDL3 development files, or you use the Linux AppImage; the ROM is read at startup and isn’t built into the program.

★ 24 · 2026-11-03 View →
GBA Experimental
GBA

Super Mario Advance 4: Super Mario Bros. 3

mstan/SuperMarioAdvance4Recomp

Static recompilation of Super Mario Advance 4: Super Mario Bros. 3 for Windows with gbarecomp: the original Game Boy Advance code runs as a native application. It boots, reaches the title screen, and lets you play Super Mario Bros. 3, but its author presents it as an experimental release, with game-specific bugs still to be found. It has a launcher to pick the ROM and BIOS and set up video, audio, and controls, controller support, fullscreen, an in-game settings menu, and save states. Version 0.0.3 (October 18) updated the engine and launcher. 2 of its 14 commits list Claude as a co-author.

You needYour own US/Australia revision 1 Super Mario Advance 4 ROM (SHA-1 532f3307021637474b6dd37da059ca360f612337) and a dump of your Game Boy Advance BIOS. Plus 64-bit Windows.

★ 24 · 2026-11-06 View →
PS3 Playable
PS3

Tony Hawk's Project 8 (PS3)

MaxLeiter/project-8-plus

A PC port of Tony Hawk’s Project 8 built from the PS3 version. The game’s code is recompiled with ps3recomp (with the project’s own patch) and runs as a native Windows program or, experimentally, a Linux one; it is not an emulator. A launcher builds the port from your copy of the game (about 20 to 25 minutes, once) and uses RPCS3 during setup to decrypt the executable. It adds custom soundtracks, HD textures and models (about 5000, upscaled by an AI model on your own graphics card in the background), a Lua modding API with a level editor, uncapped FPS, ultrawide support, keyboard and Xbox controller support, and bug fixes for the original game. Version 0.9.2 (October 27), an early release, is published for Windows and Linux. The README says it was made by running Opus 5.5 in a loop for a few weeks; 10 of its 13 commits list Claude as a co-author.

You needYour own copy of Tony Hawk’s Project 8 for PS3, the US disc (BLUS30011, version 01.02), dumped to a folder, and RPCS3 during setup. Plus 64-bit Windows 10 or 11, a DirectX 12 graphics card, about 4 GB free, and an internet connection during setup.

★ 24 · 2026-10-27 View →
Xbox 360 Experimental
360

UFC Undisputed 3 (monscriser)

monscriser/UFC3MONS

An unofficial experimental native PC project for UFC Undisputed 3 (Xbox 360) on Windows and Linux, statically recompiled with ReXGlue, with a Vulkan graphics backend and Xenia-derived compatibility components. It combines a launcher (Portuguese, English, and Spanish; choice of game source, DLC, Steam shortcut, save backups), remappable controller and keyboard controls, and CPU and GPU performance work such as two-thread GPU submission, constant and descriptor caches, and optional AMD FSR 1 upscaling. It includes optional cheats, off by default. Most of the work targets the community-made Reborn mod, whose credit belongs to its creators: Reborn’s career mode and exhibitions can be played on Windows, and on a Linux ROG Ally at 20 W a career fight holds 60 frames per second according to the author. The latest release is R9.4-P14.5 (October 28).

You needYour own copy of UFC Undisputed 3 for Xbox 360: the Reborn folder, the original edition (XEX or folder), or an ISO, which is read directly; DLC is installed from a folder in the launcher. A Vulkan-capable graphics card and a CPU with SSE4.2 (AVX2 is not required), on Windows or Linux.

★ 24 · 2026-11-10 View →
Source port Fully playable
WIN

Urban Chaos

UltimaBeaR/OpenChaos

OpenChaos: an unofficial modernization of Urban Chaos (Mucky Foot Productions, 1999), developed with AI on top of the original source code that Mike Diskett released under the MIT license in 2017. It moves to a new OpenGL renderer, makes the engine 64-bit and cross-platform, unlocks the frame rate, uses new audio and video backends, and reworks the controls and camera, with Xbox and DualSense gamepads and any screen resolution. According to the README it is playable from start to finish on Windows, macOS (Apple Silicon), and Linux (Steam Deck), with no critical bugs although some minor ones remain. It works with any language version of the game and with mods that only change resources. Version 1.0.2 (June 27) fixed audio and stability issues.

You needYour own copy of Urban Chaos, from Steam, GOG, or on disc (any language works); on Windows you copy OpenChaos.exe into the game folder. Plus Windows, macOS with Apple Silicon, or Linux.

★ 24 · 2026-11-04 View →
Xbox 360 Playable
360

WWE SmackDown vs. Raw 2007 (nefariousjosiah)

nefariousjosiah/WWE-SVR2007-RECOMP

The Xbox 360 version, recompiled to run natively on Windows and, according to its README, also on Linux and Steam Deck through Proton, with a native Direct3D 12 renderer on Windows and Vulkan on Linux. Its stated goal is to bring the game back as it was, with no mods, roster changes, or reworked gameplay: only what it needs to run well today. It offers 60 fps even in entrances and matches, where the original dropped to 30, resolutions from 480p to 8K, faster loading, an on-screen keyboard to name your superstar with a controller, the Create-a-Superstar photo, saves that don’t fail, the game’s text in English or Italian (the disc includes both), updates from inside the game, and Xbox, PlayStation, Switch Pro, and Steam Deck controllers. It runs from an .iso image of your own disc; the repository publishes the code and the release (about 43 MB) ships the program. Version 2.2.1 is from October 24.

You needA disc image (.iso) of your own WWE SmackDown vs. Raw 2007 disc for Xbox 360. 64-bit Windows 10 or 11 with a Direct3D 12 or Vulkan card; Linux and Steam Deck are also covered.

★ 24 · 2026-10-24 View →
Xbox Fully playable
XBX

Blood Wake

minimalice92/bloodwake-recomp

Blood Wake (Xbox, 2001) as a native Windows game: a static recompilation you build from your own disc. The game’s program is translated to C with the xboxrecomp toolkit and compiled by Visual Studio; the toolkit’s runtime stands in for the Xbox’s system, memory, sound chip, and controllers, and this port brings a Direct3D 11 graphics back end. According to the README it is complete: every function recompiled, all 28 story missions, Battle Mode, and split screen for up to four players, in two editions: Original as it shipped (4:3, 30 fps) and Remastered, with ultrawide, 4K, up to 290 frames per second, and 17 bugs from 2001 fixed. The installer (BloodWakeRecomp-Setup, about 3.7 MB; 0.2.4 is from October 29) builds the game on your PC in about 15 minutes. The README explains that the engineering was done by Claude with more than 70 AI agents.

You needYour own Blood Wake disc for Xbox, copied to your PC as a folder of files, an XISO, or a full disc image; only the retail release in fingerprints/retail.json is accepted. 64-bit Windows 10 or 11 with a DirectX 11 graphics card and a few GB free (the game’s files alone are about 2 GB); an XInput controller or the keyboard.

★ 23 · 2026-11-08 View →
N64
N64

Destruction Derby 64

murkantor/Destruction-Decomp-64

A matching decompilation of Destruction Derby 64 (USA): the build turns the code back into a ROM that is byte for byte identical to the original. According to the README, 1,510 of the 1,548 functions (99% of the code by size) are in C and the other 38 are hand-written assembly that was assembly in the original too (libultra, cache, TLB, thread routines, and libgcc helpers). It uses splat, the KMC GCC 2.7.2 compiler the game was built with, m2c, and decomp-permuter; the files outside src/auto are cleaned up, with real names and types, and src/auto holds m2c-generated C that still uses placeholder types. The README says it was done almost hands-off by Claude Opus 5.5 in about 20 hours, as an experiment and without reviewing the code, and that it got the game booting in an SDL3 window, playable with some graphics errors. You need your own ROM (SHA-1 a2c0799e13566d1b723299592cfcac9387f25fa7) as baserom.z64; the repository doesn’t include it. The two published releases (October 20 and 21) are 7z archives of about 3 MB for Linux and Windows that we haven’t checked inside.

★ 23 · 2026-10-21 View →
GBA
GBA

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.

100% decompiled
★ 23 · 2026-10-02 View →
Virtual Boy Playable
VB

Mario's Tennis

mstan/MarioTennisVirtualBoyRecomp

A static recompilation of the Virtual Boy Mario’s Tennis with vbrecomp, the author’s own framework: the cartridge’s V810 code is translated to C once, function by function, and compiled to native code, while the runtime library reimplements video (VIP), sound (VSU), interrupts, and timers. A full match against the CPU completes, and the title screen matches Beetle VB pixel for pixel; version 0.2.0 (June 29) fixed the speed, which ran at double, and locked it to the console’s 50.27 Hz. It shows one eye’s image or, with an option, both stacked. It has the recomp-ui launcher with its own Virtual Boy theme, rebindable keyboard and controller input, and a mod catalog that leaves the ROM untouched; since 0.2.2 (September 8) it includes an experimental mod, off by default, that colors characters, portraits, court, and scoreboard using material masks over the original art. Version 0.2.3 (October 19) reached the courts with all seven characters in singles and doubles. The download is for 64-bit Windows; there were Linux and macOS builds. The repository includes the C code generated from the ROM (about 17 MB). 7 of its 23 commits list Claude as a co-author.

You needYour own Mario’s Tennis cartridge dump for Virtual Boy (524,288 bytes, CRC32 7CE7460D, SHA-256 5dc5e6b5d5f538f56b3b9727db1c7931d9dfe1bbd0743f698897e0fd90e70101). Plus 64-bit Windows.

★ 23 · 2026-10-19 View →
Launcher Usable

nxnative Easy

nalancer08/nxnative-easy

A Mac app with a game library that takes your Switch files to a ready-to-play app built with nxnative, with guided preparation, live build progress, and no Terminal use. It builds a Mac app with the game inside, or an IPA for iPhone and iPad (lightweight with separate game data, or complete), and walks you through signing with your Apple account, installing, and renewing the signature. It adds Xbox, PS5, and PS4 controller support, editable touch buttons with four profiles per game, per-game settings, and save backups with iCloud continuity. For Switch 2 it accepts already extracted folders of a few games that have a profile in nxnative, without prod.keys. The interface is in English and Spanish. The repository includes a copy of nxnative. Version 1.30.3 (November 4) is a zip of about 477 MB that says it includes its supporting tools and that we haven’t checked inside; in all it published 14 releases between October 29 and November 4. It asks for your own games and, for encrypted packages, your prod.keys. It needs a Mac with Apple silicon, macOS 26.6 or later, and Xcode 27.2.

★ 23 · 2026-11-10 View →
GameCube Playable
GC

Scooby-Doo! Unmasked

josiahg2502-glitch/Scooby-Doo-ReMasked

Scooby-Doo: Re-Masked: a Windows port of the US GameCube release, made by statically recompiling the PowerPC code to C++ with WiiCompiled; the console’s graphics, audio, and system calls are reimplemented. It offers up to 4K, widescreen (16:9, fill, or cinematic 2.39:1) or the original 4:3, 120 or 180 fps by interpolation (the game itself still runs at 60), HDR, tear-free fullscreen, Xbox, PlayStation, Switch Pro, and GameCube-adapter controllers plus keyboard, with rebindable controls and on-screen prompts that match your controller. It saves to GameCube memory cards and supports mods that replace game files or textures. A launcher installs the game from your disc image. Version 1.0 came out on October 17. All 35 of its commits list Claude as a co-author.

You needYour own dump of Scooby-Doo! Unmasked for GameCube, US release (G5DE78), as an .iso, .gcm, or .ciso. Plus 64-bit Windows 10 or 11.

★ 23 · 2026-10-18 View →
Port (decomp) Playable
N64

Top Gear Rally / Boss Rally

jeff-strutb/brally

A matching decompilation of Top Gear Rally (N64, 1997) and Boss Rally (PC, 1999), which Boss Game Studios made on the same engine, and native ports compiled from that code. According to the README, all 572 functions of Top Gear Rally compile under IDO 5.3 to the exact bytes of the ROM, and the repository keeps a separate tree for each game because only part of the code is shared; the Boss Rally decompilation (with MSVC 5.0) is progressing, with 78.58% of the code byte-identical in the latest release. Rally Builder, for Windows and macOS, builds from your own files a native copy of Boss Rally, of Top Gear Rally (US, European, or Japanese cartridges), or of Top Gear Rally Remastered, which pairs Top Gear Rally’s menus with Boss Rally’s engine and adds widescreen, a choice of music and of either game’s menus, two-player split screen, and rumble; the remaster also builds for iPhone and iPad. Version 0.95 (October 30) is the latest of 6 releases.

You needYour own files: for Boss Rally, the original CD as BIN/CUE (MD5 31c64f9b1e09788c2dfc384b44af8f6c); for Top Gear Rally, the N64 ROM from the US, Europe, or Japan (the US one has MD5 6f7030284b6bc84a49e07da864526b52); for Remastered, the US or Japanese ROM and the CD. 64-bit Windows 10 or later with Vulkan or OpenGL 3.3, or macOS 12 or later.

★ 23 · 2026-11-05 View →
N64 Fully playable
N64

Toy Story 2: Buzz Lightyear to the Rescue

Capridog/SpaceRanger

SpaceRanger: a native Windows port of the Nintendo 64 version of Toy Story 2: Buzz Lightyear to the Rescue, made by static recompilation with N64: Recompiled and rendered with RT64; it is not an emulator and cannot run any other ROM. According to the README, the game is playable from start to finish, though this is a pre-release with known issues (a thin dark band around Buzz’s waist, particles and projectiles that are not interpolated yet, sound effects that sometimes go away). It adds widescreen, a high frame rate through RT64 interpolation, full draw distance, and menus for graphics, controls, and sound. The ROM is loaded from within the game; there is no extraction step. Version 0.1.0 is from October 12. The README says it was built with heavy help from Claude and ChatGPT/Codex, and 6 of its 10 commits list Claude as a co-author.

You needYour own copy of Toy Story 2: Buzz Lightyear to the Rescue for Nintendo 64, North American (USA), as .z64, .n64, or .v64; you pick it with “Load ROM” on the title screen. Plus 64-bit Windows 10 or 11 and a graphics card with Direct3D 12.0 (Shader Model 6) or Vulkan 1.2.

★ 23 · 2026-10-12 View →
PS1 Playable
PS1

Vagrant Story

riotashley81-jpg/vagrantstory_recomp

An unofficial native PC build of Vagrant Story, made with psxrecomp and the recomp-ui launcher. The repository contains no game data and no code translated from it; the Windows build carries none of the game’s code either: it reads it from your disc when you play. On first launch it compiles the battle engine, menus, and title screen from your disc in the background with a bundled gcc (it can take an hour or more and is cached); until then, and for everything else, it runs the code through psxrecomp’s interpreter and TinyCC. The extras are packages toggled from the launcher’s Mods page, all on by default: widescreen (16:9 by default), a button prompt bar, a right-stick camera, skippable logos, exit options, and PGXP; a 60 FPS mode is marked experimental and off. Version 0.1.11 (October 25) is the latest release. All 14 of its commits list Claude as a co-author.

You needYour own copy of Vagrant Story (USA, SLUS-01040) as a .cue + .bin image, and 64-bit Windows (the published build is VagrantStoryRecompiled-win-x64.zip).

★ 23 · 2026-11-03 View →
PSP Playable
PSP

Wipeout Pure

erreib/pure-recomp

A native port for Apple Silicon Macs and Windows, made by static recompilation: the game’s code is translated ahead of time into a program that runs directly on your machine, with graphics drawn by Metal on macOS and Vulkan on Windows; it is not an emulator. According to the README it includes the complete single-player game, with every mode, class, league, and circuit, plus the movies, music, and sound. Saves use the PSP’s format and the menu imports them from a memory stick or from PPSSPP. It offers optional enhancements: your display’s resolution, ultrawide, 60 frames per second in Time Trial, Free Play, and Zone (and your display’s refresh rate in races), and an HD texture pack. Version 0.2.0 (October 20) is the latest release. 100 of its last 100 commits list Claude as a co-author.

You needYour own disc image of Wipeout Pure, US Greatest Hits edition (UCUS-98612, version 2.00); the program checks it and refuses other editions and regions. Plus 64-bit Windows 10 or 11 with a graphics card with a Vulkan driver, or an Apple Silicon Mac (M1 or newer) with macOS 13 or later, and about 300 MB of disk.

★ 23 · 2026-10-23 View →
Xbox 360 Experimental
360

Army of Two (Genesis5500)

Genesis5500/ArmyOfTwo-Recomp

An experimental native Windows port of the Xbox 360 version, by static recompilation with ReXGlue SDK 0.10.0 and Direct3D 12. The repository only holds the glue code; the changes the game needs live in a separate fork of the SDK. Its author warns that only the opening areas have been tested, that no full playthrough has been done, and that rendering and stability issues remain. It holds about 30 fps at resolution scale 1; at 2 the image gets sharper but the frame rate halves. It plays with an XInput controller or the keyboard. There’s a single release, 0.1.0 (September 10). Five of its seven commits list Claude as a co-author.

You needYour own copy of Army of Two for Xbox 360, dumped yourself: the extracted folder with AO2Game and default.xex, an XDVDFS ISO, or a GOD. Plus 64-bit Windows, a CPU with AVX, and a Direct3D 12 graphics card. The prebuilt release is Windows-only; Linux and macOS can be built with Vulkan, untested.

★ 22 · 2026-09-10 View →
N64 Playable
N64

GoldenEye 007 (cblock85)

cblock85/GoldenEye64Recomp

GoldenEye64Recomp: a native macOS and Linux port of GoldenEye 007, statically recompiled with N64Recomp from the complete decompilation, with RT64 as its renderer (Metal on macOS, Vulkan on Linux). It builds on GoldenRecomp, kholdfuzion’s recomp also in the catalog, which only ran on Windows. Besides the standard mode, with the game code generated at build time, it has a clean mode where the executable carries none of the game’s code: on first launch it recompiles roughly 3,000 game functions from your ROM in memory, in about two seconds. A plain retail dump works: the app converts it on its own into the “TLBFREE” layout the recomp needs. The intro, menus, file select, briefings, missions, audio, controller, interpolation up to your display’s refresh rate, and widescreen all work. Skyboxes render black and water is flat, the multiplayer UI is incomplete, and some weapons fire too fast. It also fixes bugs in N64ModernRuntime, RT64, and N64Recomp that affected every platform. The only release, 1.0.0 from August 20, is for Apple silicon macOS; on Linux you have to build it.

You needYour own US (NTSC-U) GoldenEye 007 ROM, SHA-1 abe01e4aeb033b6c0836819f549c791b26cfde83 as a .z64; .v64 and .n64 dumps are converted automatically, and other regions are rejected. For the released build, macOS 13 or later on Apple silicon. To build it, macOS 13 or later (Apple silicon or Intel) with full Xcode and Homebrew, or Linux with a Vulkan-capable graphics card.

★ 22 · 2026-08-20 View →
PS1 Playable
PS1

Legend of Legaia

SamSteProjects/legend-of-legaia-recomp

A Windows playtest build of Legend of Legaia (USA) made with psxrecomp, which the README itself presents as an early playtest and not an official release. What it says has been tested includes field, town, and world-map traversal, cutscenes and FMVs, saving and loading through the memory-card screen, attacks, combos, items, Spirit, Hyper Arts, and summons, and the Muscle Dome, Sol Fever Disco, Baka Fighter, slot machine, and fishing. It includes an optional diagnostic overlay and saves hitch reports. The package is 64-bit Windows; on Steam Deck it can be used through Proton, but the README states this is not native Linux support. The latest release is v0.1.7, a diagnostic build (August 27).

You needYour own copy of Legend of Legaia (USA): SCUS_942.54 extracted from the disc, in the disc folder, and the matching .cue + .bin image in game (the .cue must be named “Legend of Legaia (USA).cue”). Also a US PS1 BIOS (SCPH1001.BIN) in the bios folder, and 64-bit Windows.

★ 22 · 2026-08-27 View →
Switch Experimental
NSW

Metroid Prime Remastered (drakolordx7)

drakolordx7/MetroidPrimeRemasteredRecomp

An unofficial native Windows port of Metroid Prime Remastered, made by recompiling the Switch version 1.0.0. It is not an emulator: the game’s code is translated into C++ ahead of time, a runtime stands in for the Switch’s system services, and the NVN graphics API runs on Vulkan. The recompiler and runtime code lives in nxrecomp, included as a submodule; this repository holds the game program, the launcher, and the documentation. It comes with a launcher, a setup tool that prepares the game from your dump, mouse and keyboard controls, any resolution and aspect ratio, and high refresh rates. The project itself warns that only the start has been played by hand (the Frigate Orpheon and the beginning of Tallon IV, up to the Chozo Ruins’ Main Plaza): an automated check loads all 275 areas, but nobody has played the later ones. It has only been tested on a GeForce RTX 3080. The repository includes in docs/mpr reverse-engineering notes on the game (symbols, structures, and enumerations) as JSON. Version 0.1.5, from November 2, is a zip of about 306 MB that says it carries no game files and that we haven’t checked inside; it published 6 releases between October 24 and November 2.

You needYour own copy of Metroid Prime Remastered 1.0.0 (NSP, XCI, NSZ, or XCZ; updates and patches are not supported) and the prod.keys of your own console (and title.keys if the game was bought on another console). Plus 64-bit Windows 10 (1903 or later) or 11, a Vulkan 1.3 GPU, and about 14 GB of free disk space.

★ 22 · 2026-11-09 View →
Wii
WII

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.

57% decompiled
★ 22 · 2026-10-12 View →
Xbox 360 Playable
360

NFL Head Coach 09

tools81/nfl-head-coach-09-static-recomp

A native Windows port of NFL Head Coach 09 (Xbox 360, title ID 45410841): the game’s PowerPC executable is statically recompiled to C++ with XenonRecomp and runs on a custom layer that replaces the Xbox kernel, XAM, graphics, audio, and input. The installer (HC09Setup.exe) checks the build tools, asks for your .iso disc image, downloads the source, imports the executable from your disc, recompiles it, and builds HC09.exe; the game reads its data straight from the image while you play. According to the README it boots, plays the intro, reaches the menus, and can be played: career mode, a game with play calling, and a 21-minute match without errors, at about 30–35 frames per second with a Direct3D 12 renderer. It also builds HC27.exe, the same game with today’s rosters (players, coaches, portraits, and logos) and seasons that start in 2026. Version 0.8.1 (October 28) is the latest. All 12 of its commits list Claude as a co-author.

You needYour own NFL Head Coach 09 disc for Xbox 360 as an .iso image (the installer checks that it is the right game). Windows with Visual Studio 2022 or later (Desktop development with C++, the C++ Clang compiler, and CMake tools) and Git for Windows; about 1 GB of downloads and 10 to 20 minutes of build time.

★ 22 · 2026-11-09 View →
Port (decomp) Playable
DS

Pokémon Platinum

xgcModding/platinum

A port of Pokémon Platinum for Windows, Linux, and macOS, made from a decompilation the author doesn’t link because its original repository contains the full decompiled game with assets; here they removed all copyrighted data. It adds Lua mod support, better performance, and an unlocked frame rate. The author says they completed the game, though they haven’t tested all of it, and that they used AI in development. Its new options include movement and battle speed from 1× to 4×, experience for catching, an experience share, resolution, screen layout, FPS, camera distance, and autosave, and it ships mods such as Auto HM, Battle Encounters, Better Berries, Experience, Fast Ball Battle, Faster Eggs, Infinite Honey, and Infinite TM. Version 0.3 (October 27) is the latest, with packages for all three systems.

You needYour own Pokémon Platinum .nds ROM, US or European, which you import with File > Import ROM. Plus Windows, macOS, or Linux; the x86-64 Linux AppImage needs a graphics driver with OpenGL 4.2.

★ 22 · 2026-10-27 View →
Recompiler Experimental

recomp-kit

veritr1x/recomp-kit

A static recompilation kit that turns 32-bit x86 Windows games into native applications for macOS, iOS, Android, Linux and Windows, with no JIT or emulator at run time. It includes the x86 runtime, a PE loader, DirectDraw, Direct3D 2, DirectSound and DirectInput shims, and an SDL3 host with Metal and Vulkan. Each game lives in its own repository, which includes the kit as a submodule. 7 of its last 100 commits list Claude as a co-author.

★ 22 · 2026-11-10 View →
Recompiler Experimental

RecompCore

aharonahdoot/RecompCore

A static-recompilation CPU core for Dolphin: it runs GameCube games as native code, with transparent interpreter fallback.

★ 22 · 2026-07-21 View →
Port (decomp) Playable
GC

Super Mario Sunshine (zeranemesis)

zeranemesis/sms-port

A native Windows port of the European release (PAL, GMSP01), built from the doldecomp/sms decompilation: the C code is compiled for PC and the Aurora graphics engine (WebGPU through Dawn) stands in for the console, with Direct3D 12 by default, or Vulkan or Direct3D 11. It runs at 60 frames per second, with automatic fallback to 30, 16:9, 16:10, or 21:9 widescreen with the HUD in the center or at the edges, internal resolution up to 8x, MSAA, FXAA, anisotropic filtering, an in-game menu (F1), gamepads, a rebindable keyboard with mouse camera, HD texture packs in Dolphin format, and GameBanana mods through the CubeShelf launcher, plus Archipelago as an option for a randomized multiworld. The Super Mario Eclipse mod runs natively with its own executable. The latest release, cubeshelf-v0.4.0-rc.1, is from October 28 and also ships an Android arm64 APK. 88 of its last 100 commits list Claude as a co-author.

You needYour own disc image of Super Mario Sunshine for the GameCube, European (GMSP01), as ISO, GCM, or CISO (an RVZ is first converted to ISO with Dolphin). For Super Mario Eclipse, the Eclipse disc (GMSE04), which is made by applying the mod’s official patch to the North American ISO. 64-bit Windows 10 or 11 with a Direct3D 12 or Vulkan capable graphics card.

53% decompiled
★ 22 · 2026-11-05 View →
N64 Playable
N64

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).

★ 22 · 2026-05-27 View →
Xbox 360 Playable
360

UFC Undisputed 3 (360recomper)

360recomper/UFC3ReX

A native Windows port of UFC Undisputed 3 made with the ReXGlue SDK: the game’s code is translated to native code and it is not an emulator. It runs at any resolution, with Vulkan (default) or Direct3D 12, an F4 settings menu, optional bloom and depth-of-field blur removal, 60 fps cutscenes, walkouts and replays, DLC from your own packages, a mods folder, a roster table of up to 1,024 fighters for roster mods, optional per-fighter walkout music, an optional DLSS 5 add-on, and optional cheats that are off by default. The README says Career mode can be played start to finish. It also states that ufc3.exe is the game’s own code translated to native code: the release (v1.0.6, October 26, a zip of about 100 MB) ships it already built, with no disc images or game data; the launcher copies the files from your ISO into an assets folder. 4 of its 8 commits list Claude as a co-author.

You needYour own copy of UFC Undisputed 3 for Xbox 360 as a disc image (.iso); DLC is optional and comes from your own packages. The launcher checks the image and copies the game files (about 6.5 GB) into the assets folder. 64-bit Windows 10 or 11.

★ 22 · 2026-11-10 View →
PS1 Playable
PS1

Wild 9

plinkr/Wild9Recomp

A native Windows, Linux, and macOS port of the NTSC-U PlayStation version (SLUS-00425), made by static recompilation: the game’s MIPS R3000A executable is translated to C, which is linked against a psxrecomp and recomp-ui runtime. The release downloads are product builds: the game’s already recompiled code is built into the executable, with no setup wizard or compiler, and you only point it at the .cue image of your disc. It embeds OpenBIOS, so no PlayStation BIOS is needed, though one can be used. It offers widescreen, perspective-correct geometry and textures (PGXP), frame blending up to 60, 120, 144, or 165 fps while keeping the 59.94 Hz simulation, video skipping, a choice of five languages, a mod that locks held objects or enemies overhead, and a mod system. Version 0.1.8 is from October 25.

You needYour own .cue image of Wild 9 for PlayStation (NTSC-U, SLUS-00425). 64-bit Windows, Linux (glibc 2.28 or later and OpenGL 3.3 or Vulkan), or macOS (Apple Silicon or Intel).

★ 22 · 2026-11-01 View →
Xbox 360 Experimental
360

WWE 2K16

itsbybanshee/wwe2k16-pc

A recompilation-based PC port of WWE 2K16 for Xbox 360, made with the ReXGlue SDK and a modern launcher. The repository publishes the launcher, the configuration, and SDK patches, but not the game; the release (a zip of about 84 MB) ships the program already built in a bin folder. The game runs directly from your .iso or an extracted folder. It offers resolutions from 720p to 4K, AMD FSR, FXAA, 60 fps with entrances and victory motions also at 60, keyboard with a WWE 2K-style layout, button remapping, five languages, non-destructive mod support (it patches the plist360.arc catalog), all six official DLC packages, title updates, achievements, and a custom soundtrack. The original’s online features are not available; its author warns it is an early release. Version 1.1.0 is from October 23.

You needYour own copy of WWE 2K16 for Xbox 360, as an .iso image or an extracted folder (PS3 ISOs do not work). 64-bit Windows 10 or 11, a Vulkan card with an up-to-date driver, and the Microsoft Edge WebView2 runtime; a controller or keyboard is recommended.

★ 22 · 2026-10-23 View →
N64 Playable
N64

BattleTanx: Global Assault (TheGh0stShip)

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.

100% decompiled
★ 21 · 2026-10-15 View →
PS3 Experimental
PS3

⑂ 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.

★ 21 · 2026-10-22 View →
Xbox Playable
XBX

Harry Potter and the Chamber of Secrets

MiddleDucky/HP-COS-Xbox-Recomp

A native Windows port of Harry Potter and the Chamber of Secrets (original Xbox, 2002, NTSC-U version), by static recompilation: the game’s x86 code is translated to C and compiled for Windows, with the Xbox kernel, Direct3D 8, DirectSound, and input replaced by native code; it is not an emulator. It adds resolutions up to 4K with MSAA or SMAA and anisotropic filtering, true 16:9 (widened 3D, with 2D and cutscene shots kept in shape), windowed, borderless, or fullscreen modes, 5.1 surround sound, keyboard and mouse with rebinding, controller settings (deadzones, vibration), colour-blind correction filters, and shaders prepared ahead. Version 0.1.0 (October 25) is the only published release. The README says the project was aided by Claude Code.

You needThe files from your own Harry Potter and the Chamber of Secrets disc for Xbox (NTSC-U), or its .xiso, in a game folder beside the executables; the build regenerates the recompiled code from your default.xbe. 64-bit Windows 10 or 11, a CPU with SSE4.1 and 4 threads, 4 GB of RAM, a DirectX 12 card (feature level 11_0), and about 3 GB free; Windows N editions need the Media Feature Pack.

★ 21 · 2026-11-05 View →
N64 Playable
N64

Hybrid Heaven (ogdanimal)

ogdanimal/HybridHeaven-Recomp

A native port of Hybrid Heaven for Windows, Linux, and Android, by static recompilation with N64Recomp, N64ModernRuntime, and RT64, on the same stack as Goemon 64: Recompiled, from which it takes the launcher, menus, and input layer. It builds on its own decompilation, also in this catalog. It adds widescreen, higher internal resolutions, MSAA, V-Sync and frame-rate options, a free analog camera on the right stick, optional autosave through the game’s own save routine, save import, a mods menu, and, on Android, touch controls and a GPU driver switcher. The ROM is verified and copied once; nothing has to be decompressed or converted. Version 1.0 came out on October 4. All 7 of its commits list Claude as a co-author.

You needYour own US Hybrid Heaven ROM, as dumped from the cartridge. Plus 64-bit Windows with Direct3D 12 or Vulkan, or Linux with Vulkan, SDL2, and GTK 3; on Android, 9.0 or later on a 64-bit device with Vulkan.

★ 21 · 2026-10-12 View →
PS3 Playable
PS3

inFAMOUS 2 (erikomis)

erikomis/infamous2-recomp

An unofficial native port for Apple-silicon (arm64) macOS of the PS3 version (PSN, NPUA80638), made by static recompilation with ps3recomp and, above all, NoahBPeterson’s inFAMOUS 1 fork: the game’s PowerPC and SPU code is translated to C and C++ and compiled into a native executable, with Metal graphics; it is not an emulator. It boots, shows its menus and cutscenes, and New Marais is playable, at about 38-40 fps in headless runs on Apple silicon; nobody has gone past 1% of the story, so later missions may break. It includes a desktop app (Tauri) that installs and recompiles the game from your copy, with graphics settings, controller (tested with a DualSense), keyboard and mouse (little tested in a window), saves, trophies, and self-updating. Windows and Linux are planned, not done. Version 0.2.14 (October 25) is the latest of 17 releases, all pre-releases. The README says the repository contains no game data, firmware, or keys.

You needAn Apple-silicon Mac and your own copy of the PSN release of inFAMOUS 2 (NPUA80638), for example the one installed in RPCS3 with its .rap license. The app lists the tools you still need (Xcode Command Line Tools and a few Homebrew packages) and installs them with your OK. Decryption uses RPCS3 if you have it, or your own key file and the PS3 firmware (a dev_flash folder or PS3UPDAT.PUP); no keys are included.

★ 21 · 2026-11-06 View →
Wii Stalled · 11 months
WII

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.

1% decompiled
★ 21 · 2025-12-07 View →
Xbox Playable
XBX

⑂ Fork of phobos665/payne-recomp

Max Payne

endmgs/payne-recompiled

An unofficial native recompilation of the Xbox version of Max Payne (2001) for Windows, forked from phobos665/payne-recomp and built on the xboxrecomp toolkit: the game’s code was translated to C and compiled into a normal Windows program, with keyboard and mouse controls in the style of the PC release, 60 fps, widescreen, high resolutions, and subtitles. Its own commit adds a launcher that installs from the ISO image, a developer mode (chapter select, god mode, and weapons), PC controls, and settings for resolution, filtering, and frame rate. The subtitles, which the original game lacks, are made with Python scripts that run speech recognition over the game’s own speech files. According to the README all 66 levels load and play under scripted input. v1.0.0 (October 17) is a Windows zip of about 13 MB with the already built program. 5 of its 9 commits list Claude as a co-author.

You needYour own disc image of Max Payne for Xbox, European (En, Fr, Es, It), with a default.xbe of SHA-1 49874fff1defd2b7923a1d61fd7bb1f41d206aa5; plain XISO and full redump images both work. Other versions need their own build. Windows, about 5.7 GB free.

★ 21 · 2026-10-17 View →
Xbox 360 Playable
360

Sega Superstars Tennis

m1ndcrap/Sega-Superstars-Tennis-ReMatch

A native Windows and Linux port of the Xbox 360 version of Sega Superstars Tennis, recompiled with ReXGlue SDK 0.10.0. The game’s code runs as native x64 and the graphics use a custom renderer (Direct3D 12 and Vulkan) that translates the Xbox 360 shaders; it is not an emulator. It adds a video page to the settings and the pause menu (internal resolution up to 2160p, FXAA and MSAA, shadows, bloom, shader quality, a 30 or 60 frames-per-second limit), aspect ratios from 4:3 to 32:9 with the 3D view widened, keyboard and mouse with rebindable keys, Xbox, PlayStation, or keyboard button prompts, and a quit option on the main menu. Online play is shown greyed out. The latest release is 0.6.1 (October 24), with Windows and Linux packages. The author states that AI was used to understand the Mac port and the Xbox 360 shaders and to debug, and that most of the code was handwritten.

You needYour own copy of Sega Superstars Tennis for Xbox 360; to build, the README asks for the extracted game in the assets folder so that assets/default.xex exists. Plus 64-bit Windows 10 or 11 with a Direct3D 12 graphics card, or 64-bit Linux with glibc 2.38 or newer and a Vulkan 1.3 driver.

★ 21 · 2026-10-24 View →
Switch Playable
NSW

Super Mario Bros. 35

sm35recomp/sm35recomp

Turns your own dump of Super Mario Bros. 35 into a native program for macOS, Windows and Linux (iOS, iPadOS and Android from source): the game’s code is translated to C and compiled for your machine, its system calls run on a native runtime, and its graphics run on Metal or Vulkan. It isn’t an emulator. It is a fork of SMM2 Recomp, which shares its runtime and recompiler. The online service comes from Nextendo Network, a community server: sign-in, 35-Player Battle matchmaking, the battle relay and the results are implemented, and Course Practice, Special Battle and Daily Challenges work. The authors tested two-player matches through to the final ranking on a Mac and an iPad; Windows and Linux build but haven’t been tried on real hardware. v0.4.0 is from October 21. All 63 of its commits list Claude as a co-author.

You needYour own copy of Super Mario Bros. 35 with the 1.0.2 update (the NSP or XCI files, or the extracted ExeFS and RomFS folders), plus the prod.keys and firmware from your console, which are only read and never copied. A free Nextendo Network account with a linked Discord is needed, even for Course Practice. macOS 15 or newer on Apple silicon (Metal), or Windows 10/11 x86-64 with AVX2, or Linux with Vulkan 1.3.

★ 21 · 2026-10-21 View →
Xbox 360 Playable
360

The Beatles: Rock Band

mercurialw0rld/thebeatlesrockband-pcport

A PC port of The Beatles: Rock Band for Xbox 360, made with ReXGlue. The repository doesn’t publish source code: it only holds a launcher, the already compiled game executable (beatlesrockband-guitar.exe, about 45 MB), and the runtime libraries. For that reason it carries the closed-source tag, and how it is made can’t be checked beyond what the README explains. The launcher asks for the default.xex from your extracted copy of the disc, together with charnames.zbm and the gen folder; the README says the package includes no XEX, disc data, or DLC. It supports guitar and drums with keyboard or Windows controllers and imports data-only DLC packages from the launcher itself. The README presents it as playable, with about 60 FPS observed, occasional stutters, and manual audio and video calibration if needed; keyboard guitar and drums were tested, and imported DLC from Abbey Road, Rubber Soul, Sgt. Pepper, and All You Need Is Love. The latest version is 0.6.1 (October 24).

You needYour own extracted copy of The Beatles: Rock Band for Xbox 360: default.xex, charnames.zbm, and the complete gen folder (with its header and ten ARK files). DLC, if you want it, is the original LIVE, PIRS, or CON packages from your console; title updates and DLC with code are not supported. Windows with a keyboard or a controller.

★ 21 · 2026-11-10 View →
Native layer Experimental
NSW

The Legend of Zelda: Tears of the Kingdom (T5eng)

T5eng/nxnative_totk

A native port of the Switch 1.4.3 version of Tears of the Kingdom to iPhone, built on MacNativeGames, a layer that replays the game’s NVN command streams on Metal while its own code runs on the Apple chip. The repository holds the iOS app shell, the runtime patches needed on iOS, and the tools to prepare the shader cache (translated on a Mac, since iOS can’t do it), with documents on how it works and performance measurements; it ships no game data. The README calls it playable on an iPhone Air running iOS 27.0.1: boot, title screen, save loading, rendering, audio, and touch controls, at 60 fps in light scenes and 30 in heavy ones, which is the original Switch’s target. The same patch also repairs the macOS build, which is built following the MACOS.md document, but the README doesn’t say it plays on the Mac. None of its 12 commits list Claude as a co-author. It has no published releases.

You needYour own copy of Tears of the Kingdom for Switch with the 1.4.3 update applied to the base game, with the dumped RomFS and the shared fonts. A Mac on macOS 26 or 27 with Xcode 26 or later and xcodegen, a MacNativeGames checkout with the project’s patch that has already produced the Mac version’s data, and opus and libvpx compiled for iOS. To play on iPhone, an iPhone on a recent iOS.

★ 21 · 2026-10-19 View →
Xbox 360 Playable
360

WWE SmackDown vs. Raw 2011 (shaneomac1337)

shaneomac1337/SVR2011-Recomp

An unofficial Windows version of WWE SmackDown vs. Raw 2011 for Xbox 360, made by recompiling its code to x86-64 with ReXGlue; the launcher copies the game files once from your disc image. According to the README, exhibition matches with entrances, finishers, and cutscenes, backstage brawls, the menus, and the Create a Superstar, Superstar Threads, and Paint Tool modes have been tested and work, usually at 60 FPS. Road to WrestleMania hasn’t been tested and can crash at any point, and neither have Universe or online play. It has only been tested on Windows 11 with an AMD Radeon RX 7900 XT. The latest version is 0.5.0 (October 2), with the native renderer in beta. 54 of its 69 commits list Claude as a co-author.

You needYour own disc image (.iso) of WWE SmackDown vs. Raw 2011 for Xbox 360, USA or Europe; the launcher checks all 366 files against that release and refuses any other. Plus 64-bit Windows 10 or 11, a graphics card with Vulkan, and about 6 GB free; a controller is recommended.

★ 21 · 2026-10-02 View →
Windows Playable
WIN

Command & Conquer: Tiberian Sun / Firestorm

sp00nznet/tiberiansun-recomp

A static recompilation of Command & Conquer: Tiberian Sun and its expansion Firestorm, built with pcrecomp, the same author’s toolkit for Windows games: the Steam release’s Game.exe is translated to C (18,559 functions, no errors) and compiled on your machine. It’s Westwood’s own code recompiled, and it shares with its sibling project for Red Alert 2 its own Direct3D 11 window with sharp, smooth, CRT, or integer scaling, the F10 settings menu, resolutions from 1280×720 to 3840×2160 (21:9 and 16:10 included), with the 640×400 menus on a blurred backdrop instead of black bars, units, their shadows, and debris at twice the resolution from the game’s voxel models, and mods as folders laid over the game’s files; DLL-based mods that patch the executable, such as Ares or Phobos, don’t work. It’s native on Windows and on Linux, where it runs without Wine as a 32-bit program; on macOS the Windows build is compiled to play under CrossOver. Its suite of 29 automated tests covers the menus, saving and loading, skirmishes from 640×400 to 4K, all four campaigns up to their first mission with their videos, and building a base. 0.1.0-alpha.1 came out on October 19 with an installer that finds the game in Steam, installs the tools, and builds it, and 0.1.0-alpha.2, on October 21, brought the F10 menu to Linux and added resolutions. All 46 of its commits list Claude as a co-author.

You needYour own Steam copy of Tiberian Sun with Firestorm (from The Ultimate Collection): the folder with Game.exe, Language.dll, and the .mix files. The project documents only that version, and it includes and downloads nothing from the game. Plus about 6 GB of free space; on Windows, Windows 10 or 11 and Visual Studio 2019 or later with the x86 C++ tools (the installer installs the Build Tools if they’re missing); on Linux, 32-bit gcc and 32-bit SDL2; and on macOS, CrossOver with the game installed in a bottle.

★ 20 · 2026-10-21 View →
Game-specific engine Playable
WIN

Earthsiege 2

kevinfoley/Herculan

A full reimplementation of Earthsiege 2 (Dynamix, Sierra, 1996) for modern systems on .NET, called the HERCULAN Engine; because the game’s source code was never released, it was built entirely by reverse engineering. It is in beta: not everything has been thoroughly tested and the author advises backing up the retail save data first. It lets you play the whole game at any resolution, with widescreen and ultrawide support (menus render at 4:3), with a hardware-accelerated renderer that almost matches the original software renderer, file formats and saves compatible with the retail game, a built-in installer from a CD or ISO, playback and caching of the CD’s music, in-engine video decoders, a Tweaks menu that fixes retail bugs, and a mission editor in beta. It includes HercWorks CSharp, tools for viewing and sometimes editing the game’s data files (Windows only). It supports the retail 1.0 release, the 1.0 Hi-Rez Studios release (no music), and the 1.10 GoldGames release, with French and German in the latter. Version 1.1.0 was published on October 29. 23 of its last 100 commits list Claude as a co-author.

You needA copy of the original Earthsiege 2 game files, installed, on CD, or as an ISO (the built-in installer can copy them from the CD or ISO); they are not included in the repository. Windows 10 or later, or Linux with glibc 2.34 or newer, on x86-64, and a graphics card with OpenGL 3.3.

★ 20 · 2026-11-11 View →
GBA
GBA

⑂ 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. 70 of its last 100 commits list Claude or Copilot as a co-author.

100% decompiled
★ 20 · 2026-10-14 View →
PS3 Experimental
PS3

flOw

sp00nznet/flow

A static recompilation of the PS3 (PSN, NPUA80001) version of flOw, a game that never came out on PC: the EBOOT’s 102,056 PowerPC functions are translated to C and linked against ps3recomp, a runtime that stands in for the PS3’s system, into a Windows executable with Direct3D 12, WASAPI sound, and XInput controllers. It isn’t playable yet: the PhyreEngine engine boots, creates its subsystems, and keeps a frame loop running, and a level scene shows up, drawn by its own scene builder from the level’s data, but the title’s state machine doesn’t move forward. Since v0.6.0 it loads Sony’s real libsre.prx, decrypted, for cellSpurs. There are no prebuilt executables: the translated code is generated on your PC, in about 2 to 3 hours, and isn’t in the repository. Its last 100 commits all list Claude as a co-author.

You needYour own copy of flOw for PS3 (NPUA80001, from PSN), with its EBOOT decrypted as EBOOT.elf (the project did it with RPCS3 and the .rap license). To build it, Python 3.8 or later, CMake 3.20 or later, Visual Studio 2022 (or Clang or GCC), and a ps3recomp checkout.

★ 20 · 2026-10-25 View →
PS3 Experimental
PS3

inFAMOUS 2 (juans-collab)

juans-collab/infamous-2-recomp

A reverse-engineering and static recompilation project for the US PS3 release (BCUS98125) on Windows, using ps3recomp. It isn’t playable yet: the introduction runs to its end and some geometry and a textured sky are drawn, but materials are wrong, and the interface, control of Cole, and gameplay haven’t been validated. It’s meant for collaboration: it has synthetic-data tests that run without the game and 50 ordered patches on a pinned ps3recomp revision. There’s no installer or downloadable executable.

You needYour own US copy of inFAMOUS 2 for PS3 (BCUS98125) and 64-bit Windows. For now, the full build depends on paths from the author’s machine.

★ 20 · 2026-10-20 View →
Native layer Playable
PS4

LEGO Dimensions (PS4)

vascon-es/lego-dimensions-pc

An unofficial native Windows x64 port of the PS4 version (CUSA01176 European or CUSA00935 US, version 01.24). It is not an emulator: the game executable runs directly on the PC’s processor, the PS4 system libraries were rewritten for Windows, the GCN graphics are translated to Vulkan, and the game’s shaders are translated before you play from your copy, in a 20 to 60 minute preparation step that also converts the eboot.bin. Audio, saves, the controller, and the portal work, whether the real Toy Pad over USB, the LegoToypad app (version 1.9 Web App Extended is included), or a virtual Toy Pad. It has a launcher with modes, settings, and update checks, and extracts the game, update, and DLC .pkg files. The repository contains nothing from the game, but it does carry listings of the game’s data archives (tools/data/dat_index, with paths, sizes, and offsets) and the 79 MB executable of LegoToypad, the third-party app that emulates the portal. Version 1.8.8 is from October 31. It states AI-assisted changes, and 45 of its 73 commits list Claude as a co-author.

You needYour own dump of LEGO Dimensions for PS4 (CUSA01176 or CUSA00935 folder, version 01.24, with eboot.bin, sce_sys, and data\chunk*), with the update merged in or in a separate -patch folder; optionally DLC, or the .pkg files to extract from the launcher. 64-bit Windows 10 (1803 or newer) or 11, a Vulkan 1.3 GPU (tested on a Radeon RX 6600), and 16 GB of RAM (the game uses about 5 GB).

★ 20 · 2026-11-11 View →
Game-specific engine Playable
WIN

Need for Speed: Most Wanted

MagicIbrar/nfsmw-unity

A rebuild in Unity of Need for Speed: Most Wanted (2005, PC), written from scratch by reverse engineering speed.exe (v1.3) function by function. It reads the maps, cars, menus, career scripts, sounds, and cutscenes from the installed game folder. According to the README it has ported 98% of the game’s code and the offline career can be played from the press-start screen to the Blacklist: races, pursuits, the safehouse, car lot, customization, the Challenge Series, split screen, and LAN. It also loads modified textures and models from a Mods folder. The only release is a test build from October 25 (a zip of about 37 MB). 2 of its 3 commits list Claude as a co-author.

You needYour own copy of Need for Speed: Most Wanted (2005) for PC, with the v1.3 data (the officially patched game), installed in a folder that holds GLOBAL, TRACKS, CARS, FRONTEND, and speed.exe; it is pointed to with -gameRoot, a gameroot.txt file, or the NFSMW_ROOT variable. It only reads it and never writes to it. Building it needs Unity 6000.4.2f1.

★ 20 · 2026-10-25 View →
Recompiler Experimental

neogeorecomp

sp00nznet/neogeorecomp

A static recompilation toolkit for Neo Geo (MVS/AES) games. m68krecomp translates the 68000 program to C and the runtime models the board: video, palette, I/O, the Z80 sound CPU and the MVS system ROM. Its README marks it alpha (v0.2.0, October 21); Metal Slug and Neo Drift Out are playable. It includes no ROMs or generated code. 45 of its 47 commits list Claude as a co-author.

★ 20 · 2026-10-21 View →
Arcade Experimental Stalled · 1 year
ARC

Pac-Man

mburkley/pacman-c

A hand-made C translation of the Pac-Man arcade ROM’s code: the original assembly is kept as comments and the part already translated is boxed off with //----. It aims at behavior identical to the original (patterns as in MAME) but with compiled C instead of emulated Z80, and keeps the original memory map. Video uses OpenGL with glut and sound uses PulseAudio; the keyboard is read directly from /dev/input. It needs the original ROMs for the code and the graphics, which are converted into header files with xxd. It builds on Debian and Ubuntu, and its list of known bugs is still long (fruit, cutscenes, sprites in demo mode). Its last activity was in May 2025.

You needYour own Pac-Man ROMs (program and graphics), converted to header files with xxd. Linux (tested on Debian and Ubuntu) with the glut and pulse-simple libraries, and your user in the input group.

★ 20 · 2025-05-12 View →
GBA Playable
GBA

Pokémon Mystery Dungeon: Red Rescue Team

Asphaltian/pmd-green

Green Rescue Team is Pokémon Mystery Dungeon: Red Rescue Team recompiled to run natively on PC, with a few enhancements and mod support. It uses GBARecomp and GBAModernRuntime, which the author is also testing with this project, and the README itself warns that it is a work in progress, with bugs and changes without notice. The first time it asks for the ROM and keeps its own copy; to build from source, that ROM is recompiled with the symbols from the pret/pmd-red project. There are packages for Windows, Linux, and macOS (0.1.0, from September 26) of about 55 MB each. The repository includes a few .bin title-menu pictures, used to extend the margins in widescreen, which we couldn’t check are original work or derive from the game.

You needYour own ROM of Pokémon Mystery Dungeon: Red Rescue Team for the GBA, the USA and Australia release. To build from source, the .NET 10 SDK and Slang (slangc on the PATH), plus the symbols from pret/pmd-red.

★ 20 · 2026-10-28 View →
Xbox 360 Experimental
360

Quake 4 (Xbox 360)

cyberheater/Xbox-360-Quake4-decomp

A static recompilation of the Xbox 360 version for Windows, built on the ReXGlue SDK. The author started it to get a smooth version with the console’s joypad support and auto aim (the original ran at a frame rate between 10 and 60). It boots straight to the title screen, and menus, intro movies and the first level run, at a locked 60 fps, with a settings menu (F10) and a frame counter (F9). v0.2.0 (October 22) adds a native Direct3D 11 renderer, a q4hle.exe, a 120 Hz game tick, a graphics page in the game’s own options menu with resolution up to 5120x2880, FXAA, texture filtering and side-by-side stereoscopic 3D, and a CRT filter. The author says only the first levels have been tested and that crashes are to be expected further in; an earlier hand-written runtime is also kept, as source only. It contains no recompiled code, executable or game data; the download is a 0.4 MB installer that sets the project up. It states it was made with the help of Claude; all 11 of its commits list it as a co-author.

You needYour own copy of Quake 4 for Xbox 360 (the disc or its ISO): the game reads the ISO directly or an extracted folder, and asks where it is if it can’t find it. Windows with Visual Studio 2022 (C++, Clang tools and CMake workloads) and Git for the setup; paths are currently hard-coded to C:\Quake4.

★ 20 · 2026-10-28 View →
GBA Experimental
GBA

Sonic Advance

smiluredev/SonicAdvanceRecomp

An unofficial native port of Sonic Advance, made by static recompilation with GBARecomp: the game’s ARM code is translated into C, with no CPU emulation, with an SDL2 backend, shaders that imitate the GBA screen, enhanced audio, and targets for Linux, Windows, macOS, and Android. The README describes those features and how to run the gba-pack tool, but doesn’t say which parts work. The repository includes code generated from the game: three C files, SonicAdvance-bios.0.c, .1.c, and .2.c, of between 10 and 17 MB, which declare in their header that they derive from the input image and must not be distributed, and a prebuilt SonicAdvance-bios.so of 10 MB; the README claims it contains nothing copyrighted. The only release, V1, is from August 22 and ships a Linux package of about 5.9 MB.

You needYour own ROM of Sonic Advance for the GBA (SonicAdvance.gba) and the GBA BIOS (gba_bios.bin), whose SHA-256 values are entered in pack.toml. To build, clang or gcc, CMake, Ninja, and SDL2 (the README gives the steps for Linux).

★ 20 · 2026-08-24 View →
Game Boy Playable
GB

Super Mario Land 2: 6 Golden Coins

mstan/SuperMarioLand2Recomp

A static recompilation of Super Mario Land 2: 6 Golden Coins (version 1.0) with the author’s own version of gb-recompiled and the recomp-ui launcher. One program carries two recompiled versions of the cartridge: the original Game Boy one and Super Mario Land 2 DX 1.8.1, toruzz’s color hack, which is applied to your ROM in memory at boot and runs as a Game Boy Color game, with Luigi and no slowdown; you pick it on the Mods page. Another optional mod adds adaptive widescreen (fit to window, 16:9, 21:9, or 32:9): the center is still the console’s picture and the margins are rebuilt from the level data, with an option to spawn enemies at the edge of what you see. It has save states and rewind by holding R. Since 0.2.0 (October 19), with Windows, Linux, and Android builds, it runs the console’s original boot ROM. Testing covers 6,500-frame routes in both versions, not a full playthrough. The repository and the download include the Super Mario Land 2 DX BPS patch. 59 of its last 100 commits list Claude as a co-author.

You needYour own Super Mario Land 2 - 6 Golden Coins (UE) ROM, version 1.0 (CRC32 D5EC24E4); the DX version is derived from it. Plus the Game Boy boot ROM (256 bytes) for the original version and the Game Boy Color one (2,304 bytes) for DX. 64-bit Windows, x86-64 Linux, or ARM64 Android.

★ 20 · 2026-10-19 View →
SNES / Super Famicom Experimental
SNES

Super Mario RPG: Legend of the Seven Stars

mstan/SuperMarioRPGRecomp

A static recompilation of Super Mario RPG: Legend of the Seven Stars built on the snesrecomp framework. The 65816 code is translated to C where analysis can prove it safe; the SA-1 coprocessor and the rest of the hardware (video, audio, DMA) are emulated. The README presents it as a preview: it boots, runs the attract loop, and holds up under an unattended soak test, but no complete start-to-finish playthrough has been done. Since 0.0.3 it has a built-in mods catalog, with widescreen as an option, and 0.0.4 added an experimental widescreen renderer. The latest release, 0.0.5 (September 22), is a packaging update and ships a Windows package; 0.0.4 also includes a Linux AppImage. 14 of its 26 commits list Claude as a co-author.

You needYour own Super Mario RPG: Legend of the Seven Stars ROM as smrpg.sfc, 4,194,304 bytes (SHA-256 740646f3535bfb365ca44e70d46ab433467b142bd84010393070bd0b141af853); with or without the 512-byte header. 64-bit Windows or Linux (AppImage).

★ 20 · 2026-11-11 View →
Wii Stalled · 9 months
WII

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.

5% decompiled
★ 20 · 2026-01-21 View →
3DS Playable
3DS

Yo-kai Watch (Clockwork)

watchmakerers/clockwork

Clockwork: native Windows, Linux, and macOS versions of the 3DS Yo-kai Watch games, made by statically recompiling the ARM code to C, with the console’s hardware and services replaced by native code on SDL3, no emulator and no firmware. It covers Yo-kai Watch, Yo-kai Watch 2 (Psychic Specters and Bony Spirits / Fleshy Souls), Yo-kai Watch Blasters, Yo-kai Watch 3, and the Japan-only Yo-kai Watch Busters 2, in several regions; Psychic Specters is the most tested, and the US releases and Busters 2 are the verified ones. The releases contain the launcher and runtime, with no game: when you add your dump, it builds that game on your machine. It offers up to 4x internal resolution, a 16:9 widescreen top screen, one-screen layouts, 60 fps interpolation, game updates, mods installable from GameBanana, 3DS save import, and online rooms for local wireless play (battles, trades, and co-op). All 8 of its commits list Claude as a co-author.

You needDecrypted dumps of your own Yo-kai Watch 3DS cartridges (made with GodMode9) and, optionally, their updates. Plus x86-64 Windows, x86-64 Linux, or Apple Silicon macOS, and the system C compiler (Visual Studio Build Tools on Windows, the Xcode command line tools on macOS, or gcc or clang on Linux).

★ 20 · 2026-11-09 View →
N64
N64

1080° Snowboarding

djsaunde/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).

97% decompiled
★ 19 · 2026-11-06 View →
PS1 Playable
PS1

Battle Arena Toshinden (mstan)

mstan/BattleArenaToshindenRecomp

A static recompilation of Battle Arena Toshinden (US version, SCUS-94200) with psxrecomp. It goes through the intro and character select into combat; its author believes it’s stable despite being an early release. It comes with optional mods: fixed 16:9 or adaptive widescreen up to 32:9, with the health gauges extended to the edges; frame blending to present at 60–240 Hz without changing game timing; “Extra Roster”, which adds Gaia and Sho as selectable fighters; and one that lets you perform desperation moves at any health. It has two-player rollback netplay, through online rooms or over LAN or direct IP, and the Gaia and Sho mod also works online. It uses OpenBIOS. The latest release is 0.1.3 (September 8), for Windows and Linux. 2 of its 22 commits list Claude as a co-author, and the Gaia and Sho portraits were made with an image-generation tool.

You needYour own Battle Arena Toshinden disc image (PS1, US version, SCUS-94200) as BIN/CUE, with all 14 tracks next to the .cue for the CD music. A console BIOS is optional. 64-bit Windows or Linux with glibc 2.38 or newer (such as Ubuntu 24.04). For netplay, both players need the same release and the same disc image.

★ 19 · 2026-11-06 View →
N64 Playable
N64

Castlevania 64 (RevoSucks)

RevoSucks/CV64Recomp

Castlevania 64: Recompiled: a static recompilation of the 1999 N64 Castlevania with N64Recomp. Its README still says it doesn’t build, but version 0.5.0 (October 6), its first beta, is presented as a working build, for Windows, Linux (x86-64 and ARM64, AppImage and Flatpak too), and macOS. Still pending: the UI assets, which are still the Banjo-Kazooie recomp’s; scrolling textures (water, sky) don’t animate above 30 fps, and some looping animations glitch. It’s a separate project from Legacy of Darkness.

You needA Castlevania ROM (N64, .z64).

★ 19 · 2026-10-06 View →
GameCube
GC

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).

29% decompiled
★ 19 · 2026-10-27 View →
GBA Experimental
GBA

Dragon Ball Z: The Legacy of Goku II

mstan/DragonBallZLegacyofGokuIIRecomp

Static recompilation of Dragon Ball Z: The Legacy of Goku II for Windows with gbarecomp. The US release boots, goes through the attract sequence, and gets into gameplay, and its tests cover attract mode, gameplay, and a 6,000-frame automated traversal route in native code without falling back to the interpreter; even so, its author presents it as an experimental release that hasn’t been tested from start to finish. It has a launcher to pick the ROM and BIOS and set up video, audio, controls, and mods, sharp scaling or optional filtering, an in-game settings menu, and save states. It includes an optional adaptive widescreen mod that, as the window widens, expands the overworld and HUD up to 480×160 without stretching the image or moving the camera. Version 0.0.3 (October 18) updated the engine and launcher. 4 of its 12 commits list Claude as a co-author.

You needYour own US (revision 0) Dragon Ball Z: The Legacy of Goku II ROM (SHA-1 18e0715dec419f3501c301511530d2edcd590f8b) and a dump of your Game Boy Advance BIOS (SHA-1 300c20df6731a33952ded8c436f7f186d25d3492). Plus 64-bit Windows.

★ 19 · 2026-11-06 View →
Xbox 360 Experimental
360

Forza Horizon 2 (fabioap-cpu)

fabioap-cpu/Forza-Horizon-2-Recomp

An experimental static recompilation of the Xbox 360 version with ReXGlue, with the SDK vendored in the repository. It holds the project source, recompilation metadata, build configuration and the SDK, with no game data, Xbox system files, saves or compiled executables. The README itself says it is an early, unresolved work in progress and not a working build: on the tested Windows AMD64 system it boots and reaches the loading screen, but the main guest thread permanently stalls waiting on a kernel semaphore and the game never gets further; the root cause hasn’t been found. Two other reproducible crashes were fixed. Nothing past the loading screen has been tested. It has no published releases.

You needYour own copy of Forza Horizon 2 for Xbox 360 as an extracted game tree, with default.xex, XMediaFacade_default.xex and SpeechFacade_default.xex. Windows AMD64, Git, CMake 3.25 or newer, Ninja and Clang.

★ 19 · 2026-09-03 View →
Wii Playable
WII

⑂ Fork of patchzyy/Wiicompiled

Mario Strikers Charged

BlackAndBlue95/Strikers-WiiCompiled

A native port made by static recompilation, a fork of WiiCompiled (the Mario Kart Wii project) whose translator and runtime were retargeted at Mario Strikers Charged using the symbols from mscharged-decomp. The game’s PowerPC code is translated to C++ on your PC when you run build.sh or build.cmd with your disc image; it isn’t an emulator and the repository carries no game data. According to the README, boot, menus, the Hub, tutorials, VS matches, music, voices, and saving work, with real frame rates from 30 to 165 fps, internal resolution up to 8x, widescreen, controllers using Super Mario Strikers’ controls, real Wii Remotes over Bluetooth (experimental), and mods in the Riivolution format; there are occasional rendering differences from the console, no online play, and no published releases yet. It was developed and tested on macOS with Apple silicon: the Windows and Linux builds use the same toolchain but are untested. The README says AI coding tools were used heavily, and 85 of its last 100 commits list Claude as a co-author.

You needYour own copy of Mario Strikers Charged for Wii, US revision 1 (R4QE01); the build checks the main.dol SHA-256 and rejects any other version or region. Plus 64-bit Windows 10 or 11, Linux, or macOS 14 or later on Apple silicon, a graphics card with Direct3D 12, Vulkan, or Metal, about 10 GB free, and, to build, the .NET 8 SDK, CMake 3.25 or later, Ninja, and Clang (LLVM-MinGW on Windows).

★ 19 · 2026-10-03 View →
PS1 Playable
PS1

MediEvil II

alexbeavs-ps1-ports/medievil-ii-recomp

A static recompilation of the US release for Windows and Linux, built with psxrecomp and the recomp-ui launcher. Since 0.2.0-alpha (October 5) it ships prebuilt, with the engine and the known level code translated ahead of time and OpenBIOS included, so all you need is the disc: nothing to compile and no BIOS to supply. The enhancements are on by default: a widescreen view that adapts to the window with no width limit, with the HUD anchored to the edges, terrain drawn at three times the distance, and full-width cutscene bars with undistorted subtitles; higher internal resolution (5x with the 1080p preset); PGXP precision and texture filtering to reduce wobble; smooth presentation, which interpolates the camera and models up to the monitor’s refresh rate (or 60, 120, 144, 240, or 360) without changing game speed; and resident loading, which prepares data from your disc on first run and shortens waits (from 8.3 to 1.4 seconds in one measured load). It also has optional mouse and keyboard controls, a mod manager, and optional bezel artwork. It’s an alpha tested in the opening museum and in samples of other levels, not in a full playthrough, and on Linux it has only been tested under WSL. The latest release, 0.2.4-alpha, came out on October 20. Its README says it’s developed by a hobbyist with substantial AI assistance, and 10 of its 80 commits list Claude as a co-author.

You needYour own US MediEvil II disc (SCUS-94564), as a CUE with its BIN tracks or as a CHD, which is still needed while you play. Plus 64-bit Windows or x86-64 Linux with glibc 2.39 or later (Ubuntu 24.04, for example).

★ 19 · 2026-10-31 View →
PSP Playable
PSP

Ridge Racer (PSP)

SpeedyJustice2/Ridge-Racer-PSP-Static-Recomp

A native PC port of Ridge Racer for the PSP, made by statically recompiling the game’s code; you build it on your own machine from your own copy. It is in beta and for now Windows only (Beta 1.0, October 26, with a Setup.exe installer). It renders with OpenGL 3.3 at a multiple of the PSP’s 480x272, with anti-aliasing, anisotropic filtering, and sharpening, at frame rates above the PSP’s 60 (tested up to 144), with Xbox, PlayStation, and Switch controllers and full sound and music through an ATRAC3+ decoder. It includes online Wireless Battle with a server browser, rooms with codes and passwords, and up to 8 players (tested with up to 3). The README declares that all the code was written by AI (Claude, in Claude Code), warns that the project is not actively maintained, and lists as known limits car LOD pop-in, some intro camera shots, and Time Attack on some tracks. 5 of its 8 commits list Claude as a co-author.

You needYour own copy of Ridge Racer for the PSP: a decrypted .iso disc image or the folder that contains PSP_GAME, whose executable PSP_GAME/SYSDIR/BOOT.BIN must be decrypted (it starts with ELF). Plus Windows 10 or 11.

★ 19 · 2026-11-10 View →
Xbox 360 Playable
360

Saw II: Flesh & Blood

Matt-code-d/Saw2Recomp

An unofficial native PC port of the Xbox 360 version, made with the ReXGlue SDK (v0.10.0): the PowerPC code of Default.xex, an Unreal Engine 3 game, is translated ahead of time to C++ and linked against the ReXGlue runtime (Xenos GPU, audio, input, and filesystem), with no JIT in the play path. According to the README it is playable on Windows, with a WPF launcher to install from the ISO, detect the language, and set common runtime flags; it is still early, with missing PPC function hints to be added and some graphics quirks, and achievements unlock and persist though the on-screen toast is disabled because it crashed the game. The repository includes no game, ISO, or XEX. The release zip (about 32 MB) ships the program already built. Version 0.1.7 is from October 27.

You needYour own copy of Saw II: Flesh & Blood for Xbox 360 (Title ID 4B4E0822), as an ISO. 64-bit Windows and the .NET 8 Desktop Runtime; to build from source, also the .NET 8 SDK, extract-xiso, and the ReXGlue SDK.

★ 19 · 2026-11-04 View →
GameCube Playable
GC

Serious Sam: Next Encounter (SashexSRB)

SashexSRB/SSNE-Native

A native port of Serious Sam: Next Encounter for Linux and Windows, forked from Silly ReEncounter (takoshero96). The ssne-recomp translator converts the game’s PowerPC executable (main.dol) to C++, which is compiled on your PC from your disc image and linked with a port that handles graphics (OpenGL), sound, keyboard, mouse, and gamepads; it is not an emulator. On top of the original it adds the Linux version, in-engine cutscenes, performance work (per the README, about two and a half times the frame rate where the CPU is the limit), and PC controls with mouse, a weapon wheel, and number keys. The repository contains no game code or data. Version 1.2.3 is from October 29.

You needYour own disc image of Serious Sam: Next Encounter for GameCube: the US one (G3BE9G, revision 1) or the European PAL one (G3BP9G, in English, French, or German), as .iso, .gcm, .rvz, .wia, .gcz, or .ciso. Plus 64-bit Linux (with clang or g++) or 64-bit Windows, a GPU with OpenGL 3.3, and about 3 GB free.

★ 19 · 2026-11-08 View →
Port (decomp) Fully playable
PS1

⑂ Fork of SlickAmogus/silent-hill-decomp

Silent Hill (Matt122Shenk)

Matt122Shenk/silent-hill-pc-enhanced

An unofficial fork of SlickAmogus’s native PC port of Silent Hill, built on the PlayStation decompilation of Silent Hill; it is neither an emulator nor a static recompilation. It adds a Horde Mode (wave survival with a reward shop between waves), weapon, fear, and flashlight immersion, ammo and health HUDs, enemy health bars, independent difficulty settings, D-pad weapon selection, a navigable pause menu, swappable weapon and interface sounds, and more. It starts from the original’s crossplatform-beta tag, and launcher updates are disabled so they can’t overwrite these changes. It inherits a README saying the game can be completed from start to finish, with high resolutions, widescreen, uncapped FPS, and a mod manager. Version 2026.10.23 (October 23) is a Windows zip of about 29 MB. 93 of its last 100 commits list Claude as a co-author, and its README states that development is heavily AI-assisted.

You needYour own Silent Hill PlayStation disc image in .bin format, in the gamedata folder (the README suggests “Silent Hill (USA).bin”; building from source asks for the US one, SLUS-00707). The launcher detects the region and supports US, PAL (English, French, German, Italian, and Spanish), and NTSC-J discs. Windows is the main target; the Linux and macOS builds are work in progress and on Linux wine is recommended.

★ 19 · 2026-10-23 View →
Fan remake Playable
GB

Super Mario Land 2: 6 Golden Coins

patricksmill/sml2-rs

An enhanced desktop edition, called Six Golden Coins, rewritten in Rust. It is not an emulator: it is a native port whose gameplay logic follows the original game’s code, though its author warns it doesn’t aim for emulator accuracy and there will be small differences in timing and edge cases. It adds widescreen (16:9, 21:9, or the window’s aspect ratio), camera zoom-out up to 200%, optional frame interpolation, Game Boy, Pocket, Game Boy Color, and Super Game Boy palettes, and an SML2DX mode with that hack’s graphics and colors, with Mario or Luigi, from your own SML2DX ROM. The screen expansions activate enemies sooner beyond the original edge, so some encounters change. Releases are a single executable for Windows, Linux, and Apple Silicon macOS; 0.2.0 is from November 1. The repository holds behavior-test recordings, not game data. 76 of its last 100 commits list Claude as a co-author.

You needYour own Super Mario Land 2 UE v1.0 ROM, imported from Settings, Game, Import ROM. For DX mode, an SML2DX v1.8.1 ROM or IPS patch. Windows x64, Linux x86-64, or Apple Silicon macOS.

★ 19 · 2026-11-10 View →
Wii
WII

Wii Play

akiramusic000/Rhae

Work-in-progress decompilation of Wii Play. Only the US Rev 1 (RHAE01_01) is supported.

36% decompiled
★ 19 · 2026-10-03 View →
N64 Experimental
N64

BattleTanx: Global Assault (wootbeer)

wootbeer/btgarecomp

A native PC port of the Nintendo 64 version, made by static recompilation with N64Recomp: the game runs on N64ModernRuntime with RT64 as the renderer and RecompFrontend for the launcher and input. It includes no game data. The README itself speaks of “super beta” status and says it was tested on Windows 10. There are Windows and x86-64 Linux builds, plus an early Android build aimed at retro handhelds. Version 0.1.5 (October 24) is the latest desktop release. 90 of its last 100 commits list Claude as a co-author.

You needYour own copy of BattleTanx - Global Assault (USA).n64 with SHA-1 08A9037488C47D1E26CE6F709955639E9F0F0BB8. Plus Windows or x86-64 Linux.

★ 18 · 2026-11-11 View →
Editor
WIN

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).

★ 18 · 2026-10-02 View →
GameCube
GC

Crash Bandicoot: The Wrath of Cortex

denzi-gh/crashwoc-decomp-gc

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.

45% decompiled
★ 18 · 2026-11-01 View →
GameCube
GC

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.

7% decompiled
★ 18 · 2026-10-15 View →
NES / Famicom Playable
NES

Duck Hunt

mstan/DuckHuntNESRecomp

A static recompilation of the NES Duck Hunt with nesrecomp, the author’s own framework: the ROM’s 6502 code is translated to C and compiled to native code, and the PPU, APU, and mapper are simulated by the runtime library. The mouse stands in for the Zapper: you aim with it and fire with the left button, with an optional on-screen crosshair, and the game’s light detection, with its black screen and target flash, is simulated as on the console. All three game modes (A, B, and C), duck flight, hits, scoring, the dog, and round progression work. Since 1.2.0 (October 5) it uses the cycle-accurate CPU; the latest, 1.2.1 (October 19), is for 64-bit Windows. 21 of its 42 commits list Claude as a co-author.

You needYour own Duck Hunt (World) ROM for NES, and a mouse. Plus 64-bit Windows.

★ 18 · 2026-11-11 View →
Switch Stalled · 6 months

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.

6% decompiled
★ 18 · 2026-05-10 View →
Recompiler Experimental

nxrecomp

drakolordx7/nxrecomp

Tools for statically recompiling Nintendo Switch (AArch64) games into native Windows x64 programs. It has three parts: the recompiler, which translates AArch64 code to C++ and checks the output against Unicorn instruction by instruction; the runtime, which covers the memory map, the module loader, threads, Horizon SVC and IPC handling, crash reports, and an NVN layer on Vulkan; and offline tools for converting Maxwell shaders to SPIR-V, ASTC textures to BC7, and Tegra block-linear tiling. The README says it includes no game code or data and that games come from your own dumps. It is at an early stage: the recompiler lifts all of the code of Metroid Prime Remastered, the first game it targets (whose separate repository includes this one as a submodule), and the runtime already boots the game into its first level; the gaps are listed in the repository’s development logs. It has no published releases. None of its last 100 commits list Claude as a co-author.

★ 18 · 2026-11-10 View →
Wii
WII

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.

1% decompiled
★ 18 · 2026-10-03 View →
N64 Playable
N64

Quest 64 (boricuapab)

boricuapab/quest64tale-recompiled

A native Windows and Linux port of Quest 64 (US version), called Quest 64 Tale: Recompiled, made with N64Recomp, N64ModernRuntime, and RT64. It has a launcher that asks for the ROM, resolution, anti-aliasing, aspect ratio, and rendering-rate settings, keyboard and controller bindings, and Controller Pak saves. It supports thirteen optional packs, downloaded from a separate repository (quest64tale-recompiled-mods): stat boosts, a debug menu with map travel and selection of eight boss encounters, high-resolution Brian textures, autosaves, encounter rates, enemy health, experience bars, story and spirit guides, spell previews, and the Solvaring Backstory video. Version 1.1.2 (October 19) is the latest of 7 releases. The repository contains neither the ROM nor generated code, and the README lists OpenAI among its contributors.

You needYour own US Quest 64 ROM (SHA-1 91b96e938c6d91699057fad91d726ee5a23ce33a; the launcher accepts the usual N64 byte orders). x64 Windows with Direct3D 12 or Vulkan (and the Visual C++ 2015–2022 runtime), or x86-64 Linux with Vulkan, SDL2, and GTK 3.

★ 18 · 2026-11-02 View →
N64 Playable
N64

San Francisco Rush 2049

n64hub/rush-2049-recomp

A native PC port of the Nintendo 64 version, made by static recompilation: the game’s MIPS code is translated to C with N64Recomp and run natively on N64ModernRuntime, with RT64 as the renderer; it is not an emulator. The README states that almost all of the code was written by AI agents (Claude), directed and play-tested by a person. On Windows the menus, Single Race, Circuit, Ghost Race, Stunt, and Battle run at full speed, all six tracks race through to the results screen, two- and four-player split screen renders, and Controller Pak saves survive a restart. The Linux build reaches the title screen and the first attract race with a software Vulkan driver, but nobody has played it on a Linux GPU. It adds high resolution, enlarged menu and HUD text, game logic at 60 frames per second, and options with an Original value, and it also builds as a web page. Version 0.1.27 (October 29) is the latest. 59 of its last 100 commits list Claude as a co-author.

You needYour own San Francisco Rush 2049 (U) ROM, the US release, as a .z64 with SHA-1 3f99351d7bb61656614bdb2aa1a90cfe55d1922c; other regions and revisions are not supported. Plus Windows, or x86-64 Linux with glibc 2.35 or newer, a Vulkan driver, GTK 3, and FreeType.

★ 18 · 2026-11-11 View →
Game-specific engine Playable
DOS

Test Drive II: The Duel (Enhanced)

kylofon/testdrive2-enhanced

An enhanced version of Test Drive II: The Duel (Accolade / Distinctive Software, 1989) in EGA, native on Windows with SDL3. The game is the faithful C reimplementation of TD2EGA.EXE; the road view is redrawn from the original data at four times the resolution (1280 × 800 by default), 60 frames per second, and a draw distance of 180 units instead of 60. It has options for banded road and ground, for mixing cars from other sceneries, and for adjusting game speed, plus a map viewer to fly along the stages and launchers for the game and the viewer. The latest version, 0.3.0 (September 24), is a 64-bit Windows zip of about 10.6 MB. 71 of its 72 commits list Claude as a co-author.

You needYour own files of the DOS Test Drive II, ideally The Collection, in a folder named Game next to the program: TD2EGA.EXE, CARS.DAT, SCENES.DAT, SONGS.BIN, VOICES.BIN, the *.PES archives, the car *.BIN and *.SS files, and the scenery *.DAT, *.SGN, and *.FNT files. Plus Windows and a multi-core CPU.

★ 18 · 2026-11-01 View →
N64 Playable
N64

Blast Corps (djultra64)

djultra64/Power-Dozer

Power Dozer: a static recompilation of Blast Corps (US, revision 1) with N64Recomp, N64ModernRuntime, and RT64, for 64-bit Windows and Linux. Version 0.84, which the author calls a “beta candidate,” adds a main menu (Start Game, PC Options, and Close Game) over the game’s own animated background and scrolling ticker, with display, graphics, audio, and all fourteen controls settings. Earlier versions added PC settings and audio fixes. Version 0.84 is from October 12. The README warns that final archives are audited before publication. It states the use of OpenAI Codex for research, analysis, code, tests, and documentation.

You needYour own copy of Blast Corps for Nintendo 64, US, revision 1, as .z64, .v64, or .n64, or in a .zip with a single valid ROM; you pick it on first launch. Plus 64-bit Windows or Linux with SSSE3 and SSE4.1 and Vulkan drivers (Linux: X11 or XWayland, glibc 2.38 or later; Windows: Visual C++ 2015–2022 x64).

★ 17 · 2026-10-23 View →
PS1
PS1

Crash Team Racing (mkst)

mkst/ctr

A proof-of-concept decompilation of Crash Team Racing for PlayStation (SCUS-94426), made with N64 decompilation tooling. It works on the disc’s boot executable (scus_944.26, which the README calls bootloader.dat): make extract pulls out its code and data and make rebuilds it, with a Docker image for Ubuntu 20.04, and asm-differ compares the build against the original. The repository has a few functions already written in C (camera, player, linked lists, memory pool, math, and random numbers) and the configuration of two overlays. It is archived: it has 8 commits and the last one is from June 2023.

★ 17 · 2023-06-16 View →
PS1 Playable
PS1

Dance Dance Revolution (1st Mix)

bmbelo87/ddr-1st-recomp

A static recompilation of Dance Dance Revolution (Japan, SLPM-86222) made with PSXRecomp: the disc’s MIPS code is translated to C and compiled into a native executable that isn’t an emulator. The repository only holds configuration, scripts, and tooling (about 35 KB); the recompiler generates the C on your machine from your disc, and the fixes that make the game boot live in the PSXRecomp pinned as a submodule. The releases add 60 frames per second, widescreen, translated screens, tunable timing, and an autoplay mode. Version 0.4.0 (September 15) is the latest of four releases published between September 10 and 15; each is a Windows zip of about 48 MB with the setup wizard and the project’s sources, without game data. 25 of its 33 commits list Claude as a co-author.

You needYour own dump of the Dance Dance Revolution (Japan, SLPM-86222) disc in Redump format: a .cue and 40 .bin files (track 1 is data, 14,935,200 bytes with MD5 57d6ae6568a77409abfc94ba1d695b62, and tracks 2 to 40 are audio). Plus CMake 3.20 or later, Ninja, and Clang (the project’s tool can download a pinned set), Python 3, and about 3 GB free; on Windows, an MSYS2 or Git Bash shell.

★ 17 · 2026-09-15 View →
Native layer Experimental
PS4

Dead or Alive Xtreme 3 Fortune

negroISO/doax3-fortune-pc

An experimental Windows x64 Vulkan port of the PS4 version (CUSA04555, version 01.19). The game’s original x86-64 code runs through an inherited native runtime, and shadPS4’s graphics core translates GPU commands and shaders to Vulkan. The repository contains source, portable launch and build tools, documentation, and test screenshots; the host must be built before use, and the game data, firmware, saves, shader caches, and proprietary DLSS files are supplied separately. According to the README, the title and island, the pool-to-hotel transition, casino rounds, Beach Flags, Butt Battle, Tug-of-War, and a full rock climb are tested; volleyball and Pool Hopping have partial coverage, and all 73 installed DLC labels opened, without every outfit, map, and shader permutation being verified. It offers optional neural rendering on NVIDIA hardware, with no frame generation. The October 26 release is a native Steam Deck candidate.

You needYour own copy of Dead or Alive Xtreme 3 Fortune for PS4 (CUSA04555), with extracted plaintext data, the 01.19 update overlaid, and optionally the CUSA04555 DLC packs; plus the system modules libSceFiber.sprx, ulobjmgr.sprx, and libSceUlt.sprx. To build: Windows x64, Python 3.11 or later, MSYS2 CLANG64, and a Vulkan driver. The optional neural rendering needs compatible NVIDIA hardware.

★ 17 · 2026-10-27 View →
Game-specific engine Experimental
WIN

Discord Times

indicozy/razdor

Razdor (Раздор) is an open engine written in Rust for Discord Times (“Времена раздора”), Aterdux Entertainment’s turn-based role-playing and strategy game: you travel across the kingdom’s hex map, hire troops in towns, and fight turn-based tactical battles. Its author calls it a prototype and wrote it from scratch from the original’s rules, which he studied with the game’s executable, and it includes no maps, data, text, graphics, sound, or music from the original game; it ships its own demonstration kingdom and, to play the original’s scenarios, you need your installed copy. There are builds for Windows, Linux, and macOS, and the repository also mentions an Android version and a translation tool. Version 1.2.2 is from October 31. All of its last 100 commits list Claude as a co-author.

You needYour own installed copy of Discord Times (“Времена раздора”) to play its original scenarios; without it only the demonstration kingdom works. Windows x86-64, Linux, or macOS.

★ 17 · 2026-11-11 View →
PS2
PS2

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.

1% decompiled
★ 17 · 2026-11-03 View →
NES / Famicom Playable
NES

Dr. Mario

mstan/DrMarioNesRecomp

A static recompilation of the NES Dr. Mario with nesrecomp, the author’s own framework: the ROM’s 6502 code is translated to C and compiled to native code, and the PPU, APU, and mapper are simulated by the runtime library. It uses Nostaljipi’s dr-mario-disassembly to cover the functions. The title screen, the options menu (level, speed, and Fever or Chill music), and single-player mode work; two-player mode and the level-clear and ending scenes haven’t been tested. Since 1.2.0 (September 24) there are two separate builds: one for the Japan/USA ROM with NTSC timing, and one for the European ROM with PAL timing at about 50 fps. Version 1.3.1 (October 19) is for 64-bit Windows; 1.2.0 also had Linux builds. For building with the previous backend, the repository includes the C code generated from both ROMs (about 47 MB). 30 of its 51 commits list Claude as a co-author.

You needYour own Dr. Mario ROM for NES matching the build you download: Dr. Mario (Japan, USA) (Rev 1), headerless CRC32 DE581355, or Dr. Mario (Europe), headerless CRC32 9735D267. Plus 64-bit Windows.

★ 17 · 2026-11-06 View →
PS2 Experimental
PS2

Dragon Ball Z: Budokai Tenkaichi 2

oric212/BT2-Recomp

BT2 Recomp: a native Windows port of the North American PS2 release (SLUS-21441), by static recompilation with PS2Recomp: the game’s code (11,139 EE functions and 494 in the DBZP.BIN overlay) is translated to C++ and runs on a small native layer, with no emulator. Requests to the IOP (disc, controller, memory card, sound) are answered on the PC without running any IOP code, and graphics go through paraLLEl-GS on Vulkan. It takes BT3-Recomp and Tenkaichi3Decomp, by z3xox, as architecture references. The README calls it early development: versus battles are playable with a controller at the original speed, with the enemy AI computing the same as in PCSX2 at the calls compared, and story mode (all 200 parts and 73 towns), Ultimate Battle Z, the tournaments, and training run without stopping, but the story hasn’t been played through and saving to the memory card hasn’t been tried yet. It offers HD textures with Sal9im’s AI-upscaled PCSX2 pack (not included), super-sampling up to 16x, widescreen in fights, cutscenes, and the story map (menus and the HUD are stretched), 60 fps battles with an in-between frame, shorter loading, and pushing in beam struggles with buttons instead of the stick. There’s no release: it’s built from source, and the game’s code is generated on your PC from your disc. The README says AI tools are used for coding, investigation, and documentation.

You needYour own .iso image of Dragon Ball Z: Budokai Tenkaichi 2 for PS2, North American release (SLUS-21441). To build it, 64-bit Windows 10 or 11 with Visual Studio 2022 (C++ tools) and CMake. To play, by the README’s estimates, a 4-core CPU, 4 GB of RAM, a Vulkan GPU such as a GeForce GTX 1050 Ti or Radeon RX 570, and 3.2 GB free; about 12 GB with the texture pack.

★ 17 · 2026-11-10 View →
DS
DS

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.

7% decompiled
★ 17 · 2026-11-02 View →
N64 Experimental
N64

Hybrid Heaven (danielgomesvieira2000)

danielgomesvieira2000/hybrid-heaven-recomp

An unofficial native Windows and Linux port of Hybrid Heaven made by static recompilation with N64Recomp. The README warns that 0.2.0, “First battles” (September 19), is early and untested: only the start of the game has been played, up to the first battles. It offers widescreen at the window’s aspect ratio with the overscan border removed, HUD elements anchored to the screen edges (the radar so far), a launcher with graphics, sound, and controls settings, key remapping, and mod support, keyboard and controller support for 1 to 2 players, Controller Pak and Rumble Pak on the same controller, and an F1 debug menu with a live HUD editor; high frame rate is only planned. The launcher and tooling come from the same author’s Wave Race 64: Recompiled. The README says the project was built with Claude Code, directed and tested by its author, and all 27 commits in the repository list Claude as a co-author.

You needYour own copy of Hybrid Heaven (USA) (SHA-1 16dbc21620b52deab5c5abf8a309ac60adfbee85), as .z64, .n64, .v64, or a ZIP; no other version works. Windows or Linux.

★ 17 · 2026-09-19 View →
GBA
GBA

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. 40 of its last 100 commits list Claude as a co-author.

51% decompiled
★ 17 · 2026-10-05 View →
N64 Playable
N64

Mortal Kombat Trilogy (N64)

cultofblue/MKTrilogyN64Recomp

A static recompilation of the N64 Mortal Kombat Trilogy (USA, Rev 2) into a native Windows and Linux program, with splat, N64Recomp, RSPRecomp, N64ModernRuntime, and RT64. The repository contains no ROM and nothing generated from one: the Setup.bat script installs the tools, generates the code from your ROM, and builds the game. According to the README it is playable: it boots through the menus, the story, attract-mode demos, and 1-player games, with character select, the Choose Your Destiny tower, rounds against the CPU, combos, and meters, at 60 frames per second with music and sound effects; it was verified headless on Linux with software Vulkan, and a six-minute random-input soak test runs without crashing. 3,777 functions and the audio microcode were recompiled, and the graphics microcode is an exact hash match for RT64’s “F3D SDK 2.0E”. Its only release, 1.0.0 (October 28), has no files to download: you build it from the code. It has a single commit.

You needYour own Mortal Kombat Trilogy (USA) (Rev 2) ROM, big-endian .z64 (SHA-1 11f2488b21f9f7185c25905dd02c2955c35ad5c1), named “Mortal Kombat Trilogy (USA) (Rev 2).z64” in the project folder. Windows (one-click Setup.bat, which installs the tools and asks for administrator approval) or Linux.

★ 17 · 2026-10-28 View →
NES / Famicom Playable
NES

Pac-Man (NES)

Mr-Shizzy/PacManRecomp

A native Windows version of Pac-Man for the NES (Namco’s 1993 release), made by static recompilation with NESRecomp: the original 6502 code is translated into C and compiled into a Windows program. The launcher doesn’t ship the translated game: on first run, a recompiler and TinyCC translate and compile your ROM into a game.dll on your PC and then delete those tools, so the game’s code is only ever generated on your machine. On top of the untouched game it adds a launcher with video, audio, controls, and game option settings, cheats, a documented mod system, one- and two-player games, controller rumble, high scores, and an optional update check that is off by default. The README only lists Windows 10 and 11; there is no Mac or Linux version. Version 1.1.1 (October 6) is the latest of six releases published between October 4 and October 6, about 5 MB.

You needYour own copy of Pac-Man (USA) (Namco) for the NES, as a .nes file with any name, placed next to the executable; the Tengen version is a different program and doesn’t work. Plus 64-bit Windows 10 or 11.

★ 17 · 2026-10-06 View →
Xbox 360 Playable
360

Pac-Man Championship Edition

jedeyesniv-art/Pacman-CE-PC-Recomp

A native Windows build of Pac-Man Championship Edition (Xbox Live Arcade, 2007), made by statically recompiling the game’s PowerPC code to x86-64 with the ReXGlue SDK, which builds on Xenia’s kernel, GPU, and audio emulation. It adds a bonus random-mazes mode for Championship Mode (activated with R3 on the title screen; scores aren’t recorded) and moves the picture up so the maze’s neon frame is complete, since the original cuts it off at the bottom. It uses about 7% CPU in gameplay, runs at 60 fps on a Steam Deck under Proton, renders at your screen’s resolution with Vulkan or Direct3D 12, supports Xbox controllers and keyboard, and backs up saves and records achievements locally. Version 1.0.0 is from October 21. 75 of its 77 commits list Claude as a co-author.

You needYour own copy of Pac-Man Championship Edition from Xbox Live Arcade, dumped from your Xbox 360: either the console’s package file (a file with a long hexadecimal name) or the unpacked files (default.xex, media, and data), placed in the game folder. Windows 10 or 11, or the Steam Deck with Proton.

★ 17 · 2026-10-21 View →
PS2
PS2

Resident Evil Outbreak

GalaxyNostalgia/Outbreak-decomp

A matching decompilation of Biohazard Outbreak and Biohazard Outbreak File 2 (the Japanese PlayStation 2 releases), aiming for a native PC version built from the same code that plays online on the Obsrv servers alongside PS2 and PCSX2 players, with the English fan translation. The repository contains no game code, data, or disassembly: you need your own discs and the build disassembles them on your PC. The 9 targets of Outbreak (SLPM-65428, v1.04) and the 10 of File 2 (SLPM-65692, v1.03) rebuild byte-identical from assembly. Of Outbreak, 238 functions are decompiled and byte-identical, plus 77 written that don’t match yet and that the PC build uses; File 2 hasn’t been started. A separate native Windows port, GalaxyNostalgia/Outbreak-PC, uses this repository as a submodule. 100 of its last 100 commits list Claude as a co-author.

★ 17 · 2026-11-05 View →
DS Experimental
DS

Super Mario 64 DS (mstan)

mstan/supermario64dsrecomp

An early static recompilation of Super Mario 64 DS (European version) with ndsrecomp: it compiles the ARM9 and ARM7 code and boots through the real BIOS, firmware, and cartridge path. It takes function names, sizes, and boundaries from tangosdev’s decompilation, without compiling its C. It’s a preview: it reaches controllable castle-grounds gameplay, but it runs slowly in areas that fall back to the interpreter, parts are untested, and in widescreen some camera angles show black voids or stretched sky. The top screen can be widened to 21:9, with the touchscreen in its own window. 0.0.3 (August 15) is for Windows and runs without the DS BIOS or firmware, using FreeBIOS instead; on Linux you build it yourself. 8 of its last 100 commits list Claude as a co-author.

You needYour own European Super Mario 64 DS ROM, revision 0 (ASMP, SHA-1 1367529f2cb23e76ef295cb1727333ae8f0a6cd7). The DS BIOS and firmware are optional on Windows. 64-bit Windows; on Linux you build it yourself and supply your own BIOS and firmware dumps.

★ 17 · 2026-09-09 View →
Game-specific engine Playable
PS1

Tekken 3 (OpenKumite)

openkumite/openkumite

OpenKumite is a fighting game engine in Rust that plays a game’s converted data 1:1, as the original does. Its repository holds no game data: it is produced once by kumite_converter, a separate project that, according to its own README, converts the US PlayStation Tekken 3 (SLUS-00402) into standard formats (glTF 2.0, PNG, JSON, WAV/FLAC, and AVI). It runs natively (wgpu and winit) and in the browser (WebAssembly), with local two-player matches and online rollback play. The modes are Arcade, VS, Team Battle, Time Attack, Survival, Force, Practice, and Watch CPU, plus OpenKumite’s own Tag Brawl and Online, and every match is saved as a replay. There are builds for Windows (x86-64 and ARM64), Linux, macOS, and Android, with packages for several distributions; version 0.1.2 (October 27) is the latest.

You needYour own copy of the US PlayStation Tekken 3 (SLUS-00402) as the track 1 .bin (a 2048-byte-per-sector .iso won’t work), converted with kumite_converter; on Android the conversion is copied into the app’s storage and takes about 3 GB. Optionally, your Tekken 2 (USA v1.1) and your Counter-Strike to add their fighters and levels. Windows, Linux, macOS, or Android, with a wgpu-compatible graphics card.

★ 17 · 2026-10-27 View →
Game-specific engine Playable
DOS

Test Drive (SDL3)

kylofon/test-drive-sdl3

A native Windows port of Test Drive (Accolade / Distinctive Software, 1987), rewritten in C with SDL3 from reverse engineering of the original program; it is not an emulator. It includes the DOS versions in EGA, CGA, and Hercules and the Amiga version, each with its own executable, and a launcher to pick the version, game folder, options, and keys. It keeps the original’s drawing speed of 8 frames per second while driving, reads keys while they are held, and fixes bugs of the original (the Amiga ones can be kept with --original-bugs). The repository holds no game data. The latest version, 0.3.0 (October 1), is a 64-bit Windows zip; 0.1.0 and 0.2.0 came out on September 16. All 16 of its commits list Claude as a co-author.

You needYour own files of the DOS Test Drive in a folder named Game: TDEGA.EXE (or TDCGA.EXE for CGA and Hercules), CARS.TXT, SCORES, TDSND.SND, the *.PES (EGA) or *.CMP (CGA and Hercules) archives, and the car *.BIN and *.SS files. For the Amiga version, the .adf disk image (or its extracted files). The folder must be writable. Plus Windows (the published builds are 64-bit).

★ 17 · 2026-11-01 View →
Game-specific engine Playable
DOS

Test Drive III: The Passion (SDL3)

kylofon/test-drive-3-sdl3

A native Windows port of Test Drive III: The Passion (Accolade, 1990), a faithful C reimplementation with SDL3 made by reverse engineering the whole original program; it is not an emulator. The VGA version with AdLib / Sound Blaster music and effects can be played: title and credits, menus, the five cars, both courses with all their legs and routes, traffic, police, replay, results, and high scores. The EGA and Tandy graphics and the MT-32, Tandy, and Game Blaster sound are not ported. It comes with a launcher to pick car, course, and options, and by default it waits 23 timer ticks between frames (about 6 per second) so the game doesn’t run too fast. The only release, 0.1.0 (September 24), is a 64-bit Windows zip of about 10.8 MB. All 11 of its commits list Claude as a co-author.

You needYour own files of the DOS Test Drive III in a folder named Game: TDIII.EXE (packed or unpacked), PLAYDISK.DAT, DATAA.DAT, DATAB.DAT, DATAC.DAT, INSTR.DAT, and the car (C*.DAT, .LST, and .POB) and scene (SCENE*.DAT, .LST, and .HI) files; TD3.CFG is optional. The folder must be writable. Plus Windows.

★ 17 · 2026-11-10 View →
Xbox 360 Playable
360

Viva Piñata

crabinacrabic/VivaPinataRecomp

A native Windows port of the original Xbox 360 version, made by static recompilation with a fork of ReXGlue SDK v0.10.0 (not an emulator). Menus, the title screen, garden gameplay, saving and loading, sound, the Xbox controller, keyboard and mouse, and a launcher in English and Russian that checks the game version all work. The “Fast” mode uses Direct3D 12 and runs at the original’s 30 fps; the “Accurate” mode emulates the Xbox 360’s EDRAM video memory exactly on Vulkan, at 30 fps on an RX 6600. It includes an F2 performance overlay and the Russian translation by ZoG Team, and has a rare crash after about a minute of idling on the title screen. It has no published releases: you build it with Visual Studio. Its install guide suggests handing it to an AI agent such as Claude Code; 30 of its 32 commits list Claude as a co-author.

You needYour own disc image (.iso) of Viva Piñata (USA, Europe) for Xbox 360, exactly version 0.0.0.1 (title ID 4D5307F2, media ID 690B3287, MD5 3902321dfe15d7d2510a96114dba625a); other editions have not been tested and will probably not start. The game disc is needed, not the bonus disc. Plus 64-bit Windows 10 or 11 with a DirectX 12 graphics card, Visual Studio 2026 Community with C++ and the Clang tools, Git, and about 25 GB free.

★ 17 · 2026-11-03 View →
PS1 Experimental
PS1

Alundra

aitorcachero/alundra-recomp

A native 64-bit Windows port of Alundra (Matrix Software, 1997), made by static recompilation with psxrecomp: the executable’s MIPS code is translated to C. The repository publishes that generated code (about 430 files, from the SLES_012.58 executable, the European Spanish edition) and a prebuilt Alundra.exe, along with scripts to prepare the disc, the launcher, and the settings. According to the README it offers internal resolution up to 4K, a true 16:9 widescreen canvas without stretching, over 120 frames per second with a presentation decoupled from the logic, its own shader, and a background process that upscales textures with waifu2x on NVIDIA RTX cards. It accepts images of the PAL, US, and Japanese editions as .PBP, .BIN/.CUE, .ISO, .IMG, and .CHD. Version 1.0.0 (October 25) is a zip of about 58 MB.

You needYour own Alundra image for PlayStation of any region (SLES-01258, SLUS-00553, SCES-00840, SLES-01257, SLES-01259, or SCPS-10050) as .PBP, .BIN/.CUE, .ISO, .IMG, or .CHD, prepared with PREPARAR_DISCO.bat. Plus 64-bit Windows; the AI texture upscaling needs an NVIDIA RTX card.

★ 16 · 2026-10-26 View →
PS1 Experimental
PS1

Bomberman Fantasy Race

TechnicallyComputers/Bomberman-Fantasy-Race-Recomp

An unofficial native PC version of Bomberman Fantasy Race, made by static recompilation with PSXRecomp and the recomp-ui launcher; it is not an emulator. The game project holds the configuration, function seeds, and build glue. The repository includes the C code generated from the game’s executable (about 83 MB, generated folder), and the published releases ship it already compiled; the game’s data comes from your disc. There are builds for Windows, Linux, and macOS (Intel and Apple Silicon); v0.1.3 (October 1) is the latest release. The README does not say what works and what doesn’t. 2 of its 38 commits list Claude as a co-author.

You needYour own US copy of Bomberman Fantasy Race (SLUS-00823) as a .cue/.bin image.

★ 16 · 2026-10-11 View →
Xbox Playable
XBX

Burnout

Heromachine/Burnout-Recompilation

A Windows launcher that turns your own copy of Burnout (Criterion Games and Acclaim, 2002, original Xbox) into a native build. It uses a fork of xboxrecomp to recompile the game’s code to C ahead of time instead of emulating it; the first time it asks for your disc image (USA) and builds the game on your computer, in a few minutes and only once. It is an early, incomplete release in which races can be played. Known issues in 0.1.0 include a crash scrape sound sometimes looping after a computer-controlled racer crashes, until the next crash or the end of the race, and lighting on some scenery and car parts not matching the original. It offers brightness, resolution from 1× (640 × 480) to 3×, running the graphics chip on its own thread (on by default), and full screen. Version 0.1.0 (October 14) is the only published release. Its only commit lists Claude as a co-author.

You needYour own .iso image of the Burnout disc for Xbox, USA version. 64-bit Windows 10 or 11, a graphics card with Direct3D 11, and about 6 GB free for the one-time build. An Xbox-style controller is recommended.

★ 16 · 2026-10-14 View →
Native layer Experimental
PS4

Dead or Alive Xtreme 3 Scarlet

negroISO/doax3-scarlet-pc

An experimental Windows x64 Vulkan port of the PS4 version (CUSA14173, version 01.08). The game’s original x86-64 code runs through an inherited native runtime, and shadPS4’s graphics core translates GPU commands and shaders to Vulkan. The repository contains source, portable launch and build tools, documentation, and test screenshots; the host must be built before use, and the game data, firmware, saves, shader caches, and proprietary DLSS files are supplied separately. According to the README, the title screen island, menus, and animated Relax scenes are validated, including native neural rendering with depth and camera and object motion; full-game activity, DLC, and every island camera angle remain incomplete, and occasional black-background reports outside the captured routes are not declared fully resolved. It offers optional neural rendering on NVIDIA hardware, with no frame generation. The October 26 release is a native Steam Deck candidate.

You needYour own copy of Dead or Alive Xtreme 3 Scarlet for PS4 (CUSA14173), with extracted plaintext data, the 01.08 update overlaid, and optionally the CUSA14173 DLC packs; plus the system modules libSceFiber.sprx, ulobjmgr.sprx, and libSceUlt.sprx. To build: Windows x64, Python 3.11 or later, MSYS2 CLANG64, and a Vulkan driver. The optional neural rendering needs compatible NVIDIA hardware.

★ 16 · 2026-10-27 View →
Xbox 360 Playable
360

Madden NFL 08

anishchandra24/MaddenNFL08-Recompiled

A native Windows port of Madden NFL 08 for Xbox 360, made with static recompilation via the ReXGlue SDK. The repository holds what makes the SDK work with this game (the fix list that lets the recompiler understand it), a small launcher, and two patches to the SDK: one fixes a vector instruction in the code generator that corrupted video, player poses, the field, the crowd, and text, and the other ports fixes from Xenia Canary’s texture layout code, which fix jersey names and numbers and helmets. The game itself is translated on your PC from your own copy. According to the README, boot, intro videos, menus, Play Now games, Franchise and Superstar modes in short tests, replays, saving, music, keyboard, and an XInput controller work. Tiny flickering lines and stutter while shaders are built the first time remain. Version 0.1.0 (October 25) is a pre-release. All 6 of the repository’s commits list Claude as a co-author.

You needYour own copy of Madden NFL 08 for Xbox 360 (title ID 4541081D), extracted so that default.xex and the other files sit in one folder; the supported default.xex is 20,529,152 bytes with SHA-256 962EA344FB966E1BE1C94667D4213A309A69A821AE3BEC0CB2FCA4166ECC6627. 64-bit Windows 10 or 11 (only Windows 10 has been tested), a graphics card with Direct3D 12 rasterizer-ordered views, Visual Studio 2022 Community and Git (the installer can install them), and an internet connection for the first setup.

★ 16 · 2026-11-07 View →
GameCube
GC

Mario Superstar Baseball

roeming/mssb-dtk

Work-in-progress decompilation of Mario Superstar Baseball for GameCube. Only the US Rev 0 (GYQE01) is supported.

11% decompiled
★ 16 · 2026-07-12 View →
PS1 Experimental
PS1

Marvel vs. Capcom: Clash of Super Heroes

TechnicallyComputers/Marvel-vs.-Capcom-Clash-of-Super-Heroes-Recomp

An unofficial native PC version of Marvel vs. Capcom: Clash of Super Heroes, made by static recompilation with PSXRecomp and the recomp-ui launcher; it is not an emulator. The game project holds the configuration, function seeds, and build glue. The repository includes the C code generated from the game’s executable (about 114 MB, generated folder), and the published releases ship it already compiled; the game’s data comes from your disc. There are builds for Windows, Linux, and macOS (Intel and Apple Silicon); v0.3.19 (October 1) is the latest release. The README does not say what works and what doesn’t. 2 of its 81 commits list Claude as a co-author.

You needYour own US copy of Marvel vs. Capcom: Clash of Super Heroes (SLUS-01059) as a .cue/.bin image.

★ 16 · 2026-10-10 View →
Xbox 360 Playable
360

NHL 2K8

anishchandra24/NHL2K8-Recompiled

An unofficial native Windows port of NHL 2K8 for Xbox 360, made with static recompilation via the ReXGlue SDK. The repository holds the fix list that lets the recompiler understand the game, a small launcher, and a patch that adds the in-game music (menu music has been reported silent in the Xenia emulator). The game itself is translated on your PC from your own copy. According to the README, boot, menus, quick games, Franchise mode, tournaments, saving, keyboard and controllers (several at once for local multiplayer), achievements, the 2K Beats soundtrack, and custom soundtracks through the User Playlists screen work. Online features do not work, and there is stutter in busy crowd scenes and the first time new screens are reached. Version 1.1.0 is from October 29. 30 of its 32 commits list Claude as a co-author.

You needYour own copy of NHL 2K8 for Xbox 360 (title ID 54540809, version 0.0.0.3), extracted so that default.xex and the other files sit in one folder; the supported default.xex is 9,383,936 bytes with SHA-256 BA4E63334FAF296019657C6E86BBD444CB05646E29FA6C7B72F4BF9709CE4225. 64-bit Windows 10 or 11 (only Windows 10 has been tested) with a Direct3D 12-capable graphics card, Visual Studio 2022, and Git (the installer can install them).

★ 16 · 2026-11-07 View →
Xbox 360 Playable
360

Plants vs. Zombies (Xbox 360)

ITSeniy/pvz-console-edition

An unofficial Windows port of the Xbox Live Arcade edition of Plants vs. Zombies, called Plants vs. Zombies: Console Edition, made by static recompilation with ReXGlue: the original PowerPC code is translated to x86-64 and runs as a regular Windows program, with no emulator. It keeps what that edition added over the PC one (local Versus, two-player Co-op, and extra mini-games) and adds full mouse control in the menus, the lawn, every mini-game, and the multiplayer modes. According to its README, version 0.7.0 is a beta that can be played from start to finish, with known rough edges: there are no online features (leaderboards, Xbox LIVE mail, and friends’ houses) and Survival Endless has no local leaderboard yet. It includes no game files; it reads them from your XBLA package or a disc image on first launch. Version 0.7.0 is from October 15. All 50 of its commits list Claude as a co-author.

You needYour own copy of Plants vs. Zombies for Xbox 360: the Xbox Live Arcade package or a disc image (.iso) containing the game. 64-bit Windows.

★ 16 · 2026-10-24 View →
PS1 Playable
PS1

Point Blank

TekRantGaming/point-blank-recompiled

A native PC port of the PlayStation Point Blank, made by statically recompiling the game’s code with PSXRecomp: every function is translated from PlayStation code to C and compiled for your PC. The game thinks a Namco GunCon is plugged in, so you aim with the mouse and click to shoot, with no light gun; it also works with a gamepad, where the sticks move an on-screen sight and the right trigger fires. A second controller gives player 2 their own sight, red against blue. The long opening movies are skipped by default (switch them back on in the launcher’s Mods list) and the launcher offers FXAA, sharpening, brightness, higher internal resolution, fullscreen, VSync, and an FPS counter. It is for 64-bit Windows; v1.1.0 (October 4) is the latest release. 5 of its 6 commits list Claude as a co-author, and the README declares the port was made almost entirely with Claude Code.

You needYour own disc image of Point Blank for PlayStation, North American release (SLUS-00481), and 64-bit Windows.

★ 16 · 2026-10-13 View →
Recompiler Experimental

PortableKit

TeamGDB/PortableKit

A static recompiler and runtime for PSP games. It translates the game’s Allegrex (MIPS) code to C++ ahead of time, with an interpreter for what the recompiler misses, and supplies the kernel, threads, system modules, audio, save data and a Vulkan renderer through SDL3. Its README calls it a work in progress, incomplete, with interfaces that may change without notice. It includes no game data. 71 of its last 100 commits list Claude as a co-author.

★ 16 · 2026-10-07 View →
Recompiler Experimental

RebrewU

ApfelTeeSaft/RebrewU

Static recompiler for Wii U (RPX to C++), from the same PowerPC family. Very early stage.

★ 16 · 2026-10-18 View →
PS1 Playable
PS1

Roll Away

Bitsandbreakpoints/roll-away-psx-pc-recomp

A native Windows version of Roll Away (Psygnosis, 1998), known in Europe as Kula World and in Japan as KulaQuest; all three releases are supported. The repository’s recompiler translates the game’s MIPS code to C, and a runtime of its own rewrites Sony’s libraries (graphics, the CD-ROM with XA music and movie streaming, controllers, the memory card, and the BIOS) and runs the graphics, geometry, sound, and movie chips in software; it is not an emulator and no BIOS is needed. It adds detailed distant textures, FXAA, internal resolution up to 8x, precise vertices, true color, optional 16:9, a soft-TV filter, saving after every level, Kula World at 60 Hz, and a level editor with support for your own levels. Version 2.5.0 (October 29) is the latest release. All 46 of its commits list Claude as a co-author.

You needYour own disc image of Roll Away (USA, SLUS-00724), Kula World (Europe, SCES-01000), or KulaQuest (Japan, SCPS-10064), as .bin/.cue or .chd; an .iso does not work. Plus Windows 10 or later.

★ 16 · 2026-11-09 View →
PS2
PS2

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.

61% decompiled
★ 16 · 2026-11-11 View →
Mod Usable
WIN

SpiderMan2k1Fix

legluondunet/SpiderMan2k1Fix

An unofficial patch for the PC version of Spider-Man (Activision, 2001) that improves compatibility with modern Windows and with Linux through Wine. It is installed by copying winmm.dll and SpiderMan2k1Fix.dll next to SpideyPC.exe and doesn’t modify the executable: the code is applied in memory. It bypasses the CD check, offers borderless fullscreen with automatic widescreen 3D and an adjusted field of view, corrects the proportions of menus, videos, and HUD, caps the frame rate (30 by default), pauses the game when it loses focus, detects the keyboard layout, keeps its settings in an INI file, and takes PNG screenshots with F9. It also fixes crashes when switching windows, a crash on exit, and the crackling of some WAV sounds that the game read truncated. It only supports one specific SpideyPC.exe, identified by its SHA-256. Version 1.1.0 (October 27) follows 1.0.0 from October 25. Its author says it was developed with the help of ChatGPT.

You needYour own copy of the PC version of Spider-Man (2001) with the SpideyPC.exe whose SHA-256 is 0a11a49f3f63d4bb15650f322d654553fc47234b01885b852a058ff074689dea; other versions or modified copies are not supported. Plus Windows (tested on Windows 11) or Linux with Wine (WINEDLLOVERRIDES="winmm=n,b").

★ 16 · 2026-11-11 View →
Game-specific engine Playable
DOS

Street Rod (Enhanced)

kylofon/streetrod-enhanced

An enhanced version of the native Street Rod port for Windows, with SDL3, no emulator, and no game files. It adds a smooth road view in races and drives through town at your display’s refresh rate, high resolution up to 2560 × 1600 with anti-aliasing, separate music and sound effects volumes, the 25 cars of the Street Rod SE data disk, and a launcher with options for cars, switches, picture, and sound; --classic gives only the original picture. The rest of the game is the original: garage, opponents, physics, police, and screens. One CPU core draws the road view, about 8.5 ms a frame at the defaults. Version 0.2.0 (September 30) is the latest of two releases, about 11 MB. All 12 of its commits list Claude as a co-author.

You needThe files of your copy of the original DOS Street Rod (SR.EXE or SRSE.EXE, LIB1, LIB2, and HOT_DATA) in a Game folder, with the Street Rod SE expansion cars in Game\datadisk if you want them. The README notes the game is free from its copyright owner at streetrodonline.com. The folder must be writable. Windows.

★ 16 · 2026-11-10 View →
Switch Experimental
NSW

Super Kirby Clash

xtamqispeak/KirbyRecomp

An experimental native Windows port, based on LASRecomp’s ARM64-to-C translator and Vulkan renderer. The game’s code is translated and compiled on your PC from your own ExeFS and RomFS; no game executables, assets, keys, generated code or precompiled game binaries are distributed. The README gives the state as alpha: the title screen, the opening story, the village, the quest, profile and shop menus, the first battle with its real-time timer, input, audio and local saves have been checked, and the three supplied modules translate into 79,391 native functions. Full battles and later stages haven’t been validated, and online services, purchases, multiplayer and downloaded content are unavailable. v0.3.0-alpha is from October 28; the download is a Windows setup program that carries portable Python and the build tools.

You needYour own ExeFS and RomFS folders extracted from your copy of Super Kirby Clash (title ID 01003FB00C5A8000); NSP or XCI files don’t work, nor do the asset folders alone. Only the main module build whose ID starts with c9649e053bd7be2751ef0b00e7c03f5d59695b94 has been tested; other revisions are unverified. Plus 64-bit Windows 10 or 11 with tar.exe, an AVX2- and FMA-capable CPU, and a Vulkan 1.3 GPU (only an RTX 4070 SUPER has been verified).

★ 16 · 2026-10-28 View →
PS3 Playable
PS3

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. All 21 of its commits list Claude as a co-author.

You needYour own copy of the PS3 version: you need to decrypt your EBOOT.BIN and lay out the game data.

★ 16 · 2026-10-14 View →
DOS Playable
DOS

Theme Park

sp00nznet/themepark-recomp

A static recompilation of the DOS Theme Park into native Windows and Linux programs, built with pcrecomp, the same author’s toolkit: the game’s 32-bit code (6,517 functions, no errors) is translated to C and runs on the toolkit’s DOS/4GW host, with no emulator or DOSBox; it also recompiles INTRO.EXE, so the opening film plays with its music and voices. Parks open by default in the 640×480 SVGA mode the game hid behind the R key, and can be widened up to 1920×480; a Direct3D 11 window shows them with integer, sharp, smooth, CRT, or nearest-neighbor scaling, and borderless fullscreen. It adds an F10 settings menu, nine save states, a fixed 25 fps pace (the original had no frame limiter) adjustable from 12 to 120, a captured mouse, sound without a Sound Blaster (effects through its own mixer and the General MIDI score on the system synth or from packs of recordings), Xbox controller support, mods as overlaid folders, the CD’s five languages, the 2–4 player network mode Bullfrog left hidden, now over TCP, and optional “modern rules” that fix guards, handymen, engineers, entertainers, stuck guests, and the advisor. It’s an alpha: it gets into a running park, but according to its README it hasn’t been played for long yet. 0.2.0-alpha.1, the first with installers for Windows and Linux, came out on October 21, and the latest, 0.5.0-alpha.1, on October 22. 68 of its 86 commits list Claude as a co-author.

You needYour own copy of Theme Park: GOG’s, installed or as its offline installer (setup_theme_park_1.01_cs_(77027).exe), or the 1994 CD in any of its editions (UK and Europe, US, EA’s 1996 and 1998 reissues, CD-ROM Classics, and the Japanese two-game disc with Magic Carpet), a mounted ISO included; the floppy release, the 1996 Asian release, and the demos don’t work. Plus 64-bit Windows 10 or 11, where setup installs Python, Visual Studio 2022 with C++, LLVM, CMake, and Ninja if they’re missing, or Linux with gcc and SDL2; on Linux, music needs a General MIDI synth such as FluidSynth or TiMidity++.

★ 16 · 2026-11-11 View →
PS1 Playable
PS1

Twisted Metal 1–4

jcoker85/TwistedMetal1234Recomp

Static recompilations of the four PlayStation Twisted Metal games (Twisted Metal, Twisted Metal 2, Twisted Metal III, and Twisted Metal 4, US releases) as native Windows programs, built with psxrecomp and recomp-ui and gathered in one launcher. It adds 16:9 or 21:9 widescreen (in III and 4 it also draws the terrain the game left out of the 4:3 view), 30 and 60 fps modes in the first two, with handling and weapons adjusted to behave as they did at the original 20, Smooth Motion in the fourth, and display, audio, and control settings shared by all four. The downloads include the built programs, with each game’s code machine-translated, plus the free OpenBIOS, but no disc data; the recompiled code can also be generated on your own machine. Version 1.0.0 came out on October 13. One of its 2 commits lists Claude as a co-author.

You needYour own disc image (.chd, or .cue with its .bin) of each game you want to play, in the listed US version: Twisted Metal (SCUS-94304), Twisted Metal 2 (SCUS-94306), Twisted Metal III (SCUS-94249, Rev 1), and Twisted Metal 4 (SCUS-94560, Rev 1). Plus Windows.

★ 16 · 2026-10-27 View →
SNES / Super Famicom Playable
SNES

Uniracers

fselich/redcomp-dream

Redcomp Dream: a native recompilation of the US version using the snesrecomp framework, for Windows and Linux. According to the README it is playable and adds widescreen in races (from 16:9 to ultrawide, in one and two players, with the extra track drawn from the game’s own track data), a small radar with your position and the rival’s, an in-game options menu, an optional unlock of all nine tours, save states, rewind, and the framework’s audio and controllers. The recompiled C is generated on your PC from your own copy and is not committed to the repository; the published packages include the launcher and an executable that needs no source tree. The repository includes a copy of the framework with a local patch. Version 0.1.2 (October 25) is the latest, with a Windows x64 zip and a Linux AppImage.

You needYour own US Uniracers ROM (checked against game/rom_identity.txt; nothing else is accepted), which the launcher asks for on startup. Windows x64, or x86-64 Linux with glibc 2.35 or later, OpenGL, and FUSE (libfuse2) for the AppImage.

★ 16 · 2026-10-25 View →
Xbox 360 Experimental Stalled · 7 months
360

Ace Combat 6: Fires of Liberation (rapidsamphire)

rapidsamphire/AC6Recomp

A static recompilation of the Xbox 360 release with the ReXGlue SDK, for Windows and Linux, using a copy of the SDK with its own fixes for this game. It’s a separate project from sal063’s, and an earlier one. The README warns that it’s a work in progress: it gets in-game, but bugs and crashes are likely. It adds hooks on the Direct3D calls, a frame counter, and an option to unlock 60 fps. There’s no release: the game’s code is generated and built on your PC from your copy. The last commit is from March 28. 1 of its 22 commits lists Copilot as a co-author.

You needYour own Ace Combat 6 Xbox 360 ISO image, extracted: the game data and default.xex go in the assets folder. To build it, CMake 3.25 or newer, Ninja, and Clang, on Windows or Linux.

★ 15 · 2026-03-28 View →
Game-specific engine Fully playable
WIN

Atlantis: The Lost Tales

ripleyXLR8/atlantis-native

A native port of Atlantis: The Lost Tales (Cryo Interactive, 1997) and its sequel Atlantis II (1999), written in Rust, for Windows (x64 and ARM), macOS (Apple Silicon and Intel), Linux, and the browser. The engine is a translation of ScummVM’s CryOmni3D engine, itself rebuilt by reverse engineering the original executable; the README says it reproduces the original game “pixel for pixel and sample for sample”, with optional fixes for the original’s bugs, an optional HD mode, widescreen, and saves in the original format. According to the README, both games can be played from the first screen to the last. Version 0.5.8 (October 29) is the latest release. The README states that it was written for the most part by an AI (Claude, through Claude Code), directed and reviewed by its maintainer; 100 of its last 100 commits list Claude as a co-author.

You needYour own copy of Atlantis: The Lost Tales (or Atlantis II): the CD in several editions and languages, Cryo’s DVD-ROM, the GOG.com release, or Tgames’ Perfect Edition, pointing it at the folder with atlantis.exe and the files BIGCD1.BIG to BIGCD4.BIG, or at the disc images. Plus Windows 10 or later, macOS 11 or later, Linux (glibc 2.35 or later, ALSA), or a modern browser.

★ 15 · 2026-11-11 View →
Xbox 360 Experimental
360

EXIT 1 y 2

FluffyQuack/ReXGlue-EXIT

A static recompilation of EXIT and EXIT 2 for Xbox 360 with the ReXGlue SDK. The repository is a fork of the ReXGlue SDK itself (its README is the SDK’s) that adds exit1/ and exit2/ folders, with each game’s manifest, configuration, and startup code, and exit_common/ with shared code. Each manifest starts from a default.xex in the corresponding game data folder. The only published release, 0.9.1 (July 7), ships EXIT1-Recomp.zip and EXIT2-Recomp.zip, along with the SDK packages, and is compiled for x86-64-v2 to support older CPUs.

★ 15 · 2026-07-07 View →
PS1 Experimental
PS1

MediEvil (Alexbeav)

alexbeavs-ps1-ports/medievil-recomp

A static recompilation kit for the US PS1 release (SCUS-94227) for Windows, Linux, and macOS, built with psxrecomp and the recomp-ui launcher, with an interpreter fallback for code that wasn’t translated ahead of time. It’s a separate project from BlackLabelHQ’s recompilation; the same author also has MediEvil II. The published releases are setup kits: a wizard checks your disc and your BIOS, generates the game’s code, and builds it on your PC. It isn’t confirmed to be playable yet: according to its notes, the Windows build booted and replayed a 307-frame recording with no differences, and a windowless test reached frame 3,166 without errors, but on-screen gameplay, controls, sound, and saves are still untested. Since v0.1.4 it records each session’s inputs by default and shows a diagnostics HUD, so reports can be replayed with the script it includes; HD texture packs are left out. v0.1.4 (October 17) is the latest of 4 releases. The README says it’s developed by a hobbyist with substantial AI assistance, which writes most of the code, and that the author tests everything before publishing it.

You needYour own US MediEvil disc (SCUS-94227), as a CUE with its two BIN tracks (data and audio) or as a single combined BIN, and your own SCPH-1001 BIOS; OpenBIOS isn’t supported. Plus Windows x64, Linux x64 (glibc 2.31 or newer), or macOS (Apple silicon or Intel); Linux and macOS need CMake, Ninja, Python 3, and a C and C++ compiler, and on Windows the wizard uses portable tools.

★ 15 · 2026-10-17 View →
SNES / Super Famicom Experimental
SNES

Mega Man X3

mstan/MegamanX3SNESRecomp

A static recompilation of Mega Man X3 (US version) with snesrecomp, built on the Mega Man X recomp’s host layer. Execution starts from the interpreter, and the code translated to C (about 6,000 variants) is layered on as an optimization; anything it doesn’t cover runs from the ROM. The Cx4 chip is emulated at the instruction level, with no firmware dump needed. It boots and reaches gameplay: the story scenes and gameplay have been checked, and a survey for 0.0.6 loaded all fifteen stages with movement and shooting, without certifying every boss or the ending. Broad gameplay testing and audio verification are still pending. It has optional 16:9 widescreen with an anchored HUD. 0.0.6 (October 18) is Windows-only; 0.0.3 also shipped for Linux. 20 of its 47 commits list Claude as a co-author.

You needYour own Mega Man X3 ROM (SNES, US version, CRC32 FA0FE671); dumps with a 512-byte copier header are fine too. 64-bit Windows.

★ 15 · 2026-11-06 View →
PS1 Experimental
PS1

Resident Evil 3: Nemesis (Alexbeav)

alexbeavs-ps1-ports/resident-evil-3-recomp

A static recompilation kit for the European PS1 release (SLES-02529) for Windows, Linux, and macOS, built with psxrecomp and the recomp-ui launcher. It’s a separate project from BrazilianHobbyist’s. The published releases are setup kits: a wizard checks your disc, its SBI file, and your BIOS, generates the game’s code, and builds it on your PC; on Windows it can download portable build tools. It isn’t confirmed to be playable yet: the README says gameplay testing is still pending and that building it doesn’t prove the game works. According to the v0.1.1 notes, an automated windowless test on Windows verified the disc, generated and built the game, and launched it, but the release makes no claim about gameplay quality, and the Linux and macOS packages haven’t been tested on those systems. The game uses the OpenGL renderer, in 4:3. v0.1.1 (September 30) is the latest of 2 releases: it fixes 0.1.0, which asked for the wrong BIOS and looped back to the setup screen after building. The README says the project was made with AI assistance on code, documentation, and investigation, and that Alex tests the game and decides what gets released.

You needYour own image of Resident Evil 3: Nemesis for PS1, European release (SLES-02529), as Redump CUE/BIN, with its SBI file beside it under the same name; the wizard checks the exact BIN, so CHD and other formats won’t work. Also your own European SCPH-5502 or SCPH-5552 BIOS (524,288 bytes). Plus Windows x64, Linux x64, or macOS (Apple silicon or Intel); Linux and macOS need CMake, Ninja, Python 3, and a C and C++ compiler.

★ 15 · 2026-10-02 View →
Native layer Playable
PS4

⑂ Fork of Supermedo/uncharted_pc

Uncharted: The Nathan Drake Collection (Mevlock)

Mevlock/uncharted_pc-dev

An unofficial fork of SuperMedo’s uncharted_pc, the native Windows port of the three games in the PS4 collection: the original code runs directly on the CPU and the graphics are translated to Vulkan. It adds shader preparation before you play (from lists recorded by playing all three games through), GPU translation spread over three threads that in busy scenes runs up to about twice as fast as the original 0.3.6 according to its author (measured on one PC), render resolution up to 3440×1440 and experimental 4K, ultrawide, DLSS, FSR 3.1, FSR 4, XeSS, and frame generation, and fixes for several game bugs (the Uncharted 2 chapter 21 convoy, the Uncharted 1 jet ski barrels, an Uncharted 3 chapter 8 fort crash, NVIDIA crashes). The latest version is 0.3.6.34 (October 31); it is more than 600 commits ahead of the original, and 97 of its last 100 commits list Claude as a co-author.

You needYour own decrypted dump of the collection, version 1.02, from the EU/UK (CUSA02343), US (CUSA02320), or EU/Russian (CUSA02344) edition: a folder with eboot.bin, big2-ps4_Shipping.elf, big3-ps4_Shipping.elf, sce_sys, u1data, u2data, and u3data. Plus 64-bit Windows 10 (1903 or later) or 11, a CPU with AVX, a Vulkan 1.3 graphics card with 6 GB or more of video memory, and about 8 GB of free memory (RAM plus page file).

★ 15 · 2026-11-11 View →
Xbox 360 Playable
360

Vigilante 8 Arcade

sp00nznet/vig8

A static recompilation to Windows of the Xbox Live Arcade game, which never had a PC release: the executable’s PowerPC code is translated to C++ with the ReXGlue SDK (through the author’s fork with a few fixes) and compiled on your machine. Single-player works: boot, menus, Quest mode, and full battles, with correct graphics, audio, and controller input; the keyboard acts as controller 1. It runs as the full version rather than the trial, and an option unlocks every vehicle. Split-screen for up to four players worked in the previous version, on ReXGlue 0.1, but hasn’t been retested, and LAN or internet play through xlive, a relay server by the same author, is written but untested in this version. Settings are in the SDK’s F4 menu, and on the test machine the window takes about 90 seconds to appear. 0.1.0 came out on October 21 with an installer that unpacks your package, installs the tools, and builds the game (20 to 40 minutes the first time). All 27 of its commits list Claude as a co-author.

You needYour own copy of Vigilante 8 Arcade (title ID 584108A8): the XBLA package copied off an Xbox 360 hard drive or USB stick, or an already extracted folder with default.xex. Plus 64-bit Windows 10 or 11, a Direct3D 12 graphics card, and about 10 GB of free space; the installer installs Git, CMake, Ninja, LLVM, Python, and the Visual Studio Build Tools if they’re missing.

★ 15 · 2026-10-21 View →
N64 Playable
N64

⑂ Fork of jessetbh/WWFNoMercyRecomp

WWF No Mercy (Gadge64)

Gadge64/WWFNoMercyRecomp

An unofficial fork of jessetbh’s WWF No Mercy: Recompiled (N64Recomp, N64ModernRuntime, and RT64), called 60Hz Edition. It adds 60, 90, and 120 frames per second through interpolation in RT64, with small hooks in the recompiled code, a resolution option, mods and per-mod texture packs chosen in the launcher, a Linux and Steam Deck build, import and export of saves from Project64, Mupen, or RetroArch, and an Unlock Everything button. It is 9 commits ahead of the original and 119 behind. Version 0.2.2 (October 16) is the latest of 4 releases, with zips for Windows (17.7 MB) and Steam Deck (8 MB). The README says it was developed with AI assistance.

You needYour own US WWF No Mercy ROM, Rev 1 (SHA-1 91CEE3D096F4A76644D8B35B9AEAD6448909ABD1); Rev 0 and other regions are not accepted. A GPU with Direct3D 12 (Shader Model 6) or Vulkan 1.2. Windows 10 or 11, or Steam Deck and Linux.

★ 15 · 2026-10-16 View →
PS2 Playable
PS2

Dynasty Warriors 5: Xtreme Legends

TheSlackbringer/dw5xl-recomp

A native Windows and Linux port of the PS2 version, made with PS2Recomp: the game’s code is translated into C++ and runs natively, with graphics on Vulkan through paraLLEl-GS. The release (190 to 270 MB) ships the project’s program, its source code, a compiler, and the tools, and builds the game on your PC from your disc without downloading anything; the repository and downloads contain no disc images, game executables, IRX modules, assets, or translated code. According to the README it is in beta and all modes work: boot, menus, Legend, Musou, and Free modes, movies, music, voices, effects, saving and loading, and “Load Original” to unlock the original game’s modes with its disc. Its authors are still testing for bugs and performance: in busy battles the frame rate on Windows is lower than on Linux. Version 0.1.0-beta.7 is from October 31. 74 of its last 100 commits list Claude as a co-author.

You needYour own copy of Dynasty Warriors 5: Xtreme Legends for PS2, English PAL (SLES_538.60), as an .iso; optionally Dynasty Warriors 5, English PAL (SLES_533.39), for “Load Original”. Other regions are not supported. A 64-bit CPU with AVX2, a graphics card with a current Vulkan driver, and about 10 GB free; Windows 10 (1903 or newer) or 11, or Linux with glibc 2.31 or newer.

★ 14 · 2026-11-11 View →
Xbox 360 Playable
360

Fight Night Round 3

djultra64/Fight-Night-Round-3-Recomp

An unofficial PC recompilation of Fight Night Round 3 for Xbox 360, built with ReXGlue and the Xenos renderer on Vulkan, for Linux and Windows. Version 1.0 brings native 60 frames per second while preserving the original gameplay speed, with configurable resolution (720p to 2160p), FXAA, texture filtering, and its own graphics options page. The published release ships the game’s code already translated and compiled; the data comes from your copy. The README warns that intermittent loading, text, and audio issues remain and that complete compatibility is not guaranteed. Version 1.0.3 (October 26) improves startup, desktop scaling, and profile saving.

You needYour own Fight Night Round 3 ISO for Xbox 360 (a supported USA release), which first-run setup asks for and verifies. 64-bit Windows 10 or 11 or Linux, Python 3.12 or newer, an x86-64-v2 CPU, and a GPU with a Vulkan 1.3 driver.

★ 14 · 2026-11-02 View →
PS3 Experimental
PS3

God of War: Ascension (RichardFontoura)

RichardFontoura/gowa-pc

A native Linux port of the US PS3 release (BCUS98232), by static recompilation with a fork of ps3recomp: the game’s PPU and SPU code is translated ahead of time into C/C++ and runs on a runtime that reimplements the PS3 hardware and libraries, with graphics on Vulkan. It isn’t playable yet: it boots, shows the opening video and the 3D menus, and starts a new game, but the first level runs at about 3 fps. It comes with a launcher with save backups, display options, and remappable controls, plus an in-game menu.

You needYour own US disc (BCUS98232, version 1.00) dumped as an ISO, the 1.12 update as a PKG, and an ELF of the 1.12 executable that you prepare yourself. Plus x86-64 Linux with a Vulkan graphics card, and building it with clang, CMake, and Python.

★ 14 · 2026-10-20 View →
Xbox 360 Playable
360

Guitar Hero: Metallica

ElGuslml/GHMetalRecomp

A native Windows version of the Xbox 360 game, recompiled with the ReXGlue SDK and with a native Vulkan renderer. The README calls it a beta: songs have been played from start to finish with an Xbox 360 guitar, on guitar and bass parts, and sung with a PC microphone (new and experimental); drums have not been tested yet. It offers 60 fps as on the console, or 120, 144, 160, 165 or 240 if the monitor supports it, wide screens, Xbox 360 guitar support, achievements, and a launcher that installs the game from your ISO. v0.2.1 (October 29) is the latest of two releases. It states it is developed with the help of Claude; all 49 of its commits list it as a co-author.

You needYour own Guitar Hero: Metallica disc for Xbox 360 (the USA or Europe one), made into an ISO image; the launcher checks it and installs the game from it (about 7.2 GB). 64-bit Windows 10 or 11 and a graphics card with a Vulkan driver.

★ 14 · 2026-11-11 View →
PS1 Fully playable
PS1

Hogs of War

Nero2611/FrontschweineRecomp

A static recompilation of Hogs of War in its German edition, Frontschweine (Infogrames, 2000), with psxrecomp (in the Nero2611/psxrecomp fork, frontschweine branch) and recomp-ui. The game’s MIPS code is translated to C and compiled into a Windows program; it is not an emulator. According to its README, the game plays from start to finish. It comes with six enhancements you switch on or adjust on the launcher’s Mods page: a 200% CPU overclock to remove the original’s slowdowns, 16:9 or 21:9 widescreen with the HUD kept at 4:3, CD audio smoothing, instant loading from an extracted copy of the disc, fast enemy AI, and a 60 Hz mode like the PAL/NTSC selector patch, with battles at 30 fps instead of 25 and everything 20% faster. Version 0.1.0 (October 13) is a setup package with the setup program and the sources, with no game data and no translated game code, which is generated and built on your PC. The license is PolyForm Noncommercial 1.0.0.

You needYour own copy of the game: the German PAL edition (SLES-02767) as a CUE file with its three BIN tracks; the build checks the data track against known checksums and other editions aren’t supported. 64-bit Windows 10 or 11, Git, and Python 3.11 or newer; the compiler downloads itself and no BIOS is needed, since it uses OpenBIOS.

★ 14 · 2026-10-13 View →
Wii
WII

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.

3% decompiled
★ 14 · 2026-10-31 View →
Mega Drive / Genesis Playable
MD

Landstalker: The Treasures of King Nole

CmdrLucid/Project-Friday

A static recompilation of Landstalker for the Mega Drive, called Project-Friday, that runs as a native program on Windows, Linux, and the Steam Deck. The 68000 code of your ROM is translated to C and compiled on your PC the first time it starts; the video and sound chips are still emulated with Genesis Plus GX. With every option off the game plays like the cartridge; on top of that it adds, in an Options tab of the Start menu, 16:10 and 16:9 widescreen with real map content, removal of the sprite limit, CRT filters, shadows, a modern HUD, quick save and load, quick items and equipment, sprint, fast forward, and menus in English or German, plus experimental features (Friday hints and a dungeon map). The README says Windows is still experimental. Version 1.5.0 (October 31) is the latest of 23 releases, with an AppImage and a Windows zip; the package contains neither the ROM nor code generated from it, and it carries the Zig compiler that builds the game. 100 of its last 100 commits list Claude as a co-author.

You needYour own copy of the Landstalker ROM for the Mega Drive / Genesis, US (SHA-1 24345e29427b000b90df778965dd8834300a9dde) or European (SHA-1 9fbadc86319936855831ecd096d82d716b304215), as a 2 MB dump (.md, .bin, or .gen) that is not interleaved and not inside a zip; the launcher checks the size and SHA-1 at every start. 64-bit Windows 10 or 11, or Linux (Steam Deck included).

★ 14 · 2026-11-11 View →
SNES / Super Famicom Playable
SNES

Lufia II: Rise of the Sinistrals

Cellenseres/Lufia2SNESRecomp

A native recompilation of the US version using mstan’s snesrecomp recompiler, for Windows and Linux (including the Steam Deck). The game boots from the original ROM and, according to the README, supports the intro, the title screen, normal gameplay, battles, audio, input, saves, and a desktop launcher; video output can use SDL, OpenGL 3.3, or its own native Vulkan renderer. It offers widescreen, with hand-authored room data for 76 maps, OpenGL shader presets, and its own menus. Known issues include that H-only IRQ timing hasn’t been validated and that save states and soft reset are disabled. The repository replaces some of the recompiled code with a separate decompilation (Lufia2Decomp, as a submodule). Version 0.9.2 (September 17) is the latest of 3 releases; the repository stayed active until late October. Its license is PolyForm Noncommercial.

You needYour own clean, headerless US Lufia II: Rise of the Sinistrals ROM (2,621,440 bytes, SHA-1 A89931C1F29B161B8BE717DFAB4A4ADB54B42B84), given to the launcher or placed in the root as lufia2.sfc. Windows 10 or later, or 64-bit Linux; the releases are a Windows x64 zip and a Linux x64 tar.gz.

★ 14 · 2026-11-06 View →
Recompiler Experimental Stalled · 1 year

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.

★ 14 · 2025-02-14 View →
Wii
WII

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.

54% decompiled
★ 14 · 2026-10-24 View →
N64 Playable
N64

Rampage World Tour

sp00nznet/Rampage

Recompilation of the monster-rampage classic, playable at 60 fps. Audio isn’t implemented yet. All 26 of its commits list Claude as a co-author.

You needA Rampage World Tour ROM (N64, US version).

★ 14 · 2026-11-03 View →
Launcher Beta

ReComp Launcher

ZakyPew/ReCompLauncher

Modern launcher for Nintendo recompilations and decomp ports: box art, auto-detection, one-click GitHub downloads, and playtime tracking. 9 of its 10 commits list Claude as a co-author.

★ 14 · 2026-09-28 View →
SNES / Super Famicom Playable
SNES

⑂ Fork of blackerking/UrbanRecomp

SimCity (kandowontu2)

kandowontu2/UrbanRecomp

An enhanced fork of blackerking’s UrbanRecomp, a static recompilation of the Super Nintendo SimCity on snesrecomp. It preserves its history, credits, and licenses, and adds per-city development speeds (1x to 50x), faster refresh of changed power networks, 64-bit population accounting, maps up to 3840x3200, a Journey mode with population-triggered border expansions, copy and paste, zoom, and mouse drag panning. For large cities it uses Vulkan composition and native C simulation kernels; the music runs on its own thread with the restored 19-track set. The repository contains no ROM data and no game artwork. There are builds for Windows, Linux, macOS, Android, and iOS (unsigned); enhanced-v1.0.4 is from October 13. 17 of its last 100 commits list Claude as a co-author.

You needYour own legally obtained copy of the US SimCity cartridge for the Super Nintendo; any file name works, because the launcher lets you pick the file and the tools recognize it by its contents.

★ 14 · 2026-10-13 View →
SNES / Super Famicom Experimental
SNES

Super Bomberman

elliotttate/BombermanRecomp

A native Windows recompilation of the headerless North American release of Super Bomberman, made with snesrecomp (included as a Git submodule). The repository and its releases contain neither the ROM nor the C generated from it: generate.py produces it on your PC from your ROM (the generated C is ignored by Git) and build.ps1 compiles the result. The output is an interactive Win32 executable with video, audio, keyboard, and SRAM saves, and a headless executable for deterministic validation. The 3,304 labels in config\bank00.cfg were imported from the LIJI32/superbomberman disassembly. Version v0.1.1 is from August 26.

You needYour own North American Super Bomberman ROM, 524,288 bytes, HiROM, internal title SUPER BOMBERMAN (SHA-256 4efab3f49cbe91ec77b6cba747ddfedfdc0b080c755a8b6ba51234f0676c000f, MD5 d83699a009a62480a7e7e9f1bb5bff6e); an optional 512-byte copier header is accepted, and the earlier Sample ROM is rejected. To build: Python 3, a Rust toolchain, and Visual Studio 2022 with the Desktop development with C++ workload.

★ 14 · 2026-08-26 View →
SNES / Super Famicom Fully playable
SNES

Super Bomberman 5

MauricioSuporte/SuperBomberman5SNESRecomp

An unofficial PC port of Super Bomberman 5 made with SNESRecomp and recomp-ui, following the architecture of Mega Man X Recompiled. The README warns that the recompilation is partial: most of the game logic still runs on the framework’s interpreter. It says 1.0.1 was the first full release, with the campaign played through to the end by the maintainer on Windows. There is a Windows x64 setup and an experimental Linux x86_64 AppImage; the game is generated and compiled on your PC from your ROM, and the repository distributes no ROM, generated code, or extracted assets. The launcher has input tabs for up to 5 players and mods, including one for battle stage variants, and there is online play with lockstep synchronization (tested in a real match on October 23) and Discord integration. Version v2.5.0 is from October 29. 99 of its last 100 commits list Claude as a co-author.

You needYour own Super Bomberman 5 ROM, identified in the repository as “Super Bomberman 5 (USA).sfc” (SHA-1 417d5ace7e51baafb69d20ce15ff0894d91c70c5, CRC32 c25ab56a). 64-bit Windows 10 or later, or Linux x86_64 with glibc 2.35 or later; the launcher downloads the portable build tools, so internet is needed the first time.

★ 14 · 2026-11-08 View →
Xbox 360 Playable
360

Tenchu Z

8bitninja64/TenchuZ-PC

A native Windows and Linux (with Steam Deck) port of the Xbox 360 version, made by static recompilation: the 360 executable is translated ahead of time to C++ with XenonRecomp (15,666 functions in 62 units) and linked against a native runtime, with no emulation; it follows the approach of The Darkness Recomp. According to the README, the game boots, plays movies, music, and sound, and runs the menus, the hideout, and missions with D3D11 rendering at the original 30 fps; the Xenos command processor is translated to HLSL, audio uses XAudio2 (SDL3 on Linux), and the XMA decoder is emulated with FFmpeg. It offers 60 fps and higher, resolution scaling up to 4x, HDR10, ambient occlusion, sharpening, MSAA up to 8x, and any controller. Widescreen beyond 16:9 and achievements are not done yet. The release contains no game code or data: on first launch it compiles the code from your disc (about 2 minutes). Version 0.3.2 is from October 26. All of its last 100 commits list Claude as a co-author.

You needYour own Tenchu Z (USA, Europe) Xbox 360 .iso image. On 64-bit Windows 10 or 11 with a Direct3D 11 card, also Python 3.11 or later and the Visual Studio 2022 Build Tools with C++ and Clang, needed once; on Linux and Steam Deck everything needed, compiler included, comes with the game.

★ 14 · 2026-10-26 View →
N64 Playable
N64

Tetrisphere

djultra64/Blocksphere

Blocksphere: a community port of Tetrisphere for 64-bit Linux and Windows, made by static recompilation with N64Recomp, N64ModernRuntime, RSPRecomp, and RT64. The original modes (Rescue, Hide & Seek, Puzzle, Time Trial, Training, and VS, with local two-player) run, with 4:3 or 16:9 presentation, remappable gamepad and keyboard controls with device-aware prompts, and graphics and controls settings inside Options. Version 1.1.0 is from October 11. The ROM data is imported once and kept in the game folder; no ROM, extracted assets, or saves are distributed. The README states the project was created with AI assistance.

You needYour own copy of Tetrisphere for Nintendo 64, US (NTPE, revision 0), as .z64, .v64, .n64, or inside a .zip. Plus 64-bit Windows or Linux (x86-64).

★ 14 · 2026-10-12 View →
Mod manager Experimental
NSW

TotK Recomp Mod Manager (SprunkledotDEV)

SprunkledotDEV/Totk-Recomp-Mod-Manager

A standalone Windows mod manager for TotK Recomp, the Tears of the Kingdom recompilation. It keeps a local mod library and load order, imports unpacked RomFS mods, ZIP archives, and TKCL packages (new ones start disabled), merges them in that order, and launches the game with the resulting folder overlaid, without rebuilding the executable. TKCL packages are applied with the TkSharp engine, the one TKMM uses, and their descriptions can be read and their options chosen. Each successful merge creates a separate build, and if one fails the previous one is kept. It doesn’t support ExeFS or IPS patches, cheats, or SubSDK plugins, and it rejects TKCL packages with dependencies. Its author calls it a temporary stopgap until the original recomp adds mod support, and says it was coded entirely with an AI (naming “GPT-6 Astra”). It has only been tested with TotK Recomp 0.2.1 and game version 1.2.1. Its only release, 0.1, is from October 31.

You needA TotK Recomp installation already built from your own copy of the game (the manager includes no game, assets, keys, or mods; you pick the folder with totk.exe and romfs/index.json). 64-bit Windows. Tested with TotK Recomp 0.2.1 and Tears of the Kingdom 1.2.1.

★ 14 · 2026-10-31 View →
Port (decomp) Experimental
PS1

Xenogears (Blizz127)

Blizz127/xenogears-decomp-port

The source of a native PC port layer for Xenogears (PlayStation, USA, SLUS-00664), built on a matching decompilation of the game that itself derives from ladysilverberg/xenogears-decomp (whose files have no published license and are listed separately). It is not an emulator and no BIOS is needed. The only release is an early test build for Linux x86_64, r5 (September 30); it needs six files extracted from the disc with the original decompilation’s extractor, and it contains about 6.6 KB of data tables transcribed from the game, which v0.6.0 will load from the disc instead. According to the README, boot, the title screen, New Game, the opening, and Lahan play on the port, and the Black Moon Forest route is in progress. 6 of its 7 commits list Claude as a co-author.

You needYour own copy of Xenogears (USA) Disc 1 as a raw BIN/CUE image (the Redump kind, 718,738,272 bytes); an .iso does not work. Linux x86_64.

★ 14 · 2026-10-29 View →
NES / Famicom Fully playable
NES

Yoshi

mstan/YoshiNESRecomp

A static recompilation of the NES Yoshi (Mario & Yoshi in Europe, Yoshi no Tamago in Japan) with nesrecomp, the author’s own framework: the ROM’s 6502 code is translated to C and compiled to native code, and the PPU, APU, and MMC1 mapper are simulated by the runtime library. Its author believes it’s fully playable: the title screen, single-player puzzle mode (types A and B), two-player versus, and the attract demo run end to end. Since the game has no saves, save states are the way to pick a session back up. Version 1.2.1 (October 19) moved to the correct US ROM (CRC32 E7EAD93B, 128 KiB PRG and 32 KiB CHR) and is for 64-bit Windows; there were Linux and macOS builds. For building with the previous backend, the repository includes the C code generated from the ROM (about 117 MB). 30 of its 50 commits list Claude as a co-author.

You needYour own US Yoshi ROM for NES (game data CRC32 E7EAD93B); the old header that declares 64 KiB of CHR also works. Plus 64-bit Windows.

★ 14 · 2026-11-06 View →
NES / Famicom Fully playable
NES

Yoshi's Cookie

mstan/YoshisCookieRecomp

A static recompilation of the NES Yoshi’s Cookie with nesrecomp, the author’s own framework: the ROM’s 6502 code is translated to C and compiled to native code. Its author believes it’s 100% playable: single-player and VS modes were tested through full games with no divergence from Nestopia as the reference. The menus, single-player puzzle mode with all its rounds, speeds, and music, two-player VS on one keyboard, and the round, speed, handicap, and music options work. Version 1.0.0 (July 1) fixed, through a recompiler change, the corrupted blocks that appeared over the HUD on stage clear; 1.1.1 (October 19) is for 64-bit Windows. For building with the previous backend, the repository includes the C code generated from the ROM (about 40 MB). 36 of its 52 commits list Claude as a co-author.

You needYour own US Yoshi’s Cookie ROM for NES. Plus 64-bit Windows.

★ 14 · 2026-11-06 View →
Xbox 360 Playable
360

3 on 3 NHL Arcade (startupandhold)

startupandhold/3on3ArcadeRecomp

A native Windows and Linux port of 3 on 3 NHL Arcade (Xbox Live Arcade, 2009), statically recompiled from the Xbox 360 executable with ReXGlue. It runs without an emulator, at higher resolutions and frame rates, with ultrawide support (in progress) and online play. It includes a launcher with display settings (16:9, 21:9, and 32:9 aspect ratios, a frame-rate cap from 60 to 240 or unlocked), graphics settings (internal resolution from 720p to 2160p, anisotropic filtering, native 2× MSAA), and game settings, and an online mode with a community server that relays traffic so no port forwarding is needed; up to three skaters and a goalie per team. The packages are portable and the latest release is 0.3.1 (October 28).

You needYour own copy of 3 on 3 NHL Arcade for Xbox 360: the STFS package (a file with a 40-character hexadecimal name, title ID 58410975) or the extracted files with default.xex, in the game folder. Windows 10 or 11 with a Direct3D 12 card, or a recent Linux (glibc 2.38) with a Vulkan driver; the CPU must support AVX2.

★ 13 · 2026-10-28 View →
Xbox 360 Playable
360

3 on 3 NHL Arcade (Wndwsqrrl)

Wndwsqrrl/3on3NHL-recomp

A native PC port of 3 on 3 NHL Arcade (Xbox 360, Xbox Live Arcade, 2009), made by statically recompiling the PowerPC executable to C++ with ReXGlue; it uses no emulator at runtime. According to the README the menus, intro movies, and full matches work, with Xbox and PlayStation controllers, a launcher that sets the game up from your package, and 10 of the 12 achievements (the other 2 need online play). Online play and mods (updated rosters, portraits, and logos) are listed as planned, and raising the internal resolution breaks text and some textures. The repository also has code for an Android version, which according to its README boots and renders the title screen and menus but has input unfinished. The latest version is 0.1.1 (October 6), a Windows zip of about 92 MB. None of its 28 commits lists Claude as a co-author.

You needYour own Xbox Live Arcade package of 3 on 3 NHL Arcade for Xbox 360 (title ID 58410975): the file inside 58410975\000D0000 or the whole 58410975 folder. 64-bit Windows 10 or 11, an x86-64 CPU with SSE4.2, a graphics card with Direct3D 12, 4 GB of RAM, and about 350 MB of disk.

★ 13 · 2026-10-27 View →
Wii
WII

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.

1% decompiled
★ 13 · 2026-10-22 View →
PS2 Experimental
PS2

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.

★ 13 · 2026-11-10 View →
GBA Experimental
GBA

Dragon Ball Z: The Legacy of Goku

mstan/DragonBallZLegacyOfGokuRecomp

Static recompilation of Dragon Ball Z: The Legacy of Goku for Windows with gbarecomp. The US release boots, goes through the attract sequence, and gets into gameplay, but its author presents it as an experimental release that hasn’t been tested from start to finish. It has a launcher to pick the ROM and BIOS and set up video, audio, controls, and mods, sharp scaling or optional filtering, an in-game settings menu, and save states. It includes an optional adaptive widescreen mod that, as the window widens, expands the overworld and HUD up to 480×160 without stretching the image or changing the game’s coordinates. Version 0.0.3 (October 18) updated the engine and launcher. 4 of its 11 commits list Claude as a co-author.

You needYour own US Dragon Ball Z: The Legacy of Goku ROM (SHA-1 a3c8c76742f11fc6a3f6e3fcca20992458cac0b5) and a dump of your Game Boy Advance BIOS (SHA-1 300c20df6731a33952ded8c436f7f186d25d3492). Plus 64-bit Windows.

★ 13 · 2026-11-11 View →
Xbox 360 Playable
360

⑂ Fork of saulob/geometry-wars-retro-evolved-2-recompiled

Geometry Wars: Retro Evolved 2 (omenhachi)

omenhachi/geometry-wars-2-pc-plus

A PC variant of Geometry Wars: Retro Evolved 2 (Xbox Live Arcade) built on saulob’s recompiled port, with the game’s code recompiled with the ReXGlue SDK; it is not an emulator. It adds real mouse aim, an animated crosshair, keyboard and mouse prompts and a controls screen, online leaderboards with your own player name, a list of nearby players in place of Xbox Live friends, a choice of interface colors, a results screen after every run, replays of your runs and of the world’s best, custom modes defined in text files, the Master Deadline and Master Evolved modes, and every mode open from the start. From the original port it keeps frame rates up to 240 or unlimited, render resolution up to 4×, ultrawide support, FXAA and MSAA, achievements, and optional cheats. An experimental Linux build exists that for now is built from source. The latest release is 1.1.1 (October 28). 57 of its last 100 commits list Claude as a co-author.

You needYour own Geometry Wars: Retro Evolved 2 package from Xbox Live Arcade (game version 0.0.1.2), which the launcher installs with “Install from package...”; it is one file with a long hexadecimal name and no extension. Plus 64-bit Windows 10 or 11, a DirectX 12 graphics card, and the Microsoft Visual C++ Redistributable (x64).

★ 13 · 2026-11-05 View →
Game-specific engine Playable
DS

LovePlus+

gage-marshall/lp-engine

lp-engine: a Rust engine built only for the Nintendo DS game LovePlus+, running on Windows, macOS, and Linux. The game’s code runs unchanged in its own ARM interpreter, the hardware (graphics, sound, touch screen, microphone, clock, and saves) is reimplemented, and the game’s functions are moved to native code bit by bit, checked against the original while it runs. It comes with the whole game translated into English (29,000 lines of dialogue, menus, and UI graphics) as a patch that only applies to your copy. The 3D is drawn at up to 4x resolution, with anti-aliasing, texture filtering, 30 fps animation, and FSR-upscaled textures. The in-game clock follows your computer’s, as it did the DS’s, and the touch screen works with the mouse. It imports and exports saves from the cartridge or from DeSmuME. The wireless features, which need a second DS, aren’t supported. The first release, 0.1.0, came out on October 17. 96 of its last 100 commits list Claude as a co-author.

You needYour own dump of LovePlus+, Japanese release (game code BOXJ), as an .nds file. Plus 64-bit Windows 10 or 11, macOS 11 or later (Apple silicon or Intel), or x86-64 Linux.

★ 13 · 2026-10-18 View →
Native layer Playable
XBX

Midnight Club 3: DUB Edition (SickSartori)

SickSartori/mc3port

mc3port is an unofficial Windows port of Midnight Club 3: DUB Edition Remix for the original Xbox (European release). It is not a remaster: the game’s own x86 code runs natively on the PC, and the port replaces what surrounded it on the Xbox: the system kernel, the NV2A graphics chip (on Direct3D 11), the sound chip (on XAudio2), and the controllers (on XInput). It offers true 16:9 using the game’s own widescreen mode, 60 fps or the Xbox’s 30, internal resolution up to 4x with anisotropic filtering, optional effects (light glow, adaptive sharpening, colour, vignette, and ambient occlusion), a launcher that checks your disc, an in-game menu, rebindable keyboard, and Xbox controllers for up to four players. The repository contains nothing from the game; the launcher’s background music was AI-generated (ElevenLabs Music) for the project. Version 0.2.3 is from November 1.

You needA disc image (.iso, XISO, or full Redump dump) of your own Midnight Club 3: DUB Edition Remix for Xbox, European release (En, Fr, De, Es, It), whose default.xbe has SHA-256 29d866afda9c54590a854fdfa98cf6e69d871dd3fc02da20bbbf76c3582c7b09; other releases are not supported yet. 64-bit Windows 10 or 11 and a Direct3D 11 card (feature level 11_0); the processor matters more than the graphics card.

★ 13 · 2026-11-11 View →
Xbox 360 Playable
360

Resident Evil - Code: Veronica X HD (psxrestore)

psxrestore/VeronicaRecomp

A static recompilation of Resident Evil Code: Veronica for Xbox 360 as a native PC build, made with the ReXGlue SDK. The repository only brings the project’s code (the app, the configuration, and the manifest); the recompiled code is generated at build time from your copy. The README presents it as playable but warns that it is a work in progress with bugs and crashes. It builds on Windows with Visual Studio 2022, CMake, LLVM, and Ninja; the Linux build is listed as untested. It has no published releases. None of its 6 commits lists Claude as a co-author; the latest is from October 1.

You needYour own copy of Resident Evil Code: Veronica for Xbox 360, from which the game files (default.xex and its data) are extracted. You build it yourself: Windows with Visual Studio 2022 (C++ workload), CMake 3.25 or later, LLVM/Clang 20 or later, Ninja, and the ReXGlue SDK.

★ 13 · 2026-10-01 View →
Xbox 360 Playable
360

South Park: Let's Go Tower Defense Play! (TekRantGaming)

TekRantGaming/south-park-tower-defense-recompiled

A static recompilation of the Xbox Live Arcade version for Windows and Linux, built with the ReXGlue SDK and the same author’s TRG launcher. It boots, plays its movies, and runs its levels, but a full play-through hasn’t been confirmed yet; Xbox LIVE online play doesn’t work, local play does. It fixes a crash shortly after the title screen that happened with a controller connected. It offers 720p to 8K resolution, FXAA, 2x MSAA, up to 16x filtering, the console’s 60 fps, controller or keyboard with remappable controls, all 12 achievements with pop-ups, and six languages. It reuses findings from the first port of this game, superheher’s Linux one. Its author states it was made almost entirely with Claude Code.

You needYour own South Park: Let's Go Tower Defense Play! Xbox Live Arcade package (Title ID 58410931, default.xex 0.0.1.2); other versions and title updates won’t work. Plus 64-bit Windows 10 or 11 with DirectX 12, or 64-bit Linux or a Steam Deck with Vulkan, and 1 GB of free space.

★ 13 · 2026-10-17 View →
Xbox 360 Playable
360

The Bigs 2

mdomangue26/The-Bigs-2-Recompiled

A native Linux and Windows port of the Xbox 360 version, by static recompilation with the ReXGlue SDK’s development branch plus a set of the author’s own SDK fixes. According to its author, it boots, plays, saves, and loads on Linux; the Windows build is cross-compiled on Linux and has only been tested under Wine. There’s a dedicated AppImage for the Steam Deck, where it runs at 30 fps. On first launch, a setup screen picks your disc image and extracts it. It runs at 30 fps in games, like the console, with an experimental 60 fps mode; the internal resolution goes up to 4K and the keyboard acts as player 1’s controller. All 37 of its commits list Claude as a co-author.

You needYour own The Bigs 2 Xbox 360 disc, as a disc image or extracted, with a default.xex identical to the supported version’s. Plus 64-bit Linux or 64-bit Windows 10 or 11 with a Vulkan driver.

★ 13 · 2026-10-25 View →
Xbox Playable
XBX

The Sims

abilliontokens/sims1-recomp

A native port of The Sims for the original Xbox (USA) to Linux and Windows, by static recompilation of the game’s executable on top of the XboxXBERecomp runtime: Vulkan and SDL3 on Linux, Direct3D 12 and XAudio2 on Windows, with no Wine and no emulator. According to the README it boots from the disc image, plays its intro movies, and reaches its menus, Create a Sim, and a playable household in live mode (17 of 17 runs), at about 60 frames per second. It includes a settings panel (F1) and a performance panel (F2), keyboard and mouse or gamepad support, and game speed is real time at any frame rate. It is the fourth Maxis console title ported with this framework and the first on XDK 5233, for which the project made its own signature set. Full-screen movies are cropped by 24 rows and ultrawide widening has not been analyzed. Version 0.2.0 (October 21) is the latest.

You needYour own copy of The Sims for the original Xbox, USA, as an .iso image in the assets folder or with the disc’s files extracted there. Windows with Direct3D 12 or Linux with Vulkan (clang, cmake, and ninja to build it).

★ 13 · 2026-10-21 View →
Xbox 360 Playable
360

The Whopping Recompilation Collection

TekRantGaming/whopping-recompilation-collection

A collection with a launcher for Windows and Linux (including the Steam Deck) that brings together the native ports of Sneak King, Big Bumpin’, and PocketBike Racer (Blitz Games, 2006), three Xbox 360 games recompiled with the ReXGlue SDK. The launcher has a console-style dashboard made for a controller, finds disc images on your PC by itself, checks each disc, and copies the game files next to the port. It offers 4K and beyond at 60, 120, or unlimited frame rates, AMD FSR 1 and NVIDIA NIS upscaling, twelve achievements per game with pop-ups, save backups, automatic updates, and the option to add itself to Steam. Version 1.0.7 (October 28) is the latest: a Windows ZIP, a Linux AppImage, and game packages that the launcher downloads. The README states that it was made almost entirely with Claude Code; all 17 of its commits list Claude as a co-author.

You needA disc image you made from your own Xbox 360 disc for each game you want to play (only the title ID is checked): Sneak King (4D538802), Big Bumpin’ (4D538801), and PocketBike Racer (4D538803), version 0.0.0.70 in the images they were tested with. Installed they take about 1.6, 2.0, and 1.2 GB. 64-bit Windows 10 or 11 with a DirectX 12 card, or Linux with Vulkan.

★ 13 · 2026-10-31 View →
Native layer Experimental
NSW

Tomodachi Life: Living the Dream

kuosuko/tomodachi-native

A port of Tomodachi Life: Living the Dream to Apple silicon Macs and iPads, made as a fork of nxnative: the game’s original ARM64 code runs directly on the Apple chip, and the Switch’s system services and the NVN graphics API are rebuilt on macOS, iOS, and Metal 4. It is not an emulator. The fork adds the game’s profile, the SDK 20 support it needs, and the apps for Mac and for iPhone and iPad; the game’s 14,388 shaders are translated ahead of time. According to the README it is playable on the Mac with sound: the island tour, naming the island, and creating Miis, by questions or in the editor. The Mac app has menus, full screen, screenshots, 60 fps, MetalFX upscaling, mouse, trackpad, keyboard, and 13 languages; on an iPad (11-inch Air with M2) it starts and runs at 30 or 60 fps but hasn’t been played through, and on iPhone it builds but hasn’t run. On the Mac, clicks have only been tried on the opening menus and controller support is missing. It has no published releases: the app is built on your own machine.

You needYour own copy of Tomodachi Life: Living the Dream 1.0.0 (the base game NSP, title ID 010051F0207B2000) and the prod.keys of your own console. Plus an Apple silicon Mac on macOS 26 or later (developed on macOS 27), Xcode, the .NET 10 SDK, spirv-cross, and Python 3 with lz4, capstone, and fonttools; for iPad, iOS or iPadOS 26 or later on a chip with Metal 4.

★ 13 · 2026-10-18 View →
Mod manager Beta

TOTK Recomp Mod Manager (eliasm4r)

eliasm4r/totk-recomp-mod-manager

A mod manager for the totk-pc-recomp recompilation of Tears of the Kingdom, for Windows and Linux (Steam Deck included). It goes next to the game and lets you add RomFS mods from .zip, .7z, or .rar files, switch them on and off, order them by priority (the lower one wins when two change the same file), see conflicts, get a warning when a mod is for another game version, and apply them in one click. It writes the manifest.tsv the recomp requires, patches the resource size table, and updates totk.ini, never modifying romfs.bin. It only supports RomFS mods: ExeFS code patches don’t work because the code is already recompiled. Its latest release is 1.0.2, from November 1 (3 in total, since October 30); the Windows and Linux (AppImage) executables are prebuilt builds of its Python code. None of its last 14 commits list Claude as a co-author.

You needThe totk-pc-recomp recompilation of Tears of the Kingdom already set up, with its game folder (the manager goes next to totk.exe). RomFS mods made for your game version. To run it from source, Python 3.14 (or an older Python 3 with the zstandard package).

★ 13 · 2026-11-01 View →
N64 Playable
N64

Turok: Rage Wars

wootbeer/PaxDino

PaxDino: a native Turok: Rage Wars port for Windows, by static recompilation with N64Recomp, N64ModernRuntime, and RT64; the Linux and Steam Deck builds are experimental. It’s in beta. It adds widescreen, higher resolutions and frame rates, bloom and anti-aliasing, mouse and keyboard with mouse aim (in menus too), a modern controller layout, local multiplayer for up to 4 players, medals in bot matches, Classic and Modern presets, CRT, scanline, and LCD filters, custom music, adjustable reverb, unlocks and cheats without codes, custom crosshairs, and an Add to Steam button. It fixes a co-op Frag Tag bug with the 1.0 US ROM. 6 of its 8 commits list Claude as a co-author.

You needYour own US Turok: Rage Wars ROM (.n64, .z64, or .v64). Plus Windows; Linux and Steam Deck are experimental.

★ 13 · 2026-11-07 View →
Native layer Playable
PS4

Valkyria Revolution

HekamiAeon/valkyria-revolution-ps4rt

An unofficial Linux port of the PS4 version, with a game-specific runtime, PS4RT: the original x86-64 code runs directly on the CPU, the runtime supplies compatibility implementations of the PS4 services the game needs, and a Vulkan renderer derived from shadPS4 translates the GPU commands; the README states it is not a general-purpose PS4 emulator. It calls itself experimental and playable in the opening sections: the introduction, cinematics, subtitles, audio, controller input, menus, early combat, the first boss, an initial save/load, and 4K output with FSR 4 v07 have been checked. The game renders internally at 1920×1080 and the rest is reconstructed with FSR 3.1 or FSR 4; there is no 60 fps patch and PSN services are unavailable. It was tested on Fedora 44 x86-64. Version 1.2 (October 29) is the latest of 3 releases and ships a roughly 90 MB tar.gz with the needed libraries, plus the source.

You needYour own PS4 CUSA06810 folder, extracted and plaintext (with sce_sys/param.sfo, eboot.bin, the required modules, and the game’s data); you point to the folder itself, not the PKG or the executable. Plus x86-64 Linux with glibc 2.35 or later, Python 3, the Vulkan loader, and a working Vulkan driver; the application libraries are included.

★ 13 · 2026-11-08 View →
GBA
GBA

WarioWare, Inc.: Mega Microgames!

ShaffySwitcher/wariowareinc

Decompilation of WarioWare, Inc.: Mega Microgames! for GBA. 2 of its last 100 commits list Copilot as a co-author.

5% decompiled
★ 13 · 2026-10-30 View →
Launcher Beta
SNES

Z3R Launcher

xander-haj/Z3R-Launcher

A cross-platform launcher for the Z3R fork of zelda3. It finds, clones, sets up, builds, customizes, randomizes, and launches local Z3R projects from one place: it checks for Git, Python, SDL2, and other tools, creates the virtual environment, extracts the assets, edits zelda3.ini settings (aspect ratio, controls, gamepad), manages optional assets such as MSU packs, sprites, and shaders, and offers a randomizer screen. It is written in Python with a local web interface shown in a pywebview window. Packages exist for Windows, macOS, and Linux (AppImage and Flatpak); the latest release, 0.1.1, is from June 28. It includes no ROM: you supply your own US copy of A Link to the Past.

★ 13 · 2026-06-28 View →
Xbox Experimental
XBX

Amped 2 (bertibertig)

bertibertig/Amped2-Recomp

An experimental static recompilation of Amped 2 (original Xbox, 2003) into a native x86-64 program, based on xboxrecomp: the game’s code is translated to C and compiled, and the runtime and the project’s own code replace the Xbox kernel, GPU, audio, and input; there is no emulator. According to the README, on Linux (Vulkan renderer) the movies, menus, level select, and a ride with Millicent 1 work, with the HUD and challenge cards, at about 55 frames per second, and music no longer drops out. It offers resolution from 1× to 5×, 4:3, 16:9, 16:10, and 21:9 aspect ratios, and an unlocked frame rate. The Windows version is experimental and not playable yet (software renderer only, 2 to 6 frames per second, tested under Wine and Proton). Version 0.2.0 (October 21) is the latest. All 16 of its commits list Claude as a co-author.

You needYour own Amped 2 disc for the original Xbox, PAL/European version (title ID 4D530041, default.xbe with SHA-1 38e63cd016bf084d999e0a911933a52191bfc378), as an .iso image extracted with extract-xiso or xdvdfs into the game_files folder; other versions have not been tested. On Linux, glibc 2.39 or newer, SDL2, and a Vulkan driver.

★ 12 · 2026-10-21 View →
PS1 Experimental
PS1

Bomberman World

TechnicallyComputers/Bomberman-World-Recomp

An unofficial native PC version of Bomberman World, made by static recompilation with PSXRecomp and the recomp-ui launcher; it is not an emulator. The game project holds the configuration, function seeds, and build glue. The repository includes the C code generated from the game’s executable (about 38 MB, generated folder), and the published releases ship it already compiled; the game’s data comes from your disc. There are builds for Windows, Linux, and macOS (Intel and Apple Silicon); v0.1.21 (October 1) is the latest release. The README does not say what works and what doesn’t. 2 of its 70 commits list Claude as a co-author.

You needYour own US copy of Bomberman World (SLUS-00680) as a .cue/.bin image.

★ 12 · 2026-10-10 View →
Xbox
XBX

Call of Duty 2: Big Red One

SmokeDoggy044/CoD2-BRO-Decomp

Work-in-progress decompilation of the Xbox version, by the same author as the native loader, also in this catalog. Each function is rewritten in C++ and compared byte for byte with the original inside the running game before it replaces it; the goal is a native Linux and Windows port that only needs the game’s files. As of October 19, 288 of 14,540 functions had been rewritten, starting with the renderer, and 1,633 named, many matched to the code of Quake III Arena, which the engine descends from. The nearly 5,000 functions of the mission scripts will be converted by an automatic translator. There’s nothing to play yet. It states that the names, the decompiled code, and the tools were produced by Claude, reviewed and tested by its author.

★ 12 · 2026-11-11 View →
N64 Playable
N64

ClayFighter 64

djultra64/ClayFighter64

ClayFighter 64: a community port for 64-bit Linux and Windows that fuses ClayFighter 63⅓ and ClayFighter: Sculptor’s Cut, made by static recompilation with N64Recomp, N64ModernRuntime, RSPRecomp, and RT64. It keeps the 63⅓ foundation (recompiled code, rules, and combat system) and adds the four characters Sculptor’s Cut brings (High Five, Lady Liberty, Lockjaw, and Zappa), with portraits and biographies, up to sixteen slots in the selector. It adds keyboard and gamepad support with remappable combat controls and, since 2.0, a training mode and persistence of the original options. An installer validates both ROMs and generates the base ROM, the combined character image, and the biography data locally. Version 2.1.1 is from October 27. The README states the project was created with AI assistance.

You needYour own copies of both US Nintendo 64 ROMs: ClayFighter 63⅓ (SHA-256 357f26c6cd72559c5c05e8c2df46369624630dbcb1c02b3b6f3338f6ac79af07) and ClayFighter: Sculptor’s Cut (SHA-256 9ccebc317b7ee892be3bdc0d1c8ae46687995908ed51ebd58d6855e5e25abd7f), normalized to z64; one alone cannot install it. Plus 64-bit Windows 10 or 11, or Linux with X11 or XWayland and Python 3.10 or later.

★ 12 · 2026-10-27 View →
Xbox Playable
XBX

Def Jam: Fight for NY (vh-ssantos)

vh-ssantos/DefJam-xbox-RE

An unofficial, free native port of the Xbox version of Def Jam: Fight for NY for Windows, made with XboxXBE-Recomp: the game’s code is recompiled to run directly on the PC, with Direct3D 12, XAudio2, and SDL for controllers; it is not an emulator. An installer (Instalar.cmd) builds the game on your PC from your ISO, in about 3 minutes on a fast PC, and installs Microsoft’s build tools if they are missing; the package never includes the game. It adds your monitor’s resolution and supersampling up to 300%, true 16:9 with adjusted menus, scoreboard, and cutscenes, 60 frames per second, ambient occlusion, anisotropic filtering, an options menu (F10) in Portuguese or English, EA’s hidden developer menu, the game’s own cheats, keyboard and mouse, Xbox, PlayStation, and Switch controllers (up to four in Battle), Discord, and automatic updates. Optional HD textures (4× Lanczos) are generated locally from your ISO. Online play is for now through Parsec. Version 0.5.0 (October 21) is the latest. 49 of its 50 commits list Claude as a co-author.

You needYour own copy of Def Jam: Fight for NY for Xbox, USA version, as an .iso image or an extracted folder (default.xbe); with another version the installer warns and the game probably does not work. Windows; about 3 GB for the ISO, under 1 GB for the build, and 5 to 8 GB for Microsoft’s tools if they are missing.

★ 12 · 2026-10-21 View →
NES / Famicom Experimental
NES

Mega Man 3

mstan/Megaman3NESRecomp

A static recompilation of the NES Mega Man 3 with nesrecomp, the author’s own framework: the ROM’s 6502 code is translated to C and compiled to native code, and the PPU, APU, and MMC3 mapper are simulated by the runtime library. Its author calls it a work in progress: the title screen, the menu, Robot Master select, and stages with scrolling, enemies, movement, jumping, and the Mega Buster work, but boss fights, special weapons, and passwords are untested and may softlock. Version 0.1.1 (October 18) extended native coverage with assisted routes through the Robot Master stages, Doc Robot, Break Man, the fortress, and the ending, without claiming every fortress victory. It has a slowdown-reduction option that gives the game extra CPU time without changing the picture or sound rate. Version 0.1.3 (October 19) is for 64-bit Windows; there were Linux and macOS builds. For building with the previous backend, the repository includes the C code generated from the ROM (about 103 MB). 79 of its last 100 commits list Claude as a co-author.

You needYour own US Mega Man 3 ROM for NES. Plus 64-bit Windows.

★ 12 · 2026-11-09 View →
PS1 Experimental
PS1

Metal Slug X

TechnicallyComputers/Metal-Slug-X-Recomp

An unofficial native PC version of Metal Slug X, made by static recompilation with PSXRecomp and the recomp-ui launcher; it is not an emulator. The game project holds the configuration, function seeds, and build glue. The repository includes the C code generated from the game’s executable (about 99 MB, generated folder), and the published releases ship it already compiled; the game’s data comes from your disc. There are builds for Windows, Linux, and macOS (Intel and Apple Silicon); v0.1.21 (October 1) is the latest release. The README does not say what works and what doesn’t. 2 of its 69 commits list Claude as a co-author.

You needYour own US copy of Metal Slug X (SLUS-01212) as a .cue/.bin image.

★ 12 · 2026-10-10 View →
Port (decomp) Experimental
PS1

Parasite Eve (Blizz127)

Blizz127/parasite-eve-decomp-port

A matching decompilation of Parasite Eve (PlayStation, USA, SLUS-00662) and a native Linux port that runs the decompiled game code; it is not an emulator and no BIOS is needed. According to the README, Day 1 plays from start to finish. The “native-only” build runs only native C, with no MIPS interpreter or CPU emulation: on a real disc image it plays from Day 1 to the opening of Day 2, and 377 of the 402 Day 2 room slots ran clean in a warp sweep, but it has not been tested by hand past Day 1. The latest release (native-only-e26d98fd) is from October 10. The README warns that the r5 binary contains code derived from Sony’s Psy-Q libraries and another author’s code, which is not in the repository’s source and is being replaced. 1 of its 10 commits lists Claude as a co-author.

You needYour own copy of Parasite Eve (USA) Disc 1 as a raw BIN/CUE image (a 495,531,120-byte .bin and its .cue); an .iso or .chd does not work directly. Linux x86-64.

★ 12 · 2026-10-30 View →
Recompiler Beta

ps2-port-engine

danielgomesvieira2000/ps2-port-engine

A toolchain and runtime for making native PS2 ports on PC: decompilation to C++ checked against the original machine code, and a native host that reproduces the EE kernel, the IOP, sound, the GS on Vulkan and the VUs. It adds higher resolutions, widescreen and frame pacing. It was built on Burnout 3: Takedown. It includes no game code, game data or BIOS. Latest release: v0.7.0, October 15. All of its last 100 commits list Claude as a co-author.

★ 12 · 2026-11-06 View →
Recompiler Experimental

smsggrecomp

mstan/smsggrecomp

A static Z80 recompiler for Master System and Game Gear, with its own runner modeling the VDP, SN76489 PSG, I/O and mapper. Its README says it is neither an emulator nor a hand-port, and that it is early (v0.0.3, October 18) with two games in bring-up. 43 of its 51 commits list Claude as a co-author.

★ 12 · 2026-11-08 View →
Xbox 360 Experimental
360

Snoopy Flying Ace

BTr-RJ/RedBaron_Recomp

A native Windows x64 recompilation of the Xbox 360 version of Snoopy Flying Ace, made with ReXGlue/ReXAuto. v0.10 is a public testing release: a launcher installs the game on your PC from the files you supply, extracting the content, generating the code, and compiling it, with tools it detects and downloads or that come in the offline package (over 1.7 GB). The normal package (about 366 MB) holds the launcher, the port’s sources, and the SDK and runtime; no game files or DLC are distributed. It offers the game’s seven original languages, resolutions up to 4K and beyond, render scaling, high frame rates with an engine timing correction, FSR, DLSS (no frame generation), optional HDR10, keyboard and controller mapping, local split-screen, and online play through Epic Online Services, with public and private lobbies, matchmaking, achievements, and leaderboards. Version 0.10 is from October 30.

You needYour own Snoopy Flying Ace Xbox 360 files (Title ID 584109B5): an extracted folder with default.xex or the original content package, and optionally the gameplay DLC (no avatar items). 64-bit Windows 10 or 11 with .NET Framework 4.8 and a Direct3D 12 GPU; enough free space for the installation, which takes more than the finished game, and internet access for tools and EOS.

★ 12 · 2026-11-08 View →
N64 Experimental
N64

Super Mario 64

n64hub/super-mario-64-recomp

A native PC port of the US Nintendo 64 version, made by static recompilation: the game’s MIPS code is translated to C with N64Recomp and run natively on N64ModernRuntime, with RT64 as the renderer and RecompFrontend’s launcher and menus; the symbols come from the n64decomp/sm64 decompilation. It is not an emulator. The README states that almost all of the code was written by AI agents (Claude), directed and play-tested by a person. The desktop build has sound, EEPROM saves, and keyboard and gamepad input, and draws at the display’s rate while the game logic stays at 30; Bob-omb Battlefield has been played from the file select through King Bob-omb’s star and back to the castle. It offers high resolution, optional hi-res text, and options with an Original value, and it also builds as a web page using WebGPU. Version 0.1.2 (October 27) is the latest. 64 of its 98 commits list Claude as a co-author.

You needYour own Super Mario 64 (USA) ROM as a big-endian .z64 with SHA-1 9bef1128717f958171a4afac3ed78ee2bb4e86ce. Plus Windows, or x86-64 Linux with glibc 2.35 or newer, a Vulkan driver, GTK 3, and FreeType.

★ 12 · 2026-11-11 View →
Recompiler Experimental

SwitchRecomp

kaiyao7/SwitchRecomp

A research framework for statically recompiling Nintendo Switch AArch64 binaries into native executables: an instruction decoder, a typed intermediate representation, and a C generator whose output is built with an ordinary compiler. It includes a simplified ELF and NRO loader, a guest memory manager, an HLE service registry, and a minimal GPU part with Maxwell command parsing and a Vulkan backend that only proves the compute path. The README says plainly that it is an early-stage skeleton and does not run any commercial game; its roadmap (loading real NSOs, a minimal set of homebrew services, translating Maxwell shaders) is still open. The repository ships no keys, firmware, or game data, and builds with CMake and a C++20 compiler (developed with MSYS2). It has no published releases; it has 2 commits.

★ 12 · 2026-11-05 View →
Game-specific engine Playable
DOS

Test Drive II: The Duel (Buyukcaglar)

Buyukcaglar/TD2

A native Windows version of Test Drive II: The Duel that plays the DOS game from your own copy of its files, in four graphics modes you can switch between at any moment, even mid-race: EGA, CGA, Hercules, and Amiga. With the Amiga version’s files it also plays its music and sound and adds the Amiga-only Northern Germany Challenge scenery. It is not an emulator: the game code is a C reimplementation of the original executable, built on Kylofon’s SDL3 port (Krzysztof Kania, MIT licence), and the repository publishes that code, the recovery tools, and the documentation. It adds an improved model of the PC speaker, Amiga sound through an emulation of Paula, controller support, and a menu of its own. It ships as a single TD2.exe of about 4 MB, unsigned. Version 1.0 (October 25) is the latest of two releases from the same day. It states it was written largely by AI coding assistants (Claude); its last 100 commits list Claude as a co-author.

You needYour own copy of the DOS Test Drive II: the base game is enough (two cars and the Master scenery), as a folder with TD2EGA.EXE, CARS.DAT, SCENES.DAT and the rest, or as a zip, 7z, rar, or lha archive. Optional: the expansions (The Supercars, The Muscle Cars, California Challenge, European Challenge) and the Amiga version (for example a WHDLoad .lha). Plus 64-bit Windows and a writable folder for the program.

★ 12 · 2026-10-25 View →
Xbox 360 Playable
360

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. All 12 of its commits list Claude as a co-author.

You needYour own copy of the Xbox 360 version, with its default.xex extracted.

★ 12 · 2026-10-14 View →
N64 Playable
N64

Virtual Pro Wrestling 2

jessetbh/VPW2Recomp

A static recompilation of Virtual Pro Wrestling 2: Ōdō Keishō, the Japan-only sequel to Virtual Pro Wrestling 64, for Windows, with N64Recomp, N64ModernRuntime, and RT64. It’s the sixth and last in the same author’s family of AKI wrestling games. It’s in beta: it boots, plays through menus and full matches with music and sound, with two controllers verified, and saves the cartridge save automatically. It’s independent of the AKI-Club decompilation: the symbols come from the author’s own disassembly. The game is in Japanese, as released, though several English fan translations run as mods on top of your ROM. It adds widescreen, high resolution, controls tailored to the AKI scheme, and, experimentally, 60 and 120 fps through interpolation, ray tracing, a CRT filter, and HDR, plus a mods menu with a free camera and cheats. 10 of its 91 commits link a Claude Code session.

You needYour own unpatched Japanese ROM of Virtual Pro Wrestling 2: Ōdō Keishō (NA2J). Plus Windows with a Direct3D 12 (Shader Model 6) or Vulkan 1.2 graphics card and a CPU with SSE4.1.

★ 12 · 2026-11-11 View →
N64 Playable
N64

Virtual Pro Wrestling 64

jessetbh/VPW64Recomp

A static recompilation of Virtual Pro Wrestling 64, AKI’s Japan-only wrestling game, for Windows, with N64Recomp, N64ModernRuntime, and RT64; it’s a sibling of the same author’s World Tour and Revenge ports. It’s in beta: it boots, plays through menus and matches with sound, controller, and keyboard, rumbles, and saves automatically. There’s no decompilation of the game: its symbols come from its own disassembly. The game runs as it shipped, in Japanese, though a fan translation can be applied as a mod on top of your ROM. It adds widescreen, high resolution, English config menus with control rebinding, a virtual Controller Pak that saves and rumbles at once, and, as experimental options, 60 and 120 fps through interpolation, ray tracing with lighting for all seven arenas, a CRT filter, and HDR, plus a mods menu with a free camera and cheats. 2 of its 81 commits link a Claude Code session.

You needYour own unpatched Japanese Virtual Pro Wrestling 64 ROM. Plus Windows with a Direct3D 12 (Shader Model 6) or Vulkan 1.2 graphics card and a CPU with SSE4.1.

★ 12 · 2026-11-11 View →
N64 Experimental
N64

40 Winks (DreaXer)

DreaXer/40WinksRecomp

A native PC port, called 40 Winks : Dreamcompiled, made by statically recompiling the game’s code with N64: Recompiled, which uses RT64 for rendering and adds enhancements such as high framerates and widescreen. It is an early release: worlds 1 and 2, with its boss, have been played from start to finish without bugs, and the rest hasn’t been tested, so its author warns of problems and recommends backing up saves. It supports only the final Piko Interactive (Europe) release; the earlier prototype isn’t supported. For now there is only a Windows build. Neither the repository nor the releases contain game assets. Version 0.3.0 is from October 30.

You needYour own 40 Winks ROM, the final Piko Interactive (Europe) release, header code N4WZ, SHA-1 282b97c6a6eb79535e618fc2651b6156fff65ea4. 64-bit Windows 10 or 11, a GPU supporting Direct3D 12.0 (Shader Model 6) or Vulkan 1.2, and a CPU with AVX.

★ 11 · 2026-11-08 View →
PS2 Experimental
PS2

Ace Combat 04: Shattered Skies

PresidentRaptor/Ace-Combat-04-PC-Port

A work-in-progress native Windows port of Ace Combat 04: Shattered Skies (USA, SLUS-20152), made by static recompilation: the original executable’s main CPU functions are translated ahead of time to C and compiled into ac4.exe, and a shared runtime stands in for the console (GS graphics through Vulkan, vector units, audio, movies, memory cards, and input). The recompiler and runtime come from sal063’s Ace Combat 5 recompilation, to which this project adds the AC4 configuration, its own sound services, and the rendering, widescreen, and Windows fixes. According to the README, mission 01 was completed in live play, and boot, movies, briefings, aircraft and weapon selection, and flight were checked at native and 6x resolution; later missions still need full playthroughs. It offers up to 8x internal resolution, FXAA, sharpening, optional texture packs, and Lua or native mods. Version v2.2.3-beta is from October 21. 31 of its last 64 commits list Claude as a co-author.

You needYour own Ace Combat 04: Shattered Skies image for PS2, unmodified US release (SLUS-20152), and the disc data. The Windows installer asks for the ISO, verifies the game executable, copies the ISO, and creates the local memory image; it needs about 4 GB free, .NET Framework 4.8, and a Vulkan 1.3 graphics card.

★ 11 · 2026-11-01 View →
Dreamcast Playable
DC

Blue Stinger

rodrigo-mendonca/BlueStingerRecomp

A static recompilation of the Dreamcast version of Blue Stinger into a native Windows x64 executable in C++20: the game’s SH-4 code is translated instruction by instruction into C++ and the console’s subsystems (files, timing, controls, saves, movies, audio, and graphics) are replaced with native implementations, checked against the original game running in the Flycast emulator. It uses no BIOS and no SH-4 interpreter. The game runs on Windows from your disc, with native audio, Vulkan rendering by default (with a software renderer as fallback), and subtitles in Brazilian Portuguese or English, generated locally from the disc with AI transcription, translation, and review, provisionally. Its author puts progress at roughly 72% of the roadmap, which includes a remastered edition with widescreen and HD textures and a mod system, not yet started. Version 0.7.0, from October 24, ships the Builder, which builds the game on your PC. 86 of its last 100 commits list Claude as a co-author.

You needYour own copy of the Blue Stinger disc (CDI image, NTSC-U, T13001N V1.000). Windows x64; to build from source, Visual Studio 2022 or later (or Build Tools) with CMake and Ninja, or Clang.

★ 11 · 2026-11-09 View →
Port (decomp) Experimental
PS1

Brave Fencer Musashi

Blizz127/Brave-Fencer-Musashi-decomp-port

An experimental PC port of Brave Fencer Musashi (PlayStation, USA, SLUS-00726), built from a decompilation. The current runtime is hybrid: compiled native code plus a CPU interpreter; the fully native port remains a goal. There are test builds for Linux x86_64 and Windows x64, and the Windows build has only been run under Wine. The latest release is r55 (October 20), a Linux-only test prerelease, and the latest stable release according to the README is r38 (October 2). The README says that neither finishing the game nor full graphics and audio fidelity has been verified; the next milestone is Chapter 1 playable end to end, with saving. 6 of its 9 commits list Claude as a co-author.

You needYour own US disc (SLUS-00726) as a .cue/.bin dump (a 2048-byte .iso does not work, and all tracks must be kept together); no BIOS needed. Linux x86_64 with glibc 2.38 or later and GLIBCXX_3.4.32, or Windows x64.

★ 11 · 2026-10-30 View →
N64 Fully playable
N64

Doraemon: Nobita to Mittsu no Seireiseki

citrongames/Dora64

Dora64: a native recompilation of Doraemon: Nobita to Mittsu no Seireiseki for Windows, Linux, and Android. It recompiles the game’s MIPS code to native code and uses N64ModernRuntime and RT64 for platform, audio, input, and rendering; it is not an emulator. It offers Japanese, English, and Russian text, widescreen, an optional modern camera, higher frame rates through interpolation, autosave, remappable controls, adjustable draw distance, and optional cheats, with a Modern and an Original profile. On Android, its author says to have completed a full playthrough with all items, and there is a configurable touch controller. The desktop version 1.0.5 is from September 25, published together with Android 1.0.3. The README says it was developed with extensive help from OpenAI’s ChatGPT and Codex.

You needYour own copy of Doraemon: Nobita to Mittsu no Seireiseki for Nintendo 64 in Japanese, as a .z64; the game checks the whole file against an XXH3 hash and rejects other ROMs. Plus Windows (the main test platform) or x86-64 Linux with Ubuntu 24.04 or later, or Android 7.0 or later on 64-bit ARM.

★ 11 · 2026-09-26 View →
Xbox 360 Playable
360

Dragon Ball Z: Budokai (HD Collection) (novapowers0)

novapowers0/DBZ-Budokai-1-HD-Collection

A PC port of Dragon Ball Z: Budokai HD Collection for Xbox 360 made with ReXGlue: the PowerPC code is statically recompiled into a single executable with its own launcher and mod system; it is not an emulator and runs on Windows. Its author rebuilt it from scratch and says WistfulHopes/DBZ1 was used only as a reference for the SDK’s API. The recompiled code is generated on your PC from your default.xex and isn’t uploaded to the repository. The launcher lets you pick region (USA or Europe PAL), language, video, and audio, and there is an in-game menu (F10), a mods folder, and Python tools to make mods, with model swaps between games in the series; two players in versus. The latest version is 1.0.0 (September 11).

You needYour own copy of Dragon Ball Z: Budokai HD Collection for Xbox 360: the default.xex and the data_*.afs files for your region (USA: data_us, data_sp, data_fr, adx_us, and data_yah; Europe: data_en, data_fr, data_ge, data_it, data_sp, adx_jp, and data_yah), extracted from your ISO. Sizes and SHA-256 sums are in baserom.md. Plus Windows.

★ 11 · 2026-09-11 View →
Mod Beta
WIN

EVO Redux

SAitken91/EVORedux

A fan-made replacement server for the online side of Trials Evolution: Gold Edition on PC, whose Ubisoft servers were shut down years ago. A client (a DLL installed next to the game with INSTALL.bat) connects it to the server, written in Python, and brings back the global and per-track leaderboards, ghosts, and Track Central, with over 1,600 Xbox 360 community tracks to download from inside the game and thousands of recovered historical scores. An importer also lets the Xbox 360 DLC packs Origin of Pain and Riders of Doom run on PC. Multiplayer and uploading your own tracks are not there yet. Version 1.5.6 (October 31) is the latest of 16 releases published since October 23. All 31 of its commits list Claude as a co-author. The README also links a community archive of PC Track Central tracks hosted in a Steam thread.

You needYour own copy of Trials Evolution: Gold Edition for PC (Steam or Ubisoft Connect). For the DLC, your own Xbox 360 packs of Origin of Pain and Riders of Doom, dumped from your console, and 64-bit Python 3.10 or later. Windows.

★ 11 · 2026-11-09 View →
DS Experimental
DS

Inazuma Eleven 3: Sekai e no Chōsen!! The Ogre

matheus2x/ie3ogre-nds-recomp

A native Windows port of Inazuma Eleven 3: Sekai e no Chōsen!! The Ogre, the Japanese Nintendo DS release, by static recompilation: its own recompiler, ntr-recomp, translates the game’s ARM9 code and its 133 overlays (16,057 functions) to C++, and the DS hardware, the ARM7, the BIOS, and the parts of the NitroSDK the game uses are reimplemented on the PC. It is pre-alpha: the game runs with 2D and 3D graphics, sound, movies, and controls, and the story has been played past the first match, but bugs remain; on Linux it can only be built from source. It adds 3D at 1x to 10x with anti-aliasing, a 16:9 layout, five save states, up to 30 seconds of rewind, fast-forward, 34 local achievements, and remappable controls. Its launcher prepares the game, updates it, and manages saves and mods, among them the Brazilian Portuguese translation, a continuation of the CyberLife group’s, which ships as .bps patches. Version 0.1.32 came out on October 31. All 91 of its commits list Claude as a co-author.

You needYour own unmodified dump of Inazuma Eleven 3: Sekai e no Chōsen!! The Ogre, Japanese release (game code BOEJ), as an .nds file with SHA-1 9380f1d7ee75e7c6ef24f1b76c88ecdc85088957; the Bomber and Spark versions and the European 3DS release don’t work. The launcher builds the game’s data and executable from it and doesn’t need it afterwards. 64-bit Windows 10 or 11 and an internet connection the first time, to download the llvm-mingw compiler (about 190 MB).

★ 11 · 2026-11-05 View →
Xbox 360 Playable
360

Juiced 2: Hot Import Nights

anishchandra24/Juiced2-Recompiled

An unofficial native Windows port made by static recompilation with the ReXGlue SDK. The repository holds no game code or data, only the pieces that make the SDK work with this title: the fix list that lets the recompiler find every function, a small launcher, and three patches to the SDK (a vector-instruction code generation bug, where the smaller mip levels of some textures are located, and music playback). An early preview tested on a single PC: it boots, plays and saves; the author has played Career from the rookie league through league 7, with music and keyboard input. It has random graphics corruption, short flickers, lag with many cars, handling that can feel off when the frame rate is uneven, and a crash at the title screen on AMD Radeon integrated graphics; online features don’t work and split-screen, downloadable content and the end of Career are untested. v0.1.0 (preview) is from October 28. It states it was developed in a conversation with Claude; all 3 of its commits list it as a co-author.

You needYour own copy of Juiced 2: Hot Import Nights for Xbox 360 (title ID 545107D5), extracted so that default.xex and the other files sit in one folder. Plus 64-bit Windows 10 or 11 (only Windows 10 has been tested) with a Direct3D 12 graphics card, about 10 GB free for the build, internet access for the first setup, Visual Studio 2022 Community with the C++ and Clang workloads, and Git.

★ 11 · 2026-10-28 View →
Native layer Experimental
NS2

Pokémon Pokopia (OunceNative)

kirakira-dev/OunceNative

OunceNative: a fork of nxnative that adds Switch 2 support on macOS for Pokémon Pokopia and, at a very early stage, Splatoon Raiders. The game’s ARM64 code runs on the Mac’s CPU after its instructions are rewritten, a host of its own implements the system calls and graphics APIs, and shaders are translated to Metal ahead of time, with shader compiler patches from PokeDinner, a fork of the Eglantine emulator. According to the README, Pokopia is fully supported and should look nearly identical to the console: at 1080p it reached about 59 fps in a short test and 38 to 41 in a longer outdoor run, on an M4 MacBook Air; sustained 60 fps is still in progress. It’s a development project, with a single commit (November 3) and no releases.

You needYour own dump of Pokémon Pokopia for Nintendo Switch 2, and your keys. An Apple silicon Mac with Xcode.

★ 11 · 2026-11-03 View →
Game Boy Playable
GB

Pokémon Red / Blue (mstan)

mstan/PokemonRedAndBlueRecomp

A static recompilation of Pokémon Red and Blue for Windows with the author’s own version of gb-recompiled, derived from arcanite24’s: the Game Boy’s SM83 code is translated to C and compiled to native code, and the runtime library handles video, sound, and the mapper. One executable accepts both ROMs, and graphics, maps, and text are read from yours at launch. It uses the pret/pokered disassembly as a reference for entry points and symbols. Its author presents it as an early prototype, playable from the title screen through the Elite Four; some animations may stutter, sound may cut out briefly in busy scenes, and there’s no link cable support, while code the analysis didn’t find goes through a slower interpreter. The latest version, 0.1.1, is from May 7. 28 of its 31 commits list Claude as a co-author.

You needYour own Pokémon Red (CRC32 9F7FDD53) or Blue (CRC32 D6DA8A1A) ROM, US/European (UE) release. Plus 64-bit Windows 10 or 11.

★ 11 · 2026-07-23 View →
PS1 Experimental
PS1

Rampage Through Time

TechnicallyComputers/Rampage---Through-Time-Recomp

An unofficial native PC version of Rampage Through Time, made by static recompilation with PSXRecomp and the recomp-ui launcher; it is not an emulator. The game project holds the configuration, function seeds, and build glue. The repository includes the C code generated from the game’s executable (about 649 MB, generated folder), and the published releases ship it already compiled; the game’s data comes from your disc. There are builds for Windows, Linux, and macOS (Intel and Apple Silicon); v0.1.23 (October 1) is the latest release. The README does not say what works and what doesn’t. 2 of its 72 commits list Claude as a co-author.

You needYour own US copy of Rampage Through Time (SLUS-01065) as a .cue/.bin image.

★ 11 · 2026-10-10 View →
GBC Playable
GBC

Shantae

vibecodekun/shantaerecomp

A static recompilation of Shantae (Game Boy Color, US version) with gbrecompiled, for Windows (x64, x86, and ARM64) and Linux (x86-64 and aarch64, as a tarball or AppImage). It boots as a Game Boy Advance by default, with that edition’s extras, and keeps the original GBC palette. It adds an expanded world view in the aspect ratio of your choice, no slowdown, less input lag, smoother movement, a button for each transformation with a HUD of the Dance Menu’s icons, a map screen, a day and night clock, rewind, and RetroArch shader presets through librashader. A launcher asks for the ROM the first time and enables PLAY only for the right file. Version 0.2.0 is from October 22. All 36 of its commits list Claude as a co-author.

You needYour own copy of Shantae for Game Boy Color, US, the No-Intro dump (SHA-256 1b92e22d5510c51bab97d23074e4aad7464d93eb15f7596ef7da0a5efa27a19d, CRC32 E994B59B). Other releases (World, Switch, Limited Run Games) are not supported.

★ 11 · 2026-10-22 View →
Mega-CD / Sega CD Experimental
MCD

Snatcher

bgyss/snatcher-port

A native PC port (Mac, Windows, and Linux) of the US Sega CD version, in development. The README presents it as a reverse-engineering project aiming at a new, clean-room engine that runs the data from your own disc, plus a remaster that also supports the Japanese PC Engine CD version and a separate Unreal Engine 5 prototype. The engine emulates the Sega CD hardware (the BIOS is emulated) and can translate the game’s 68000 code to C++ from your disc; the releases ship only the interpreter build, because the translated build contains code generated from your disc and the author asks not to share it. It supports the Konami Justifier light gun with the mouse and records sessions with input replay. The only release, v0.1.0-rc1 (October 5), has 2 to 2.5 MB packages for macOS, Windows, and Linux. 69 of its 74 commits list Claude as a co-author.

You needYour own disc image of Snatcher for the Sega CD, US version, as a .cue plus its .bin files (a single .bin or the Redump one-.bin-per-track layout both work; CHD and ISO with MP3 are not supported). No Sega CD BIOS is needed. To build the translated game, CMake and SDL3 (Apple clang on macOS).

★ 11 · 2026-10-17 View →
Master System / Mark III Experimental
SMS

Sonic the Hedgehog (Master System)

mstan/SonicTheHedgehogSMSRecomp

A static recompilation of the 8-bit Sonic the Hedgehog for Master System with smsggrecomp, the author’s own framework for Master System and Game Gear: the Z80 code is translated to C ahead of time and compiled to native code, while the runtime library simulates the VDP, SN76489 sound, the ports, and the Sega mapper; jumps the analysis can’t resolve go through a Z80 interpreter. Every release is a pre-release. The first, from June 23, booted and let you play Green Hill Zone; 0.0.3 (October 18) enters, with assistance, 27 level and bonus-stage selections and both endings through the credits without touching the interpreter, though an unassisted full playthrough remains unverified. You launch it from the command line with the ROM path, or by dragging the ROM onto Play.cmd. The download is for 64-bit Windows. 9 of its 14 commits list Claude as a co-author.

You needYour own Sonic the Hedgehog ROM for Master System (the same image in the US, Europe, and Brazil: CRC32 B519E833, 256 KB). Plus 64-bit Windows.

★ 11 · 2026-11-02 View →
Xbox 360 Playable
360

South Park: Tenorman's Revenge

TekRantGaming/south-park-tenormans-revenge-recompiled

A static recompilation of the Xbox Live Arcade version for Windows and Linux, built with the ReXGlue SDK and with the TRG launcher its author shares across their ports. It boots and its levels play, though a full play-through hasn’t been confirmed yet; Xbox LIVE features don’t work. It offers 720p to 8K resolution, FXAA, 2x MSAA, up to 16x texture filtering, the console’s 60 fps with the same pacing, any controller or the keyboard with remappable controls, all 20 achievements with Xbox 360-style pop-ups, six languages, and automatic updates. On Linux and the Steam Deck it runs as an AppImage with Vulkan. Its author states it was made almost entirely with Claude Code.

You needYour own South Park: Tenorman's Revenge Xbox Live Arcade package (Title ID 58410B80, default.xex 0.0.0.1); other versions and title updates won’t work. Plus 64-bit Windows 10 or 11 with DirectX 12, or 64-bit Linux or a Steam Deck with Vulkan, and 1 GB of free space.

★ 11 · 2026-10-17 View →
Xbox Experimental
XBX

SSX 3 (bertibertig)

bertibertig/SSX3-Recomp

A native port of SSX 3 (original Xbox, 2003) by static recompilation: the game’s x86 code is translated to C with xboxrecomp and compiled as an x86-64 program, while the Xbox kernel, GPU, audio, and input are replaced by the runtime and the project’s own code (a Vulkan renderer, controller support, frame interpolation); it is not an emulator. It is an early, experimental project, but you can boot the game and race: menus run at 60 frames per second and races at 55–60, with interpolation above 60, internal resolution from 1× to 5×, widescreen in races (menus stay 4:3), split screen (at about 27 frames per second, since the game itself caps it at 30), and a settings screen. A full run through the game has not been verified and the Windows build was only tested under Wine and Proton. Version 0.3.0 (October 26) is the latest. 66 of its 68 commits list Claude as a co-author.

You needYour own copy of SSX 3 for the original Xbox, PAL/European version (title ID 0x4541003C, build of September 19, 2003), as an .iso or .xiso image or an extracted folder, which the port’s installer copies; other versions are not supported. On Linux, glibc 2.39 or newer, SDL2, OpenSSL 3, libepoxy, and a Vulkan driver; Windows 10 or 11 with the Vulkan renderer.

★ 11 · 2026-10-26 View →
PS1 Experimental
PS1

Star Wars Episode I: Jedi Power Battles

TechnicallyComputers/Star-wars---Episode-I---Jedi-Power-Battles-Recomp

An unofficial native PC version of Star Wars Episode I: Jedi Power Battles, made by static recompilation with PSXRecomp and the recomp-ui launcher; it is not an emulator. The game project holds the configuration, function seeds, and build glue. The repository includes the C code generated from the game’s executable (about 59 MB, generated folder), and the published releases ship it already compiled; the game’s data comes from your disc. There are builds for Windows, Linux, and macOS (Intel and Apple Silicon); v0.1.3 (October 1) is the latest release. The README does not say what works and what doesn’t. 2 of its 32 commits list Claude as a co-author.

You needYour own US copy of Star Wars Episode I: Jedi Power Battles (SLUS-01046) as a .cue/.bin image.

★ 11 · 2026-10-10 View →
Game-specific engine Playable
DOS

Street Rod (SDL3)

kylofon/street-rod-sdl3

A faithful C reimplementation of Street Rod, by California Dreams and Logical Design Works, running natively on Windows with SDL3. It is not an emulator: the original program was reverse-engineered, documented, and rewritten in C, and the port reads the original game’s files at run time. According to the README the whole VGA version (320×200, 16 colors) with PC speaker is ported: the title, driver’s licence, newspaper, used cars and parts, haggling and selling, garage, gas station, Bob’s Drive-In with opponents, bets, and drag and road races, police, breakdowns, the calendar of the summer of 1963, saved games, hall of fame, and the ending. It is a first release; CGA, EGA, Tandy, and Hercules graphics are not ported. It comes with a launcher with car selection (the 25 cars of the Street Rod SE data disk or the originals), demo mode, and window options. Version 0.1.0 (September 26) is a zip of about 11 MB. All 16 of its commits list Claude as a co-author.

You needThe files of your copy of the original DOS Street Rod (SR.EXE, LIB1, LIB2, and HOT_DATA) in a Game folder and, for the expansion cars, Street Rod SE (SRSE.EXE with its LIB1, LIB2, and HOT_DATA) in Game\datadisk. The README notes the game is free from its copyright owner at streetrodonline.com. The folder must be writable. Windows.

★ 11 · 2026-11-10 View →
Xbox 360 Experimental Stalled · 6 months
360

Test Drive Unlimited (TDURecomp)

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).

★ 11 · 2026-04-30 View →
Neo Geo Experimental
NEO

The King of Fighters ’98

danilopaulinodasilva/kof98recomp

A native PC port of The King of Fighters ’98, made by static recompilation: the game’s 68000 code is translated to C and run natively on a model of the Neo Geo hardware. The README calls it alpha, with sound. It boots as an AES console, plays the intro and attract demos, and lets you play team matches against the CPU; with --verify every recompiled block is replayed in the Musashi interpreter and there were 0 mismatches over 12.1 million blocks of a 5-minute scripted session. It offers widescreen (400×224, up to 480 wide) with backgrounds extended into the margins, two players on keyboard or gamepads, and a pause menu. Version 0.1.1 (October 21) provides installers for Windows, Linux, and macOS. All 30 of its commits list Claude as a co-author.

You needYour own ROMs from the MAME sets kof98h and neogeo (files 242-pn1.bin, 242-p2.bin, 242-s1.bin, 242-mg1.bin, 242-c1 to c8 and 242-v1 to v4, plus neo-po.bin, sfix.sfix, sm1.sm1, and 000-lo.lo), unzipped into the roms folder. The recompiled C is generated on your machine at build time and never distributed. Plus a C and C++ compiler, CMake 3.21, and optionally SDL2; the README warns that the Windows setup hasn’t been tried with this game yet.

★ 11 · 2026-11-03 View →
GBC Playable
GBC

The Legend of Zelda: Link's Awakening DX (sp00nznet)

sp00nznet/LinksAwakening

A static recompilation of Link’s Awakening DX for Game Boy Color into a native Windows program, built with gb-recompiled (with the author’s fork’s changes): the ROM’s code is translated to C, with a small interpreter for the few jumps the recompiler can’t resolve ahead of time. The CPU and memory banking, the graphics with their color palettes, sound, battery saves and save states, and keyboard and controller with rebindable controls all work. According to its README, it plays from boot through the dungeons; it’s single-player only, and the four-player co-op mode lives in a separate repository, la-mp. 0.1.0 came out on October 21 with a Windows installer that downloads the source, installs MSYS2 if it’s missing, and builds the game from your ROM (5 to 15 minutes the first time). It’s a different project from LADXHD, the remake of the same game already in the catalog. All 17 of its commits list Claude as a co-author.

You needYour own Link’s Awakening DX ROM, the US and European revision 2 (“Legend of Zelda, The - Link's Awakening DX (USA, Europe) (Rev 2),” SHA-1 1c091225688d966928cc74336dbef2e07d12a47c), as a .gbc or inside a .zip; other revisions are untested. Plus Windows 10 or 11.

★ 11 · 2026-10-21 View →
Port (decomp) Experimental
MOB

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.

★ 11 · 2026-10-23 View →
Switch Experimental
NSW

Yo-kai Watch 4++

ILFforever/YW4Recomp

An unofficial static recompilation of Yo-kai Watch 4++ (Switch update 2.2.0) into a native Windows program, in the style of N64Recomp: the game’s code is translated into C and compiled on your PC, with its own runtime and NVN on Vulkan. It goes further than an emulator does by replacing parts of the game’s renderer with its own code: resolution up to 4K, 16:10, 21:9, and 32:9 formats with the interface kept centered, PCSS soft shadows, TAA and SMAA, x16 texture filtering, upscaling with DLSS or FSR, frame generation, and 60, 120, or 144 fps. It is a work in progress that can’t yet be played from start to finish: it runs from boot through the start of a new game (logos, name entry, opening scenes, the Amano house, the town, the menus, and battles) and from late-game saves, but most of the game hasn’t been tried and missing effects and crashes are expected. Windows only; Linux is planned. It has no published releases. It states that Claude wrote most of the repository, and 100 of its last 100 commits list it as a co-author.

You needYour own copy of Yo-kai Watch 4++ with the last update, 2.2.0, from your own console: already extracted ExeFS and RomFS folders, or the NSP or XCI with your prod.keys (and title.keys for an NSP). The project only accepts that version, checked by the executable’s hash. Plus Windows with a Vulkan 1.3 GPU and an FMA3 CPU, Python 3.11 or later, a C11 compiler (Clang preferred), and, on the first build, a download of about 550 MB of FSR, DLSS, and Streamline.

★ 11 · 2026-11-11 View →
N64
N64

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.

100% decompiled
★ 10 · 2026-10-30 View →
Game-specific engine Playable
DOS

Big Red Racing (Big Red Report)

BigRedReport/bigredreport

A fan-made port of Big Red Racing that reimplements the game in JavaScript and WebGL2, with no dependencies, and reads the files of your original copy (the BIGRED folder; with the CD image the game’s music can also play). It is played in the browser (Chrome or Edge) or with Windows, Linux, Steam Deck, and Android apps that wrap the same web page; the repository includes no game data. It adds modern graphics with sunlight and shadows or the 1995 look, ultrawide support, controllers, split-screen for up to 8 players, online play for up to 12 with voice chat, the original recorded rivals or a new AI, replays, photo mode, time trials, a drift mode, a track editor, and mods that replace game files. The repository carries its own circuits, horns, logos, and two royalty-free music tracks for the Grand Prix and drift modes. Version 0.112.0 (October 31) is the latest of 69 releases; the desktop packages weigh 118 to 130 MB and the browser zip about 11 MB. 70 of its last 100 commits list Claude as a co-author.

You needYour own original copy of Big Red Racing: the BIGRED folder and, if you want the CD music, its image (IMAGE.img/IMAGE.cue). You choose it after pressing PRESS START. Plus Chrome or Edge, or the Windows, Linux, or Android app; on Android you provide a .zip with the BIGRED folder.

★ 10 · 2026-11-10 View →
Game-specific engine Playable
WIN

Big Red Racing (OpenRedRacing)

nynjardin/OpenRedRacing

A clean-room reimplementation of Big Red Racing (Big Red Software / Domark, 1996), a new portable C++ engine with SDL2 and OpenGL 3.3 that plays from your own unmodified original files. It includes all 24 circuits, the original physics ported to a deterministic integer simulation, full races, opponents that replay the original .REC ghosts, destructible scenery, sound and music, menus, split screen for up to 4 players, LAN for up to 6, a cockpit view, and gamepad support. The championship (implemented but little tested), some handling defects, and lighting still need polish. It has only been built and tested on Windows. Version 0.8 (October 11) is a portable zip of about 4.8 MB.

You needYour own copy of Big Red Racing: the installed game folder, the one holding ALWAYS.WAP and the .LEV and .VHC files; for the music, the soundtrack as .ogg files (02.ogg, 03.ogg…) in a MUSIC folder inside it. Plus 64-bit Windows 10 or 11.

★ 10 · 2026-10-22 View →
PS1 Experimental
PS1

Bomberman Party Edition

TechnicallyComputers/BombermanPartyEditionRecomp

An unofficial native PC version of Bomberman Party Edition, made by static recompilation with PSXRecomp and the recomp-ui launcher; it is not an emulator. The game project holds the configuration, function seeds, and build glue. The repository includes the C code generated from the game’s executable (about 58 MB, generated folder), and the published releases ship it already compiled; the game’s data comes from your disc. There are builds for Windows, Linux, and macOS (Intel and Apple Silicon); v0.3.18 (October 1) is the latest release. The README does not say what works and what doesn’t. 2 of its last 100 commits list Claude as a co-author.

You needYour own US copy of Bomberman Party Edition (SLUS-01189) as a .cue/.bin image.

★ 10 · 2026-10-10 View →
Xbox 360 Playable
360

Crystal Defenders

Claudio5702/Cristalis

Cristalis, a native port of Crystal Defenders, the Xbox Live Arcade game, for Windows (with an experimental Linux build): the game’s PowerPC code is translated ahead of time to C++ with XenonRecomp and runs on a small runtime written for this game. The repository holds none of the game’s code, but the programs on the release page are built from the translated code of a default.xex, meaning the published executable already carries translated game code; the pictures, sounds, music, and text are read from your copy. The program checks that your default.xex is the one the translation came from. It uses DarkLauncher, with a settings screen and pause menu in seven languages, six game languages, resolutions from 720p to 4K, HDR, local achievements, screenshots, Xbox and PlayStation controllers with vibration, a crash report that names the wave and stage, an installer, and updates. It is in beta: few people have played it so far. Version 1.10 is from October 21. The README states it was made 100% with Claude Code, and all 86 of the repository’s commits list it as a co-author.

You needYour own copy of Crystal Defenders for Xbox 360: the CRYSTAL DEFENDERS folder (or the title 58410989 folder) copied from the console, whose package is 58,126,336 bytes (SHA-1 118C64C901976CD8E2B570D77B0A5E01C15C7A46) with a 1,658,880-byte default.xex (SHA-1 31A90704D4233F6E730714515CD5F20BF08D7F0D). 64-bit Windows 10 or 11 and a Direct3D 11 card.

★ 10 · 2026-11-02 View →
Source port Experimental Stalled · 7 months
WIN

⑂ Fork of sezero/uhexen2

Hexen II (uHexen2 Tweaked)

TDRRmk2/uhexen2-tweaked

Hexen II: Hammer of Thyrion Tweaked: a “lightly touched up” version of uHexen2 (Hammer of Thyrion), the Hexen II source port, according to the repository description, built from sezero/uhexen2. Judging by its commit messages, it adds a gl_ambientlight console variable for the minimum lightmap light level, makes the whole game respect gl_texturemode, adds a variable to let the field of view affect the weapon model, saves the FOV to the ini file, and fixes the wrap mode of HUD graphics. The README is only the line inherited from uHexen2. The single release, Test 1 (March 30), has a Windows (win32) build.

You needA copy of Hexen II; the repository’s README doesn’t list the files. Windows for the published build (win32).

★ 10 · 2026-03-30 View →
PS1 Experimental
PS1

Jet Moto 2

goodshepherd23/JetMoto2-Recomp

A native PC version of Jet Moto 2: Championship Edition (PlayStation, 1998, SCUS-94167), made by statically recompiling the game’s MIPS code to C# with RecompOne; no emulator and no BIOS. It is an early release tested on Windows 11 x64 only: boot logos, title and menus, the attract demo, and a full player-controlled race (tried on Slickrock Gorge) work, with keyboard input and a cheats menu. Sound and CD music, memory card saving, the other 19 tracks, season modes, two-player, and gamepads are untested. It adds 60 fps through interpolation, PGXP, widescreen races (16:10, 16:9, or 21:9), and internal resolution from 1x to 8x. The first run recompiles the game from your disc. Version 0.1.5 (October 21) is the latest release. The README states it was made with heavy AI assistance (Claude), and all 7 of its commits list Claude as a co-author.

You needYour own dump of the US Championship Edition (SCUS-94167): a .cue with 17 .bin tracks, with Redump names, in the disc folder. Plus Windows x64 and the .NET 10 SDK.

★ 10 · 2026-10-21 View →
SNES / Super Famicom Experimental
SNES

Jungle Strike (SNES)

Junior-Jones/Jungle-Strike-SNES-Static-Recomp

A native Windows version of the Super Nintendo Jungle Strike, made by static recompilation: the ROM’s S-CPU (65816) and audio driver (SPC700) code was translated ahead of time into C, with no interpreter or emulator fallback, and the repository includes that generated code, which comes from the game’s ROM. The rest of the machine (PPU, DMA, timers, S-DSP) is reimplemented in the project itself, with a Windows launcher that saves and loads states, configures controllers and audio, and takes screenshots. It adds a 16:9 widescreen mode (512 × 288), flagged as experimental. According to the README, mission 1 has been tested at its corners and with weapons and mission 2 only partly; the remaining game transitions are still being tested. The latest release is 1.1.0, from October 17; the first, 1.0.0, is from September 1. The published Windows build is a prebuilt executable made from that generated code.

You needYour own Jungle Strike SNES ROM, the USA/Canada (NTSC) release, unheadered, in .sfc format, 2,097,152 bytes with SHA-256 8d812ea4fa897274116f7f43bc689e110f1cfbd3f7eb3a1737c2a85d36369159; the launcher checks the full identity before allowing play. Windows 10 or 11.

★ 10 · 2026-11-09 View →
Wii Playable
WII

MLB Power Pros 2008

HopeAero/MLBPowerPros2008Recomp

A static recompilation of MLB Power Pros 2008 (Wii, USA, RL8E54) into a native Windows x64 and Linux x86_64 program, built on the translator and runtime of Wiicompiled, with its own launcher, mods, and tools to edit textures, rosters, and stadiums. It is not an emulator: the PowerPC code (main.dol and ovl_main.rel) is translated to C++ ahead of time and what the console provided is reimplemented. According to the README, boot, menus, and full matches work at 60 frames per second; Season, League, and MLB Life are reachable but not systematically tested. It offers Direct3D 12 or Vulkan, internal resolution from 1x to 4x, true 16:9 widescreen, AMD FSR 1, real MLB schedules, two-way players, and seasons beyond the original 10 (experimental). It is in beta on Windows; Linux and the Steam Deck are experimental. Version 0.1.5 is from October 24. The README states that nearly everything was written with Claude; 96 of its last 100 commits list Claude as a co-author.

You needYour own copy of MLB Power Pros 2008 for Wii (USA, RL8E54) as a disc image. 64-bit Windows 10 or 11, a GPU with Direct3D 12 or Vulkan, and about 2.5 GB free (900 MB for the Setup and 1.5 GB for the installed game).

★ 10 · 2026-11-02 View →
PS1 Experimental
PS1

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. Its README says it was developed with AI assistance: AI helps with code, documentation, and investigation, while its author tests the game and makes release decisions.

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.

★ 10 · 2026-10-02 View →
Recompiler Experimental Stalled · 2 years

⑂ 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.

★ 10 · 2024-05-15 View →
Xbox 360 Experimental
360

Skate 2 (cookingwithsimon)

cookingwithsimon/Skate2Recompiled

An unofficial native Windows port of the Xbox 360 version of Skate 2, made by statically recompiling the game’s default.xex with the ReXGlue SDK (via the Skate 3 recompilation fork). According to the README the game boots through the menus and idle movie into Freeskate, and mission triggers work, at over 100 FPS on a Ryzen 7 7800X3D; it is early and bugs are expected. It uses the SDK’s emulated Xbox 360 GPU on Direct3D 12. It includes no game files or recompiled code: the build recompiles the code from your copy. Version 0.2.0 is from October 11. Both of the repository’s commits list Claude as a co-author.

You needYour own disc image of Skate 2 for Xbox 360 (tested with Skate 2 (USA) (En,Fr), title ID 4541087F, default.xex with SHA-1 a9b539c1acbc80aeaade3ffbe708e1fbd3a2dad7); other regions or title updates have different code addresses and need their own configuration. Windows 10 or 11 with an x86-64 CPU with AVX2; to build, LLVM (Clang 18 or newer), Visual Studio 2022 Build Tools with C++, Python 3, and Git.

★ 10 · 2026-10-11 View →
Game Boy Fully playable
GB

Tetris

mstan/TetrisGBRecomp

A static recompilation of the Game Boy Tetris with the author’s own version of gb-recompiled: the SM83 code is translated to C and compiled to native code, and the runtime library simulates video, sound, and the mapper. Its author believes it’s 100% playable: the A-Type and B-Type modes, the menus, the attract demo, music, and sound effects all work, without going through the interpreter thanks to 64 entry points harvested from real runs. It uses the shared recomp-ui launcher, which checks the ROM and opens an in-game menu with F1. Version 0.0.3 (August 17) fixed the bug in 0.0.2 that rejected every ROM. 10 of its 13 commits list Claude as a co-author.

You needYour own Tetris (World) ROM for Game Boy, version 1.0 (CRC32 63F9407D); the 1.1 revision won’t work. Plus 64-bit Windows 10 or 11.

★ 10 · 2026-08-17 View →
Switch Playable
NSW

The Legend of Zelda: Tears of the Kingdom (ZuanCrisp)

ZuanCrisp/Zelda-TOTK-Port

A static recompilation of The Legend of Zelda: Tears of the Kingdom into a native x86-64 application for Windows and Linux, with a Vulkan renderer; the repository calls it TotK Recomp. It is not an emulator: the game’s code is translated into C on your PC during setup, and the installer handles the whole process, including preparing the shaders. It supports updates 1.1.0, 1.2.1, and 1.4.3, with saves interchangeable between the last two, and reads NSP, XCI, NSZ, and XCZ files. According to the README, the game is playable on Windows and Linux, though visual bugs and crashes are expected. It offers 60 fps by default and up to 144 or the monitor’s refresh rate (experimental), custom resolutions, FSR 1, DLSS and DLAA (the setup downloads NVIDIA’s DLL), HDR10, 16:10, 3:2, 21:9, and 32:9 formats, anisotropic filtering, controllers with rumble and gyro, mods made for emulators, and Atmosphère cheats. The downloads are a zip of about 143 MB for Windows and an AppImage of about 229 MB for Linux, which say they carry no game data or code derived from it and which we haven’t checked inside. It published 8 releases between October 30 and November 4, the latest being 0.3.7. It states that most of the code is written by AI coding agents (Claude Code); 83 of its last 100 commits list Claude as a co-author.

You needYour own copy of Tears of the Kingdom from your own console: the base game (NSP, XCI, NSZ, or XCZ) and the 1.1.0, 1.2.1, or 1.4.3 update, with your prod.keys. Plus Windows 10 or later, or Linux 6.7 or later with glibc 2.34 or later, an x86-64 CPU with SSE4.2 (better with AVX2 and FMA), a GPU with Vulkan 1.3 and VK_EXT_external_memory_host, and about 36 GiB free during setup (20 GiB afterwards).

★ 10 · 2026-11-10 View →
Xbox 360 Experimental
360

TNA iMPACT!

dotGrx/TNA-IMPACT-Recomp

An unofficial PC version of the Xbox 360 game (USA and Europe), made by static recompilation with ReXGlue. The repository does not include the game, but the release (a zip of about 72 MB) ships the port already built from one specific default.xex, and the launcher checks that your copy is the version it comes from. The game is read in place from an .iso image or an extracted folder. It offers a steady 60 fps in matches and menus, internal resolution of 720p, 1440p, or 4K, a fix for the wrestlers’ self-shadowing, AMD FidelityFX CAS sharpening, skipping the intro videos, a switch to unlock everything through the game’s own developer switches, and a launcher with settings, game files, and logs. There are project patches on top of the ReXGlue SDK. Version 0.1.0 is from October 18.

You needYour own TNA iMPACT! for Xbox 360 (USA or Europe), as a disc image (XISO or full dump) or an extracted folder; its default.xex must have MD5 b94f2c9cf46b9afffe05cfb0a1e24fb6. 64-bit Windows 10 or 11, a Direct3D 12 card, and an AVX2 CPU; a controller is recommended.

★ 10 · 2026-10-18 View →
N64 Experimental
N64

World Driver Championship

alondero/worlddriverchampionship-recomp

An experimental native port of World Driver Championship for Windows, made with N64Recomp, N64ModernRuntime, and RT64. The CPU code and the game’s custom BOSS graphics microcode are statically recompiled, and RT64 renders the resulting RDP commands. Per the README, it has been tested on Windows x64 with Direct3D 12 through the intro, the menus, and practice driving in Hawaii (acceleration, steering, automatic gears, and pause); it is an early build, with rendering glitches and SDL audio still experimental. It supports remappable gamepad and keyboard controls, Controller Pak saves, rumble, resolution scaling from 1 to 8×, MSAA, fullscreen, and session cheats, and can widen the camera in races. Linux and Android are not validated. Version 0.2.0 is from October 29. The repository includes no ROM, generated code, or binaries.

You needYour own copy of World Driver Championship for Nintendo 64, US. Plus 64-bit Windows and a graphics card with Direct3D 12.

★ 10 · 2026-11-10 View →
Dreamcast Experimental
DC

Crazy Taxi (Dreamcast)

sp00nznet/crazytaxi

A static recompilation of Crazy Taxi for the Dreamcast: the original binary’s SH-4 code is translated into C (12,750 functions) and compiled as a native 64-bit program, with no interpreter or JIT. It builds on dcrecomp, which does the translation and provides the hardware layer, and the repository only keeps the bring-up code and the title’s own data. It is in alpha and doesn’t draw a single frame yet: it boots, installs the VBlank handler, reads the disc, and gets quite far into initialization, but stops in a wait loop it never leaves, so there is no geometry, picture, sound, or input. It has no published releases; the translated code is generated on your PC and not uploaded. All 51 of its commits list Claude as a co-author.

You needYour own disc image of Crazy Taxi for the Dreamcast (USA), as .cue and .bin or .gdi. 64-bit Windows 10 or 11, Python 3.8 or later, Git, CMake, Visual Studio 2022 with the C++ tools, and vcpkg with SDL2 and GLEW; Setup.cmd checks what’s missing and asks before installing it.

★ 9 · 2026-10-21 View →
Native layer Playable
PS5

Dead Cells (PS5)

OverkillLabs3/DC-PS5

Dead Cells for PS5 as a native Windows program: the original x86-64 code is relinked into a standalone executable that runs directly, with no emulator, no CPU emulation, and no separate runtime process. The GPU shaders are recompiled to Vulkan and the console libraries are provided as ordinary DLLs. It builds on the AnyPS5 project. According to the README it is playable from the logo through gameplay, with music and sound effects, at about 55 to 60 frames per second in indoor scenes and 30 to 35 in outdoor ones. Version 0.1.0 (October 9) is the only published release.

You needYour own decrypted copy of Dead Cells: Return to Castlevania Edition for PS5 (PPSA15552, version 01.000.000), with eboot.elf, sce_sys, sce_module, res.pak, and the rest of the files next to deadcells.exe; other versions and regions have not been tested. Plus 64-bit Windows 10 or 11, a graphics card with Vulkan 1.1 or newer (with VK_EXT_depth_clip_control, BC compression, and buffer device address), and 16 GB of RAM or more is recommended.

★ 9 · 2026-10-09 View →
SNES / Super Famicom Experimental
SNES

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. One of its 29 commits lists Claude as a co-author.

You needYour own Donkey Kong Country 2 ROM (SNES, US version 1.0).

★ 9 · 2026-09-14 View →
PS1 Experimental
PS1

Galerians

goodshepherd23/Galerians-Recompiled

A native PC version of Galerians (PlayStation, 2000), made with the PSXRecomp static recompiler and the recomp-ui launcher. The game code is generated on your machine from your Disc 1 (all three discs boot the same executable, so one build plays the whole game) and uses the bundled OpenBIOS image, with no Sony BIOS. Version 0.1.1 (October 21) has packages for Windows x64, Linux x64, and macOS (Apple Silicon and Intel). It is an early release tested on Windows: it reaches the title and the start of the game, but play beyond the first room, saving and loading, changing discs, and the Linux and macOS packages remain untested. The launcher includes optional cheats. The README states it was made with AI assistance (Claude), and all 4 of its commits list Claude as a co-author.

You needYour own three discs of Galerians (USA) as CUE/BIN, each CUE kept next to its BIN: Disc 1 SLUS-00986, Disc 2 SLUS-01098, and Disc 3 SLUS-01099. Windows, Linux, or macOS; on Linux and macOS you first install CMake, Ninja, Python 3, and a C/C++ compiler.

★ 9 · 2026-10-21 View →
Game-specific engine Playable
PS2

Hot Shots Tennis

FIZL0/opentennis

A from-scratch rewrite of Hot Shots Tennis (Everybody’s Tennis in Europe, Minna no Tennis in Japan) in Rust with the Bevy engine, called OpenTennis. It aims for the same game, with the same ball physics, rules, timing, and AI, ported from the original and checked frame by frame against the real game, with better rendering on top. It reads the game’s data from your disc image at run time, and the repository has no models, textures, sounds, or program code from the game. There are builds for Windows, Linux, Android, and iOS and a web version where you pick your own ISO; it includes online play with rollback and mods for characters, courts, umpires, and textures, with a mod store. The README describes it as a work in progress. Version 1.5.4 is from October 29. 52 of its last 100 commits list Claude as a co-author.

You needYour own .iso image of the PS2 Hot Shots Tennis, US release, version 1.00, serial SCUS-97610. The game checks the disc (the SCUS_976.10 boot file and the size and header of ZZBIN/GAME.BIN) and refuses any other with “unsupported disc”.

★ 9 · 2026-11-06 View →
Game-specific engine Fully playable
PS1

Jade Cocoon: Story of the Tamamayu

ufodriverr/jade-cocoon-bevy-public-v1

An engine reimplementation of Jade Cocoon: Story of the Tamamayu (PlayStation, European release SLES-02201), written in Rust on Bevy. It does not execute the original’s native PlayStation code: it reads data tables from the executable and the image of your disc and interprets the scene scripts. According to the README, the story plays through to its ending, with battles, creature capture and merging, menus, movies, music, voices, and local saving, and the optional second-round corridor is also implemented; it warns that this is a fan implementation with known differences and bugs. There is a 64-bit Windows build and, since 1.1.1, an Android one. Version 1.1.2 is from October 18 and fixes the purification screen not returning the empty cocoons. It includes no game files and no links to obtain them. 2 of its 4 commits list Claude as a co-author.

You needYour own European Jade Cocoon disc image (SLES-02201), as a raw MODE2/2352 .bin; the path is stored in jc.local.toml. 64-bit Windows (no Rust install needed) or Android (arm64). To build from source, stable Rust for x86_64-pc-windows-msvc and Visual Studio with C++.

★ 9 · 2026-10-24 View →
GameCube Experimental
GC

Medal of Honor: Frontline

ant0-blase/MOHFrontline-GC-RECOMP

An experimental static recompilation of the US GameCube version (GMFE69), made with DolRecomp and ModernGekko, the Dolphin-derived runtime that supplies memory, exceptions, video, audio, input, and disc services. The game loads several executable images during play, so the project recompiles the whole chain (main.dol, the main executable, and the restart stub) into a single native module with a multi-image ABI. The main menu, mission selection, and gameplay work, the latter marked experimental, with widescreen and custom field of view; the frame-rate control is experimental and long-session audio is under investigation. There is an optional remaster layer that uses textures and fonts from your own copy of the PS3 version. The README describes a portable package with a launcher for Windows and Linux, but the repository has no published releases and is archived.

You needYour own disc image of Medal of Honor: Frontline for the GameCube, US (GMFE69), as ISO, GCM, RVZ, WIA, WBFS, CISO, GCZ, TGC, or NFS. For the optional remaster layer, your own files from the PS3 version (a PS3_FILES folder or the .pkg). 64-bit Linux with Vulkan and Wayland to build from source, or the launcher for Windows and Linux that the README describes.

★ 9 · 2026-11-04 View →
Xbox 360 Experimental
360

Naughty Bear: Panic in Paradise

MaxDeadBear/restuff_inParadise

A recompilation project of Naughty Bear: Panic in Paradise for Xbox 360 on Windows, made with ReXGlue. The repository has no README: it only holds the program’s code (an XAudio2 audio driver, hooks, a Lua mod module, and an achievements menu) and the project’s configuration and manifest files. The manifest, generated by ReXGlue on June 16, expects the game’s default.xex in an assets folder, and the recompiled code isn’t in the repository. The published releases ship the already compiled executable (a restuff_inparadise.exe of about 76 MB and a zip of about 22 MB) that we haven’t checked inside; the latest, release_v1.1 from June 27, added achievements. Nothing more can be said about its state without documentation. Neither of its 2 commits lists Claude as a co-author.

You needNo README: the project manifest indicates it uses the default.xex from your own copy of Naughty Bear: Panic in Paradise for Xbox 360, placed in an assets folder. Version and region haven’t been checked.

★ 9 · 2026-06-27 View →
N64 Fully playable
N64

NBA Hangtime

8bitninja64/HangtimeRecomp

An unofficial native port for Windows, Linux, and Steam Deck of the N64 version, made by static recompilation: the game’s code is translated from your ROM and compiled on your PC the first time you start it, in a minute or two. The README says it is playable from start to finish, with menus, four quarters, halftime, stats, and final results, and that it was tested on a Steam Deck. It offers up to four players on gamepads and keyboard, saves through the game’s own Controller Pak code, 17 of the original cheats plus Always On Fire from the launcher, 60 fps, true 16:9 widescreen, resolution, anti-aliasing, and filtering options, rebindable controls, and built-in updates. It includes no game code or assets; the release packages (about 93 MB on Windows) hold the program and the tools to build it. Version 0.1.1 is from October 20.

You needYour own NBA Hangtime (USA) ROM as .z64, .n64, or .v64 (SHA-256 6e1304d5bf8922a652f4063f9d26120ac8c3e9af2a5f8a4f4bc733cf003edf83). 64-bit Windows (with the Visual C++ x64 Redistributable) or x86-64 Linux, including Steam Deck.

★ 9 · 2026-10-20 View →
Port (decomp) Playable
MD

NHL ’94

1nputs/ninety-four

A hand-written C rewrite of NHL ’94 (Mega Drive/Genesis) for Linux, Windows, and macOS. According to its README, the game’s roughly 1,500 routines, with one C file per assembly module of the community’s byte-exact rebuild, have been checked against the original frame by frame; it emulates neither the 68000 nor the Z80 and uses the pulseman submodule for the VDP, PSG, and YM2612, with SDL2. It runs at 60 frames per second without the cartridge’s slowdown and adds rollback online play for two to four players, save states with rewind, custom rules, custom rosters of up to 32 teams, and the import of rosters from ROM hacks made on the 32-team template, which are exported as CSV and PNG. Version 0.3.6 is from October 22. All of its last 100 commits list Claude as a co-author.

You needYour own copy of the NHL ’94 cartridge for Mega Drive/Genesis (US or Europe), 1 MB (SHA-1 7b1489ab501258133bf03e5f0892b77d04312580). You pick it the first time in the game’s file browser, or with --rom. For online play, every machine needs the same release.

★ 9 · 2026-10-22 View →
PS1 Experimental
PS1

PaRappa the Rapper (kirby1237)

kirby1237/PaRappaTheRapperRecomp

A static recompilation of the US release of PaRappa the Rapper (PlayStation, 1996) for PC, made with psxrecomp and the recomp-ui launcher; it uses the bundled OpenBIOS image. It includes an optional Rhythm Timing Assist mod, with configurable latency compensation and early and late tolerance for controller and keyboard play, and an experimental widescreen mod enabled by default at 21:9 (also 16:9, fit to window, or 4:3) that widens the game’s 3D view; movies and 2D menus keep their proportions. The default internal resolution is 1080p. The README says the other stages still need player validation. v0.1.1 (October 8) has zips for Windows x64 and Linux x64. The repository includes the C code generated from the game’s executable (about 25 MB, generated folder), and the published release ships that code already compiled; the game’s data comes from your disc.

You needYour own disc of the US version of PaRappa the Rapper (SCUS-94183) as a .cue/.bin image, placed in the disc folder. Windows x64 or Linux x64.

★ 9 · 2026-11-04 View →
PSP Experimental
PSP

Saru Get You: Saru Saru Daisakusen

jackgllghr/bigmission-recomp

A recompilation of the PSP game built on the PSPRecomp framework, which reads the Allegrex/MIPS executable, emits C++, and runs it on a native runtime. It targets Windows, macOS, Linux, and Android with better performance and configurability, and aims to be a foundation for translating the game. The README lists as working all four platforms, resolution scaling, field of view, right-stick camera, movie subtitles, controller-specific prompts, and PSP save compatibility; interpolated 60 frames per second, HD texture packs, save states, and a machine-translated English pack are experimental. The game profile’s note warns that it is an early build, not verified end to end. The releases contain only the launcher, which builds the game on your machine from your disc; the latest, 0.2.1, is from October 25. 30 of its last 100 commits list Claude as a co-author.

You needYour own disc image of the PSP game, Japanese edition (disc ID UCJS10060, version 1.00). The launcher uses it to build the game on your machine (Windows x86-64, Apple Silicon macOS, or Linux).

★ 9 · 2026-10-27 View →
PS1 Experimental
PS1

Star Wars: Masters of Teräs Käsi

TechnicallyComputers/MastersOfTerasKasiRecomp

An unofficial native PC version of Star Wars: Masters of Teräs Käsi, made by static recompilation with PSXRecomp and the recomp-ui launcher; it is not an emulator. The game project holds the configuration, function seeds, and build glue. The repository includes the C code generated from the game’s executable (about 58 MB, generated folder), and the published releases ship it already compiled; the game’s data comes from your disc. There are builds for Windows, Linux, and macOS (Intel and Apple Silicon); v0.3.17 (October 1) is the latest release. The README does not say what works and what doesn’t. 4 of its last 100 commits list Claude as a co-author.

You needYour own US copy of Star Wars: Masters of Teräs Käsi (SLUS-00562) as a .cue/.bin image.

★ 9 · 2026-10-10 View →
GameCube Playable
GC

Super Mario Strikers

aharonahdoot/StrikersRecomp

A static recompilation of Super Mario Strikers (G4QE01, NTSC), the worked example for RecompCore and GXRuntime. The repository only holds the policy, glue, and tools for the game (symbol maps, high-level emulation decisions, MMIO routing, and the scripts that turn your copy into native code); the recompiled C, about 665,000 instructions in 163 chunks, is generated on your PC with DolRecomp from your own ISO and isn’t uploaded. It can run as a RecompCore module, a Dolphin fork that loads it by disc ID and falls back to Dolphin’s interpreter for whatever the module doesn’t cover (99.9% of dispatches run natively), or as a standalone GXRuntime app with its own renderer, input, and audio. It boots, has menus, the intro cutscene, and full matches, with saves on a virtual memory card; the known gaps are player shadows and gloss passes in the standalone renderer, the other cutscenes, and that path’s in-match performance. The only release, 0.1.0, is from July 8 and has no attached files.

You needYour own ISO of Super Mario Strikers for the GameCube, US (G4QE01), from which main.dol is extracted. Python 3 and the tools bootstrap.sh clones (DolRecomp, GXRuntime, and RecompCore); what has been tested so far is macOS.

★ 9 · 2026-07-21 View →
GameCube Playable
GC

Super Smash Bros. Melee (YAMPP)

sonsegajp/YAMPP

YAMPP (Yet Another Melee PC Port) is a PC port, which its author calls experimental, of the NTSC-U 1.02 release of Super Smash Bros. Melee, based on the doldecomp/melee decompilation. According to its documentation, a script generates native C from the main.dol of the player’s disc and the executable runs it over a 24 MiB guest memory space, with Aurora translating GX graphics commands and SDL handling window, input, and audio; it is not an emulator. The repository doesn’t contain that generated C, but the prebuilt release runs the game’s translated code: the packaging script copies YAMPP.core.dll (211 MB) next to the executable, and we haven’t opened that file. It also ships unicorn.dll (Unicorn Engine), which according to its credits executes the PowerPC instructions added or patched by the optional content. It includes online play with rollback, a mod browser, 4:3 or 16:9 widescreen, and Melee Workshop, an editor for fighters, stages, and textures (an Electron app). Akaneia 1.0.1 content (fighters, stages, and music) is optional and not included: it is downloaded separately from its official GitHub. Version 0.2.4 (September 22) is a Windows zip of about 339 MB which, according to the README, holds no disc images or extracted game files; Linux only has build validation. 7 of its 12 commits list Claude as a co-author.

You needYour own disc image of Super Smash Bros. Melee for GameCube, NTSC-U 1.02 (GALE01 revision 2), as ISO/GCM, RVZ, or WIA; the first start extracts it on your PC, checks that main.dol has SHA-1 08e0bf20134dfcb260699671004527b2d6bb1a45, and rejects other revisions. 64-bit Windows, a Vulkan-capable graphics card, and the Visual C++ Redistributable (x64); Melee Workshop also needs .NET 8.

★ 9 · 2026-09-22 View →
Game-specific engine Playable
DOS

Test Drive II: The Duel (SDL3)

kylofon/test-drive-2-sdl3

A native Windows port of Test Drive II: The Duel (Accolade / Distinctive Software, 1989), a C reimplementation with SDL3 of the EGA version (TD2EGA.EXE) made by reverse engineering; it is not an emulator. It can be played with the cars and sceneries of The Collection, including the Supercars / Muscle Cars and California / European Challenge add-ons; the CGA, Hercules, and Tandy versions are not ported yet. It removes the copy protection and disk handling, draws the driving view at an emulated 15 frames per second, and uses a gamepad as the joystick. The only release, 0.1.0 (September 17), is a 64-bit Windows zip. All 9 of its commits list Claude as a co-author.

You needYour own files of the DOS Test Drive II, ideally The Collection, in a folder named Game: TD2EGA.EXE, CARS.DAT, SCENES.DAT, SONGS.BIN, VOICES.BIN, the *.PES archives, the car *.BIN and *.SS files, and the scenery *.DAT, *.SGN, and *.FNT files. The folder must be writable. Plus Windows.

★ 9 · 2026-09-18 View →
N64 Experimental
N64

Wayne Gretzky’s 3D Hockey

geno55/wg3d-recomp

A native Windows port of Wayne Gretzky’s 3D Hockey (US version 1.0), made by static recompilation: N64Recomp translates the game’s MIPS code to C, which runs on N64ModernRuntime and is rendered with RT64. Per the README, the game boots, renders, plays audio, takes keyboard and gamepad input (four ports), and saves to the Controller Pak; there is a launcher with settings and an in-game menu. A correctness pass is still in progress and there is a roadmap to 1.0.0. The ROM and everything extracted or generated stay out of Git. Version 0.8.1 is from October 25. All 23 of its commits list Claude as a co-author.

You needYour own copy of Wayne Gretzky’s 3D Hockey for Nintendo 64, US 1.0 (SHA-1 400aa84811f1f2f6c62c756b43b54d534d5a5ec8), as a .z64 or a byteswapped .v64. Plus 64-bit Windows with Direct3D 12.

★ 9 · 2026-10-25 View →
N64
N64

BattleTanx: Global Assault (N64)

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.

100% decompiled
★ 8 · 2026-10-30 View →
N64 Playable
N64

Beetle Adventure Racing (bryankruman)

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. 55 of its 58 commits list Claude as a co-author.

You needA Beetle Adventure Racing ROM (N64, US version, .z64).

★ 8 · 2026-10-31 View →
Xbox 360 Experimental
360

Burnout Revenge (fabioap-cpu)

fabioap-cpu/Burnout-Revenge-Recomp

An experimental static recompilation of the Xbox 360 version with ReXGlue, published as source: it holds the recompilation metadata, build configuration and a vendored copy of the SDK with the fixes and diagnostics developed for this game, with no game data, Xbox system files or compiled executables. According to the README, on the tested Windows AMD64 system it boots to the title screen, saves and loads and reaches the main menu, lets you select a rank and a car with full 3D rendering, loads a race and drives with a complete HUD, and a full play session was completed without crashes, which the author places beyond their alpha gate and close to beta. Known issues: the 3D world isn’t drawn behind menus and some loading screens, and frame rate drops occur in some map areas. It has no published releases. All 4 of its commits list Claude as a co-author.

You needYour own copy of Burnout Revenge for Xbox 360 as an extracted game tree, including default.xex. Windows AMD64, Git, CMake 3.25 or newer, Ninja and Clang.

★ 8 · 2026-09-03 View →
Xbox Experimental

FIFA Street 2

jv36/fifastreet2-recomp

An attempt at a static recompilation of the Xbox release (title 45410085) for Windows, with the xboxrecomp toolkit, included as a submodule with a patch of its own: the executable’s code is translated to C, 15,314 functions split across 16 files. It isn’t playable yet: the program boots, sets up the Xbox kernel layer and memory, and reaches the recompiled code’s entry point, but no window opens and it has to be closed by hand. There’s no release: the game’s code is generated from your default.xbe and built on your PC, and it isn’t in the repository. It has 3 commits and has been idle since September 16.

You needYour own FIFA Street 2 disc for Xbox, extracted with extract-xiso into the game_files folder (default.xbe and the data files). To build it, Windows 10 or 11, Visual Studio 2022 with the C/C++ desktop workload (MSVC), CMake 3.20 or newer, and Python 3.10 or newer with capstone.

★ 8 · 2026-09-16 View →
Native layer Fully playable
PS4

Gravity Rush Remastered (rodrigojacarei)

rodrigojacarei/grr_pc

A native port for x86-64 Linux and 64-bit Windows 10 and 11 of Gravity Rush Remastered (PS4, CUSA01130). It runs natively with Vulkan 1.3 and SDL3, with frame rates of 60, 120, 144, and 240 or unlimited, 4K or custom-resolution rendering, AMD FSR spatial upscaling with sharpness control, DualShock 4, DualSense, Xbox, and Switch controllers with an interactive guide and remapping, and keyboard and mouse. Releases are a self-contained AppImage and tar.gz for Linux and a zip for Windows. It includes no PS4 assets or binaries: the executable, modules, data archives (about 9.5 GB), and file index are dumped from your copy. The most recent release, from October 30, carries no version number but the date and the commit hash. Its author says it’s playable from start to finish.

You needYour own dump of Gravity Rush Remastered for PS4 (CUSA01130): eboot.bin, sce_module/libc.prx and libSceFios2.prx, the arc/ folder (about 9.5 GB), sce_sys/, and sce_discmap.plt; optionally libSceNgs2.sprx from the console for audio. x86-64 Linux with glibc 2.39 or later or 64-bit Windows 10 or 11, and a Vulkan 1.3 GPU with at least 4 GB of VRAM.

★ 8 · 2026-10-30 View →
PS1 Experimental
PS1

Hellnight

goodshepherd23/Hellnight-Recompiled

A native PC version of Hellnight (PlayStation, 1999; Dark Messiah in Japan), made with the PSXRecomp static recompiler and the recomp-ui launcher, with the bundled OpenBIOS image instead of a Sony BIOS. Version 0.1.7 (October 26) has packages for Windows x64, Linux x64, and macOS (Apple Silicon and Intel). It is an early release tested on Windows: with the NTSC-converted dump it reaches the title, New Game starts, dialogue, the examine cursor, and room transitions work, and saving to and loading from a memory card works; with the Redump dump and the Undub patch it was only tested up to the intro. An optional mod widens the 3D view to 16:9 or 21:9, and there are optional cheats. The README states it was made with AI assistance (Claude), and all 17 of its commits list Claude as a co-author.

You needYour own European Hellnight disc (SLES-01562) as CUE/BIN, with a data track of 633,786,384 bytes: the Redump dump (MD5 050d2848368af2ef945706bc73ef69ef), an NTSC-converted copy (MD5 01ce6367485ab848973be612df58b5b9, which most testing used), or the Undub v1.1 patch of the European disc (MD5 cb6f8e5a863920bf33d8cfe78dd684df). Windows, Linux, or macOS.

★ 8 · 2026-10-26 View →
PSP Playable
PSP

Initial D: Street Stage

cassnadra/initialdpsponpc

A native Windows port of the PSP’s Initial D Street Stage (ULJM05093): the PSP’s MIPS BOOT.BIN is statically recompiled to C and linked against a hand-written runtime that replaces the PSP’s OS and hardware. All game data comes from your ISO. It offers high resolution and interpolated frames, remappable gamepad and keyboard, party races over LAN or the internet for up to 4 players, online leaderboards with ghost racing, up to 8 of your own ghosts at once, a replay theatre with MP4 export, and a modding layer for cars, courses, music, skins, and skyboxes. It is installed from a Windows zip; version 0.97.0 (October 28) is the latest. 8 of its last 100 commits list Claude as a co-author.

You needYour own PSP ISO image of Initial D Street Stage (ULJM05093), in the game folder next to initiald.exe (Japanese) or initiald_en.exe (English). Plus 64-bit Windows 10 or 11 and a GPU with Direct3D 11; Steam is optional and only for the online rooms.

★ 8 · 2026-11-11 View →
N64 Experimental
N64

International Superstar Soccer 2000 (djultra64)

djultra64/ISS2000

ISS2000 Recompiled: a community native port of International Superstar Soccer 2000 for 64-bit Linux and Windows, made by static recompilation with N64Recomp, N64ModernRuntime, and RT64. It runs the English PAL release with Career, training, and the original football modes, in 4:3 or 16:9, with internal resolutions up to 2160p, 60 or 120 fps limits with interpolation, PC settings inside the original menu, optional 2D bilinear filtering, projected shadows, keyboard and four controller ports with Xbox, PlayStation, or Switch prompts, per-player rumble, and real player names in all 100 national teams. The author describes it as “in development” and with alignment issues. Version 0.7.1 is from October 22. The README states the project was created with AI assistance.

You needYour own copy of International Superstar Soccer 2000 for Nintendo 64, European (English and German), revision 0. Plus x86-64 Windows or Linux and a graphics card with Vulkan; the Linux build needs GLIBC 2.38 and GLIBCXX 3.4.32 or newer.

★ 8 · 2026-10-23 View →
PS1 Playable
PS1

Jersey Devil

mstan/JerseyDevilRecomp

A static recompilation of Jersey Devil (US version, SCUS-94907) with psxrecomp. On first run, the launcher generates and compiles the game’s code from your disc, which takes a few minutes. It boots, plays the intro, loads levels, and is playable; that’s as far as testing has gone, and its author calls it a preview build. It has adaptive or fixed 16:9 widescreen, with the HUD in the corners, and higher internal resolution. 0.3.2 (October 20) withdrew the frame interpolation from earlier releases because it garbled the picture and could freeze the game. It uses OpenBIOS, with no console BIOS. There are Windows and Linux builds. 13 of its 31 commits list Claude as a co-author.

You needYour own Jersey Devil disc image (PS1, US version, SCUS-94907) as BIN/CUE, with all 45 tracks next to the .cue so the music plays. No console BIOS is needed. 64-bit Windows or Linux.

★ 8 · 2026-11-06 View →
N64 Playable
N64

Jet Force Gemini (riseio)

riseio/Jet-Force-Capricorn

“Children and Dog go Pew Pew” (CadgPP, formerly Jet Force Capricorn): a static recompilation for Windows, Linux, and Steam Deck built with N64Recomp, N64ModernRuntime, RecompFrontend, and RT64. It’s an early release for feedback: its author warns that they never played the original and that there may be bugs. It adds widescreen and ultrawide with repositioned menus and HUD, higher resolutions, anti-aliasing, interpolated rendering for high-refresh displays, mouse aiming and twin-stick controls, adjustable field of view and camera distance, save states, more save points, and a long list of quality-of-life options that can be turned off: collectible counters, cutscene skipping, quick character switching, upgraded weapons, boss-fight aids, and a lower final Tribal requirement. The enhanced textures and clean fonts are generated on your machine from your own ROM.

You needYour own Jet Force Gemini ROM, revision 0. There are builds for Windows and for Linux and Steam Deck.

★ 8 · 2026-10-21 View →
PSP Experimental
PSP

Metal Gear Acid 2

Tzeentchnet/MetalGearAcid2-Recomp

A source-only static recompilation for Windows of the US PSP version (ULUS-10077 v1.00), using Tzeentchnet’s psp-recomp toolkit. The project verifies BOOT.BIN and uses only that plaintext copy for translation. According to its validation document, all 18,401 discovered main-module functions and 5,166 more across ten dynamic-module tables generate successfully with no trapping stubs, and strict native boot reaches several stage overlays. It offers Direct3D 12, Vulkan, and software renderers, with 1x to 8x internal resolution and optional xBRZ texture upscaling, and it can import saves from Metal Gear Acid. The author presents it as a testing and evaluation release and makes no full-game compatibility claim. There is no executable to download and no published releases; you build it with your own ISO. 8 of its 35 commits list Copilot as a co-author.

You needYour own US Metal Gear Acid 2 ISO (ULUS-10077 v1.00, 917,307,392 bytes, SHA-1 87cebe80a93c4231bdbab26ad630c6d8e2fddab5). Plus 64-bit Windows 10 or 11, Python 3.11 or later, CMake 3.25 or later with Ninja, Visual Studio 2022 Build Tools with clang-cl and a Windows SDK, and the Vulkan SDK for the default Vulkan backend; you have to build it yourself.

★ 8 · 2026-11-03 View →
PS2 Experimental
PS2

Metropolismania

koaque/Metropolismania-PC

Metropolismania PC: a native Windows version of the US PS2 release that starts from a static recompilation with PS2Recomp and rewrites it by hand into readable C++, one function at a time, in the style of OpenRCT2. Every rewritten function is checked against the original by replaying calls recorded from a running game, and only counts as done when memory, registers, and results match. All 1,481 of the game’s functions are mapped, and 1,058 (71%) are rewritten and verified. It’s early, experimental work: the game boots, shows the logos and title screen, passes the memory card check, and reaches the city, with movies, music, and sound effects, but it can’t be played through yet. Widescreen, high refresh rates, high resolution, PC controls, and a Linux build are proposed, not started. There are no releases: you build it from source.

You needYour own dump of the US Metropolismania disc (SLUS-20377, version 1.02), as BIN/CUE or ISO. To build it, Windows with Visual Studio 2022, CMake, Python 3.11 or later, Git, and Ghidra 12.1.4 with the Emotion Engine extension.

★ 8 · 2026-11-10 View →
PS1 Experimental
PS1

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. Its README says it’s developed with substantial AI assistance and that every change is validated before release.

You needYour own disc of the US release and an SCPH-1001 BIOS dumped from your console: OpenBIOS doesn’t work with this game.

★ 8 · 2026-10-01 View →
GameCube Playable
GC

Naruto: Clash of Ninja

mapleleafjack/ClashOfNinja-recomp

Native Windows and macOS builds of four GameCube games in the series (Naruto: Clash of Ninja, Clash of Ninja 2, and Gekitou Ninja Taisen! 3 and 4), made by static recompilation with gcn-recomp: the PowerPC code is translated to C and linked against a runtime that implements the console’s hardware, so it isn’t an emulator and, per the README, runs 7 to 9.5 times faster than the console’s 60 fps. A launcher with covers for the four games writes each one’s project into its own folder, reads the symbol maps from your disc, and builds the game on your PC in a few minutes; on Windows it first downloads about 190 MB of build tools. The repository contains no game data and no game folders. On Linux there is only a build from source. Version 1.5.1 is from October 29. All 37 of the repository’s commits list Claude as a co-author.

You needYour own disc image of each game you want (IDs GNREDA, GNUEDA, G3NJDA, and G4NJDA), as ISO, CISO, RVZ, WIA, GCZ, WBFS, TGC, or NFS; it is read once and can then be deleted. 64-bit Windows 10 or 11 with nothing else, or macOS 14 or later on Apple Silicon with a C++ compiler (xcode-select --install).

★ 8 · 2026-11-04 View →
Xbox 360 Playable
360

Outpost Kaloki X

TekRantGaming/outpost-kaloki-x-recompiled

A native Windows and Linux port of Outpost Kaloki X (Xbox Live Arcade, 2005), recompiled with the ReXGlue SDK from the Xbox 360 code. The README explains that the 2004 PC version, Outpost Kaloki, never received what the Xbox 360 version has: more levels, two campaigns, eleven scenarios, and challenges with gold-medal times. A launcher installs the game from your package and checks that it is the right version; it offers render resolution from 1× to 6× (up to 8K), FXAA, 2× MSAA, filtering up to 16×, a frame-rate cap from 30 to unlimited, controller and keyboard-and-mouse settings, achievements with pop-ups, and the choice of playing the full game or the trial (the full game comes unlocked). Version 1.1.1 (October 18) is the latest, for Windows and as a Linux AppImage. The README states that it was made almost entirely with Claude Code; all 20 of its commits list Claude as a co-author.

You needYour own Outpost Kaloki X package from Xbox Live Arcade, exactly this release: title ID 584107DB, a 21,557,248-byte file (the file with no extension from your Xbox 360 or emulator content folder), default.xex 0.0.1.1 with CRC32 CCB0ACE9. 64-bit Windows 10 or 11 with DirectX 12, or 64-bit Linux with Vulkan.

★ 8 · 2026-10-18 View →
Xbox 360 Experimental
360

Resident Evil - Code: Veronica X HD (camybiohazard)

camybiohazard/Project-VeronicaX

A static recompilation of the Xbox 360 version with ReXGlue 0.10.0, for Windows and Linux. The tool analyzes the game’s Default.xex and generates C++ on your machine (the generated/default folder is ignored by git and rebuilt on demand). If there is no verified game/ folder next to the executable, the game opens a setup screen that asks for the ISO or a Games on Demand package, checks that its Default.xex is the version this build was recompiled from, and extracts the disc; afterwards it shows a settings screen with fullscreen or windowed mode, window size and internal resolution, and VSync is always on because the game runs too fast without it. The repository doesn’t state how playable it is. The releases are prebuilt executables that contain the game’s recompiled code, with no game data (zips of about 25 MB for Windows and Linux); v0.4.0, “Resolution Scaling”, is from October 31, and there are two others from October 30 and 31. None of its 18 commits lists Claude as a co-author.

You needYour own copy of Resident Evil - Code: Veronica X for Xbox 360, as an ISO or a Games on Demand package (the header file in 43430822/00007000 or any DataNNNN file next to it); its Default.xex must be the version this build was compiled from. 64-bit Windows or x86-64 Linux.

★ 8 · 2026-10-31 View →
PS1 Experimental
PS1

Sexy Parodius

NJH-1001/SexyParoRecomp

SexyParoRecomp: a PSXRecomp compatibility project for Sexy Parodius (Japan, SLPM-86009). Releases are setup kits that don’t include the game: you supply your disc, and the wizard generates and compiles the executable on your PC, using OpenBIOS by default. There are kits for Windows, Linux, and macOS (Apple Silicon and Intel). The pad is locked to the original digital mode, Switch, PlayStation, and Xbox controllers are supported through SDL3, and there are two optional CRT display profiles. According to the README, a Windows build booted on OpenBIOS and reached the title screen and attract-mode gameplay; gameplay verification is limited to Windows and is not a full-game completion claim. Version 0.2.0 (September 3) is the latest release.

You needYour own dump of Sexy Parodius (Japan, SLPM-86009) as a Redump-style CUE/BIN. Plus Python 3 and a CMake and Ninja toolchain, which the wizard can download. x86-64 Windows 10 or 11, x86-64 Linux, or macOS 11 or later.

★ 8 · 2026-09-04 View →
PS2
PS2

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.

2% decompiled
★ 8 · 2026-09-05 View →
Dreamcast Experimental
DC

Soulcalibur (danielgomesvieira2000)

danielgomesvieira2000/soulcalibur-recomp

An unofficial native port of Soulcalibur for the Dreamcast (US version, T1401N V1.000), built with dreamcomp: the game’s SH-4 code is statically recompiled to C++ and the console’s graphics, sound, and disc run as native code around it. The repository holds no game code or data; the port reads your disc image at run time and refuses any release other than the one it was built from. For now it runs on Windows, with internal resolution up to 4x, fitting the picture to the window, a per-user virtual memory card, rebindable keyboard and gamepad controls, and an anamorphic 16:9 widescreen that the README itself calls experimental: it currently crashes in fights and is off by default. There are no published releases. All 20 of its commits list Claude as a co-author, and the README states it was developed with Claude Code.

You needYour own disc image of Soulcalibur for the Dreamcast, US (T1401N V1.000, boot file SHA-1 967ca1fe…c6c9), as .cue and .bin, .gdi, or .chd. It is built from a dreamcomp checkout with its tool (Python and the compilers its README asks for); Windows for now.

★ 8 · 2026-10-08 View →
Fan remake Fully playable
WIN

Star Wars: Yoda Stories

sp00nznet/YodaStoriesNG

Yoda Stories NG: a C# and SDL2 reimplementation of LucasArts’ Desktop Adventures engine that reads the data file from your copy (tiles, zones, characters, puzzles, and scripts) and plays the game with no original executable or emulation. Yoda Stories can be played start to finish: all 15 missions, generated worlds in its four sizes, item-chain puzzles, combat, scoring, and saving and loading, with every script condition and instruction opcode implemented. It also loads and plays Indiana Jones and His Desktop Adventures (1996), with less complete support. It adds an extra-large 15×15 world size holding all 15 missions at once, SDL controllers with analog movement, a controller-friendly pause menu, optional smooth eight-direction movement with a following camera, 1x, 2x, and 4x scaling, rebindable keys, JSON saves with their own editor, a bot that plays the missions, and six debug tools for taking the data file apart. There are self-contained builds for Windows, Linux, and macOS (Intel and Apple silicon); the latest, 0.4.0, came out on October 20 with fixes by Emilio Castillo to weapons, puzzles, and scripts. 66 of its 91 commits list Claude as a co-author.

You needYour own copy of Star Wars: Yoda Stories: the YODESK.DTA file (from the installed game folder or, decompressed, from the CD) along with the sfx and bitmaps folders next to it; for Indiana Jones, DESKTOP.DAW. The original executable isn’t needed. Plus 64-bit Windows, Linux, or macOS; the published builds don’t need .NET installed.

★ 8 · 2026-10-20 View →
GameCube Stalled · 11 months
GC

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.

10% decompiled
★ 8 · 2025-12-09 View →
Arcade Experimental
ARC

Super Street Fighter II X

andreoka-debug/ssf2xj-recomp

An experimental Windows port of Super Street Fighter II X (Japan, 940223), made with Tommy McLeroy’s cps2recomp toolkit, which provides the static recompilation, the CPS-2 board emulation, the audio, and the interface. The repository holds the port’s own code, the patches to the toolkit, the recompilation entry points, and test movies; build.ps1 recompiles the game on your PC from your ROMs. It offers local play, CRT filters, widescreen fight stages (menus stay 4:3 and some stage edges show artifacts), and a training mode with P2 character selection, health and meter options, input history, damage readouts, hitboxes, frame data, and dummy recording and replay in three slots; there is also an experimental synchronization layer between Windows machines for local tests. Version 0.1.1 preview, from October 19, publishes a 6.7 MB installer with the launcher and the required libraries, no ROMs; we haven’t checked whether it includes already translated game code.

You needYour own ROMs from the ssf2xj.zip (Japan, 940223) and ssf2t.zip sets, zipped as MAME uses them. Windows; the installer doesn’t need MSYS2, but building from source does (MSYS2 UCRT64, CMake, Ninja, Python, and SDL3).

★ 8 · 2026-10-19 View →
Xbox Playable
XBX

The King of Fighters Neowave

bromurok/TheKingofFightersNeowaveRecomp

An unofficial native PC port of the original Xbox version of The King of Fighters Neowave, made with Xbox XBE Recomp, with a native Direct3D 12 renderer, its own PC settings menu (F1), resolution scaling, full controller and keyboard support, and a locked 60 FPS. The menu changes display mode, aspect ratio (16:9 or 4:3), resolution, render scale from 1x to 8x, and the assignment of controllers to players. The README declares it was made with the help of Google Gemini. The only release, v1.0.0 (October 27), is two .rar files of about 5.5 MB each with the already built executable. None of its 8 commits lists Claude as a co-author.

You needYour own copy of The King of Fighters Neowave for the original Xbox: a disc image or an extracted folder with default.xbe (placed in the assets folder). 64-bit Windows with a Direct3D 12 graphics card.

★ 8 · 2026-10-30 View →
N64
N64

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.

43% decompiled
★ 8 · 2026-09-03 View →
Xbox 360 Fully playable
360

⑂ Fork of HollywoodAkeem/SVR07-Recomp

WWE SmackDown vs. Raw 2007 (360recomper)

360recomper/SVR07-Recomp

A fork of HollywoodAkeem’s static recompilation for Windows, with five commits of its own ahead: it moves the project to ReXGlue SDK v0.10.0 with its own patch, uses Vulkan by default (the author says this removes the random “exploding wrestler model” glitches, which came from Direct3D 12), keeps 60 fps with steady frame pacing, and adds an F4 menu with resolution, backend, fullscreen, vsync, sharpening, save backup and quit, with controller support. According to the README it can be played from start to finish at 60 fps, with menus, match types, create-a-superstar, season mode, saving and controller input; occasional vertex artifacts remain and, in the author’s own words, a roughly 10% chance per session of a crash from a lost GPU device. The release (v1.2, October 16, a zip of about 16 MB) is a prebuilt build that contains the game’s recompiled code, with no game data. 4 of its 34 commits list Claude as a co-author.

You needYour own copy of WWE SmackDown vs. Raw 2007 for Xbox 360, with its files extracted; a USA or Canada disc is recommended, and other regions are untested. Plus 64-bit Windows 10 or 11 and a Direct3D 12 GPU.

★ 8 · 2026-10-21 View →
Xbox 360 Playable
360

Aegis Wing

CaiusCodes/Aegis-Wing-XBLA-PC-Recomp

A native Windows version of Aegis Wing, the 2007 Xbox Live Arcade shoot-’em-up, created by static recompilation with ReXGlue. It supports up to 4K and a stable 60 fps in gameplay, keyboard and mouse, Xbox controllers, local four-player co-op, and LAN and online multiplayer through virtual LAN services. The first time it starts, it reads the Xbox 360 package you provide, checks that it is the supported version, and imports the game data into its own folder; the repository contains no executable, graphics, sound, music, or game data. The release is a zip of about 11 MB that runs without installing anything else. Version 0.9.1 is from October 7. 13 of its 25 commits list Claude as a co-author.

You needYour own Aegis Wing Xbox Live Arcade package for Xbox 360 (Title ID 5841083C). 64-bit Windows 10 or 11 and a DirectX 12 graphics card; the Visual C++ runtime is included and an Xbox controller is optional.

★ 7 · 2026-11-10 View →
N64 Experimental
N64

Army Men: Sarge's Heroes

RangerXT/Army-Men-Sarges-Heroes-64-Recompiled

An N64Recomp translation of the North American version of Army Men: Sarge's Heroes, with a native Windows host, the RT64 renderer on Direct3D 12, and a modern input layer. The README clarifies that N64Recomp does not recover the original source code and that the generated C is the input to a native runtime; that generated code is not in the repository, but the release zip (70 MB, with ffmpeg included) carries the executable with the recompiled code, with no ROM or game assets. Version 0.1.0-alpha.2 (September 12) adds Controller Pak saving and XInput rumble, enhanced widescreen with a longer draw distance and higher-detail meshes, control remapping, Xbox and PlayStation button prompts, and optional Dreamcast or PlayStation music from your own disc images, plus experimental PlayStation cinematics. It is an alpha: complete campaign coverage is not verified. The README declares it was developed with the help of OpenAI Codex.

You needYour own North American 8 MiB ROM (SHA-1 1824380911579424E50042D45AEF4851F7AB25A7), as .z64, .v64, or .n64, copied into the roms folder. Optional: your own Dreamcast or PlayStation disc images for the music and cinematics. 64-bit Windows 10 or 11, a Direct3D 12 GPU, and the Visual C++ Redistributable.

★ 7 · 2026-09-12 View →
Xbox 360 Playable
360

Banjo-Tooie (Xbox 360)

iron-jay/banjo_tooie_xbla_recomp

A native port of Banjo-Tooie that uses the Xbox 360 Xbox Live Arcade re-release as its source, made by statically recompiling its PowerPC code to C++ with the ReXGlue SDK. The result is a real Windows and Linux executable, with no emulator at runtime and no N64 ROM involved in the pipeline. According to the README it is playable end to end from boot: title screen, main menu, save select, the full intro cutscene, and free roaming, confirmed on Windows (with an NVIDIA GPU) and on a real Steam Deck, with controller, keyboard and mouse, and saving. It admits that the recompilation missed some of the game’s roughly 22,000 functions and that stability beyond the opening areas is lightly tested. It is distributed as a single launcher (Banjo-Tooie.exe on Windows, Banjo-Tooie on Linux) that extracts the data from your package; version 0.1.1 is from August 12. One of its 5 commits lists Claude as a co-author.

You needYour own Banjo-Tooie XBLA package (the STFS container you copy off your own Xbox 360 profile). The launcher checks the default.xex against the exact XBLA build it was tested with and refuses another region or revision. Windows or Linux, including the Steam Deck.

★ 7 · 2026-08-12 View →
Port (decomp) Playable
PS1

D

Bitsandbreakpoints/d-psx-pc-recomp

A native Windows version of D, WARP and Acclaim’s PlayStation horror adventure (1995), with no emulator and no BIOS. It runs the game’s own logic, rebuilt from a decompilation that has not been published, together with the PlayStation’s libraries rewritten for Windows (graphics, sound chip, MDEC video, CD reading, and controllers); movies, pictures, and sound are read at run time from your own disc images. It adds 8-slot save states (the original has no way to save), pause at any moment, a double-time mode, internal resolution up to 4x, picture filters, and a launcher that changes discs by itself. The port’s own program source is in the repository, but it cannot be built on its own because the game’s decompilation is missing. Version 1.0.2 (October 27) makes the knight fight on disc 2 winnable, which was always lost in earlier versions. All 10 of its commits list Claude as a co-author.

You needYour own images of the three discs of D (USA, SLUS-00128 / 00173 / 00174) as .bin/.cue or .chd; an .iso does not work. Plus Windows 10 or later.

★ 7 · 2026-10-27 View →
Xbox 360 Playable
360

Daytona USA (springah)

springah/daytona_recomp

A static recompilation of Daytona USA for Xbox 360 (XBLA, 2011) for native execution on PC, Steam Deck, and macOS, built on the ReXGlue SDK (a Xenia-derived runtime with a PPC-to-C++ recompiler). The game’s D3D9 calls are intercepted and drawn by a native renderer based on plume (D3D12 on Windows, Vulkan on Linux and Steam Deck, and Vulkan over MoltenVK on macOS) instead of emulating the Xenos GPU; according to the README, the whole game, from boot to menus, attract mode, and races, renders this way and was checked screen by screen against the emulated renderer, which is still available as a reference. It declares heavy use of AI in the code, tools, and documentation; all of its last 100 commits list Claude as a co-author. It distributes no game data, but its release bundles (11 to 14 MB) carry the recompiled C++ already compiled, and the program does nothing without the XBLA package you provide. Version 1.1.5 is from October 29.

You needYour own Daytona USA Xbox Live Arcade package for Xbox 360, which the program unpacks into its folder. Windows (PC), Steam Deck, or macOS; the release bundles include a RUN.txt with the steps.

★ 7 · 2026-10-29 View →
N64 Experimental
N64

Diddy Kong Racing (sp00nznet)

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. 38 of its 40 commits list Claude as a co-author.

You needA Diddy Kong Racing ROM (N64, US version 1.1).

★ 7 · 2026-10-24 View →
N64 Playable
N64

Doraemon 3: Nobita no Machi SOS!

citrongames/Dora64-3

Dora64-3: a native recompilation of Doraemon 3: Nobita no Machi SOS! for Windows, Linux, and Android, made with N64Recomp, N64ModernRuntime, and RT64. It offers the original or an adjustable frame rate (the Modern profile uses 60), a modern camera with mouse, right stick, and touch in supported scenes, widescreen for gameplay, interface, backgrounds, and split screen, text and artwork translated to Japanese, English, and Russian, autosave when returning to the stage map, up to four gamepads and separate keyboard bindings per player, and settings for graphics, audio, controls, and cheats. Version 1.0.0 is from October 13. The README says it was developed with help from OpenAI’s ChatGPT and Codex.

You needYour own copy of Doraemon 3: Nobita no Machi SOS! for Nintendo 64, Japanese (N3DJ, revision 0): a 16 MiB big-endian .z64 with SHA-256 410f99bdd58795639da272c9be9d1ab8c35b61f24f7c1fb92f7e83e1069a2602. Plus 64-bit Windows 10 or 11, x86-64 Linux with glibc 2.43 or later, Vulkan, SDL2, and GTK3, or Android 7.0 or later on 64-bit ARM with Vulkan 1.0.

★ 7 · 2026-10-13 View →
Port (decomp) Fully playable
PS1

Driver

olink9/driver1-decomp

A matching decompilation of Driver: You Are the Wheelman for PlayStation, US Rev 1 release (SLUS-008.42), and a native Linux port built from it. The code compiles with the original toolchain (GCC 2.7.2 and maspsx) back to a byte-identical executable: according to the README, 796 of the main executable’s 799 functions match and, counting the overlays and the movie player, 1,248 of 1,259 (98.2% of the code); the 56 routines Reflections wrote in assembly are kept that way. Many functions start from the code of REDRIVER2, the Driver 2 port, whose debug symbols also supply names and types. The port runs on PsyCross, OpenDriver2’s layer, with SDL2 and OpenGL: menus, movies, music, the whole Undercover career (all 47 missions have been played through) and the driving games, with keyboard or controller. It was compared with the original by feeding both the same input and logging the game state every frame: 17 sessions, 24,246 frames, with no differences. For now it’s a 32-bit Linux program, with no Windows or 64-bit build, and it comes with an optional mod to skip the garage driving test. There are no releases: the driver1.sh script unpacks your disc and builds the game inside a container. The README says the decompilation is being done by AI agents (Claude models) directed by its author. 94 of its last 100 commits list Claude as a co-author.

You needYour own disc image of Driver for PlayStation, US Rev 1 release (SLUS-008.42; the script checks the executable’s SHA-1), as .cue/.bin or .chd; an .iso won’t do, since the music and movies need the raw 2352-byte sectors, and a .pbp has to be converted first. Plus Linux with python3 and podman or docker; without a container, gcc/g++ multilib, CMake, and the 32-bit SDL2 and OpenAL development packages.

★ 7 · 2026-11-02 View →
Game-specific engine Playable
WIN

Dust: A Tale of the Wired West

twitchplayskh/Dust-a-tale-of-the-wired-west-Recomp

A native Windows x64 reconstruction, in C++20, of Dust: A Tale of the Wired West that reads the original game’s data files. It comes with a launcher offering windowed and borderless modes, 4K fit-to-height or integer scaling, audio preferences, captions, and optional character restoration. The README calls it a preview release: the campaign reaches its ending in scripted verification, with additional native-window checks, and some optional story paths, presentation details, and hardware configurations still need verification. Saves use the project’s own .dustsave files and are not compatible with the original game’s. The only release is preview 0.1.0 (October 25). The engine source is GPL-3.0, and the README states that it is a reconstruction, not a claim of clean-room independence.

You needYour own installed copy of Dust: A Tale of the Wired West: in the launcher you pick the folder containing DATA and MOVIES. 64-bit Windows.

★ 7 · 2026-10-26 View →
Native layer Playable
NSW

EA Sports FC 26

brunoamador20/fc26-mac-port

An unofficial port of the Nintendo Switch version of EA Sports FC 26 to Apple silicon Macs, with no emulator: the game’s ARM code is rewritten once for the Mac, a small host answers for the Switch’s system services, and the NVN graphics are rebuilt on Metal. It builds on the native path of MacNativeGames, which itself comes from d2r-mobile. According to the README the menus work, as do Kick Off and Career modes, with whole matches, calendar progress, and saving, along with sound, keyboard, and controller, at 30 fps or an optional 60 fps; there is a power-saving mode with the Switch’s handheld settings. It runs offline: there are no EA servers or online modes. It warns that the player-lineup scene sometimes comes out too bright and that new shaders can cause small stutters. There is nothing to download: the app, FC 26.app, is built on your Mac with a single command from your own files, and the project says the repository holds nothing from the game and no keys. It documents installing with an AI assistant; 97 of its last 100 commits list Claude as a co-author.

You needYour own copy of EA Sports FC 26 for Switch, from your own console: the 1.0.0 base game (title ID 01004FF021942000) and the 1.89.6e65 update (v1638400), both as NSP, plus your console’s prod.keys. Plus an Apple silicon Mac (M1 or later) on macOS 26 or later, at least 8 GB of memory, about 75 GB free, Xcode’s Command Line Tools, Homebrew with opus and libvpx, and Python 3.10 or later.

★ 7 · 2026-10-28 View →
SNES / Super Famicom Playable
SNES

Gundam Wing: Endless Duel

TechnicallyComputers/GundamWingEndlessDuelSNESRecomp

A static recompilation of the Japanese Super Nintendo version for PC, built on snesrecomp. The game’s code is translated to C on your machine from your own ROM and compiled there; the generated C is never committed to the repository. The README says the game boots and runs through assisted story matches, and that widescreen and localization are optional packages: the repository ships a mod catalog with widescreen, translations, and a performance log. It supports two players, one controller per port, and has netplay with rollback available. The releases are setup packs: the zip holds a launcher without recompiled code, the recompiler, and the source tree, and builds the game from your ROM on first run, for Windows, Linux and macOS. The latest, v0.1.12, is from October 26. 58 of its last 100 commits list Claude as a co-author.

You needYour own Japanese ROM “Shin Kidou Senki Gundam W - Endless Duel (Japan).sfc” (Bandai, 1996, LoROM, no coprocessor), with CRC32 c0aecdca and SHA-256 dd94308d822636c6ddf73c5e2644c84f2eb8fb4d9201150fc5f37d44d6f423f1; the generation script refuses any other revision.

★ 7 · 2026-10-26 View →
Xbox Experimental
XBX

Half-Life 2 (sp00nznet)

sp00nznet/hl2-recomp

A static recompilation of the Xbox version of Half-Life 2 (2005) into a native Windows executable with xboxrecomp: the x86 code in hl2_xbox.xbe is translated to C (49,487 of 49,498 functions, 13.4 million lines) and linked against its runtime, which stands in for the Xbox kernel and turns Direct3D 8 into Direct3D 11, plus DirectSound and input. The executable keeps MSVC’s RTTI, which the author used to recover 2,336 classes and 12,288 named virtual methods, most of them found in Valve’s public Source SDK 2013. The disc’s loader is recompiled too, and its own decompressor turns the disc’s archives into the format the game reads. It isn’t playable yet: it boots on its own to its main menu, drawing the background but not the options, and with xboxrecomp v0.14.0 plus a pending patch the title screen draws in full; the controller doesn’t work yet. Forcing a map, it loads 22.3 MB of the first level and shows the loading screen, but never hands off to the world. There are no prebuilt executables: the translated code is generated on your PC. All 74 of its commits list Claude as a co-author.

You needYour own copy of Half-Life 2 for Xbox, with the disc’s files extracted. To build it, Windows with Visual Studio 2022, CMake 3.20 or later, Python 3.10 or later with capstone, and an xboxrecomp checkout (v0.14.0 with change #224 for the title screen); the Source SDK 2013 is optional.

★ 7 · 2026-10-17 View →
DS Playable
DS

Jump Ultimate Stars

piuzera/JUSDecomp

A static recompilation of Jump Ultimate Stars (game code AJUJ) into a native executable for Windows and Linux, built on ndsrecomp: the ARM9 and ARM7 code is translated ahead of time and runs with a dual-CPU scheduler, melonDS-derived 3D and Wi-Fi, and SDL. The repository contains the full disassembly of the game’s ARM9 code (decomp/asm, about 17 MB of assembly), plus the ds-decomp metadata and reconstructed source; it holds no ROM and no game data. Version 0.3.1 (September 2), a zip of about 69 MB, ships precompiled native code in 334 DLLs. According to its README the whole game is playable on Windows and Linux, including online WiFi Battle over Wiimmfi at about 60 fps, with saves, arcade-stick and keyboard input, a launcher, and a mod system whose flagship pack is an English translation. It lists micro-stutters online, fps drops in the video intro and the deck builder, and some visual glitches on certain stages as known issues. On Linux only the source is distributed, to build yourself.

You needYour own copy of Jump Ultimate Stars for the Nintendo DS (the original, unmodified ROM, SHA-1 ba58e20ee60eb81c33dcd4934a21271baa9f954a); the launcher verifies it when you pick it. Windows 10 or 11 for the packaged version; on Linux you build it with CMake, Ninja, GCC, SDL2, and GTK3 (docs/LINUX.md). The English translation pack also needs your own ROM already patched with the community patch. Online play needs an internet connection.

★ 7 · 2026-09-02 View →
N64 Experimental
N64

Perfect Dark (N64)

n64hub/perfect-dark-recomp

A native port of the Nintendo 64 version for Windows and Linux, made by static recompilation: the game’s MIPS code is translated to C with N64Recomp and run natively on N64ModernRuntime, with RT64 as the renderer; it is not an emulator. Its symbols come from the Perfect Dark decompilation, and the repository also builds it as a web page. The README states that almost all of the code was written by AI agents (Claude), directed and play-tested by a person. The desktop build plays the mission dataDyne Central - Defection from briefing to end screen on Agent difficulty, with sound; the menus, the agent file, and saving work, and the game draws 59-60 frames a second in its levels. On Windows it draws through D3D12; on Linux under WSL2 the GPU was lost twice, so that build runs on the CPU only (lavapipe). The speech (MP3) hasn’t been checked, and clouds and water are drawn through a patch. Version 0.1.0 (October 23) provides Windows and Linux x86-64 builds without the ROM. 56 of its last 100 commits list Claude as a co-author.

You needYour own Perfect Dark (U) (V1.1) ROM, the second revision of the US release (NPDE, version 01), as a 32 MiB big-endian .z64 with MD5 e03b088b6ac9e0080440efed07c1e40f; other regions and revisions are not supported. Plus Windows (Direct3D 12) or x86-64 Linux with glibc 2.35 or newer, a Vulkan driver, GTK 3, and FreeType.

★ 7 · 2026-11-11 View →
Wii Playable
WII

Pokémon Rumble

ToShredsYouSay/RumbleRecomp

RumbleRecomp turns your own copy of the 2009 WiiWare game Pokémon Rumble into a native Windows program. The game’s code is translated to C and compiled on your PC, then runs on a trimmed-down Dolphin-based runtime, so it plays at full speed with modern extras such as widescreen, save states, and texture packs. It supports fit-to-window, 16:9, 21:9, and 32:9, an in-game menu, offline achievements of its own, up to four players with controllers, the fan-made expansions Weekend Edition 1.5 and PATCH1 (built from your own copies of their patches), and an optional encounter randomizer. The first time, each version takes 20 to 40 minutes to build. Version 0.8.1 beta is from October 20. The README states that Claude wrote most of the code, and all 11 of its commits list Claude as a co-author.

You needYour own copy of the original USA WiiWare release of Pokémon Rumble (title WPSE01) as a .wad file; for the Weekend Edition you download its patch yourself. 64-bit Windows 10 or 11, a graphics card with Vulkan, and about 4 GB free.

★ 7 · 2026-10-20 View →
PS1 Playable
PS1

Samurai Shodown: Warriors Rage

omegakatana92/Samuai-Shodown-Warriors-Rage-Recomp

An unofficial native Windows port of the PlayStation version of Samurai Shodown: Warriors Rage, made with mstan’s psxrecomp framework and its recomp-ui launcher, both pulled in as submodules. The repository only holds the game’s configuration (ID SLUS-01039, symbols, and 711 function seeds taken from the boot executable) and a build file; it carries neither the game, the BIOS, nor code generated from them. It uses OpenGL, a digital controller, and supports two players. According to the README, the game can be played on Windows with the launcher and its setup menu. The only release, 1.0.0, is from September 9.

You needYour own copy of the US disc (SLUS-01039) as .cue and .bin (data track of 742,959,168 bytes, SHA-1 b2f674a8af04a5f8cc1b2ff3ca95d55e9577c92e, MD5 23a74626058ce451bfb304f35de9cdc0). Windows 10 or later; building from source also needs Git, CMake, Ninja, Python 3, and Clang or MinGW.

★ 7 · 2026-09-09 View →
Game Gear Experimental
GG

Sonic Blast

mstan/SonicBlastGGRecomp

A static recompilation of Sonic Blast for Game Gear with smsggrecomp, the author’s own framework for Master System and Game Gear: the Z80 code is translated to C ahead of time and compiled to native code, while the runtime library simulates the VDP with the Game Gear palette and viewport, stereo SN76489 sound, the ports, and the Sega mapper; jumps the analysis can’t resolve go through a Z80 interpreter. Every release is a pre-release. The first, from June 23, only reached the title screen; 0.0.3 (October 18) enters, with assistance, all 15 acts as both Sonic and Knuckles without touching the interpreter, with a single one-frame difference in the ring icon, though an unassisted full playthrough remains unverified. You launch it from the command line with the ROM path, or by dragging the ROM onto Play.cmd. The download is for 64-bit Windows. 8 of its 13 commits list Claude as a co-author.

You needYour own Sonic Blast ROM for Game Gear (World, which covers the US release: CRC32 031B9DA9, 1 MB). Plus 64-bit Windows.

★ 7 · 2026-11-02 View →
GameCube Playable
GC

⑂ Fork of Hero88go/melee-unlocked

Super Smash Bros. Melee (Smash ACE Unlocked)

sennecaelen/melee-ace-unlocked

A fork of Hero88go’s Melee Unlocked that targets the ACE build of Melee (a modification made with m-ex) instead of the original game: it translates its executable ahead of time into C++, along with the 77 KB table of about 770 Gecko codes that ACE’s disc ships, and runs it with a native Direct3D 12 and 11 renderer, with no emulator. It unlocks the frame rate and gives the game 32 MB of memory instead of 24, which lets four-player matches finish, where on a console they end in a memory assertion. It has no online play, 29 of ACE’s hooks patch code that only exists at run time, and the Melee Unlocked launcher rejects the disc; play.bat or melee_port.exe is used directly. The repository includes C++ code generated from the game’s executable (the port/generated.before-0563 folder, with 453 files). Version 1.0, from September 22, is a 2 KB release without the program; 79 of its last 100 commits list Claude as a co-author.

You needYour own Super Smash Bros. Melee NTSC 1.02 ISO (MD5 0e63d4223b01d9aba596259dc155a174) with the ACE build patch already applied, which is downloaded from the ACE project’s releases. Windows 10 or 11; build.bat installs Git, Python, CMake, and the Visual Studio 2022 tools if they’re missing.

★ 7 · 2026-09-22 View →
PS1 Playable
PS1

⑂ Fork of Voicedrew11/verdite2

Tecmo’s Deception: Invitation to Darkness

dannyowelch/deception-recomp

A PC port of Tecmo’s Deception: Invitation to Darkness (SLUS-00340), made with RecompOne from a fork of Voicedrew11/verdite2. It runs natively on Windows and Linux, with full analog gamepad support, keyboard and mouse look, fully remappable controls, memory card backup and restore, adjustable render scale, anisotropic filtering and mipmaps, optional side art on a 16:9 frame, and high-detail textures for walls and doors. The README calls it playable, but a full playthrough is not yet verified. Version 0.4.0 (October 23) has a Windows installer and zip. The repository description calls it an “AI driven attempt”, and 26 of its last 100 commits list Claude as a co-author.

You needYour own dump of the North American release (SLUS-00340), as cue/bin or CHD v5. The .NET 10 SDK is needed to build it.

★ 7 · 2026-10-22 View →
PS1 Experimental
PS1

Tsumu Light

mstan/TsumuLightRecomp

Native recompilation of Tsumu Light (Japanese version) with psxrecomp, with an English translation patch. An obscure Japanese title. 30 of its 62 commits list Claude as a co-author.

You needA disc image of Tsumu Light (PS1, Japanese version).

★ 7 · 2026-11-06 View →
Recompiler Beta

vbrecomp

mstan/vbrecomp

A static recompiler from V810 (Virtual Boy) to C, with a runtime, VIP, VSU, interrupt and timer hardware simulation, and a debug server. An interpreter covers uncompiled ROM entry points and RAM code. Each game lives in its own repository that uses this one as its framework. It contains no ROMs or game-specific generated C. 44 of its 97 commits list Claude as a co-author.

★ 7 · 2026-11-01 View →
N64 Experimental
N64

Wave Race 64 (chronic8000)

chronic8000/WaveRace64Recompiled

Native Wave Race 64 port via static recompilation. Very early, and not playable yet. One of its 2 commits lists Cursor as a co-author.

You needA Wave Race 64 ROM (N64, .z64).

★ 7 · 2026-06-21 View →
PS1 Experimental
PS1

Advanced V.G. 2

elprogramadorloco-arch/agvg2-recomp

A native Windows version of Advanced V.G. 2 (PlayStation, Japan, SLPM-87226) made by static recompilation with PSXRecomp: the MIPS code of the loader, SL_MAIN.EXE, and every character, battle, and event overlay is translated to C and compiled as an x64 executable; the runtime only emulates the console hardware (GPU, SPU, CD). The repository and releases don’t include the disc or code generated from it: run.bat validates your disc, downloads a pinned toolchain, recompiles, and builds on your machine, in about 20 to 40 minutes the first time. The built-in launcher configures controllers, video, and audio. Version 0.1 is from October 2 and its only commit lists Claude as a co-author. The README doesn’t detail which parts of the game work.

You needYour own dump of Advanced V.G. 2 (Japan, SLPM-87226): a .cue and its tracks, with track 1 as data (MODE2/2352) of 573,819,792 bytes and MD5 ce5f264deab37af49ff07ecf562a67ab; track 2 (audio) is optional. Tracks may be .bin, ECM, a .7z, or, for the audio, .ape. Plus 64-bit Windows 10 or 11, about 6 GB free, and an internet connection on the first build.

★ 6 · 2026-10-02 View →
Fan remake Playable
WIN

Atomic Bomberman (Egerion)

Egerion/open-atomic-bomberman-97

A clean-room reimplementation of Atomic Bomberman (Interplay, 1997) in C++20 with SDL3, called Open Bomberman. It is a deterministic 20 Hz simulation that reproduces the arithmetic of the original executable, learned by reverse engineering, and it loads the original graphics, sound, and music at run time from your own install: the repository contains nothing from the game. According to the README it is playable, with movement, bombs, kicks, punches, grab and throw, the nine diseases, closing walls, conveyors, warp holes, and trampolines, random stage rotation, and a scheme editor. It adds online games of up to ten machines, with a lobby code or a public list, a direct UDP path with a relay when the NAT refuses one, and GGPO-style rollback netcode with no input delay. Version 1.0.0 (August 1) publishes OPEN-BM95.exe. The README says all of the code was written by Claude Code, and 95 of its last 100 commits list Claude as a co-author.

You needAn original Atomic Bomberman installation; the game data is not included. To build, CMake 3.25 or newer and a C++20 compiler (Visual Studio 2022 on Windows, any on Linux and macOS); SDL3 is fetched at build time.

★ 6 · 2026-09-30 View →
PS1
PS1

BattleTanx: Global Assault (PS1)

TheGh0stShip/BattleTanx-Global-Assault-PS1

Complete decompilation of the US PlayStation release (SLUS-01044), by the same author as the matching decompilation of the Nintendo 64 version. All 589,836 code bytes and 1,794 functions rebuild byte-for-byte from 1,898 source units. It also includes decoders for every file format on the disc (textures, models, levels, sound, and video). It includes neither the executable, the disc image, nor any extracted asset.

100% decompiled
★ 6 · 2026-10-21 View →
N64 Experimental
N64

Battlezone: Rise of the Black Dogs

wootbeer/bzrecomp

A native PC port of the Nintendo 64 version, made by static recompilation with N64Recomp on N64ModernRuntime and with RT64 as the renderer; the author built it the same way as their BattleTanx: Global Assault port. It includes no game data. It has CRT and LCD filters for the picture. The README marks it as a beta tested on Windows and Linux. On Linux it ships as an AppImage that also works on the Steam Deck, and settings and saves go in ~/.config/bzrecomp. Version 0.1.0-beta (October 14) is the only release. 42 of its 43 commits list Claude as a co-author.

You needYour own copy of Battlezone - Rise of the Black Dogs (USA): as a .n64 with SHA-1 CDD1D1DEC9763CE6B7B1A70668EFFCEAD0A185A0, or as a .z64 with SHA-1 85B4FEBBE6FBD1ECFC883905E43E68E7188C44F9. Plus Windows or x86-64 Linux.

★ 6 · 2026-11-10 View →
Native layer Playable
NSW

Blade II: The Return of Evil

ha7rock/blade2-mobile

A compatibility layer that runs the Switch version of Blade II: The Return of Evil, an Unreal Engine 4.17 game, natively on macOS. It isn’t an emulator: the game’s program executes on the Apple chip with only the few instructions that can’t run unchanged rewritten, and a small host stands in for the console’s system services. The NVN graphics API is reimplemented on Metal, and the game’s 10,220 shaders are extracted and translated ahead of play. It applies d2r-mobile’s method, which its dm/ folder comes from, to a second game and a second engine. The README, in Chinese, says it plays normally on macOS: levels 1 to 3 and the first boss are cleared, at 60 fps, with audio, movies, controller support, and saves, and with a picture that matches the console’s. The iOS shell builds a complete app but hasn’t been run on a real device. The repository holds only tables of facts about the game (shader key hashes, binding types, and instruction offsets for the rewriter), no code or assets from it. It has no published releases. 83 of its last 92 commits list Claude as a co-author.

You needYour own copy of the Switch version of Blade II: The Return of Evil (title ID 01009cc00e224000), from which the README’s tools/extract_game.sh extracts the update’s ExeFS and RomFS using your XCI and your keys (prod.keys). An Apple-silicon Mac; the README’s steps use Python 3 and the project’s Mac app build tool.

★ 6 · 2026-11-07 View →
NES / Famicom Playable
NES

Bubble Bobble

Junior-Jones/Bubble-Bobble-NES-Static-Recomp

A static recompilation of the US NES version of Bubble Bobble for Windows. The game’s 6502 instructions were translated ahead of time into C, with no interpreter or emulator fallback, and the generated code is in the repository (13,334 entry points); the rest is the Windows executable with support for the MMC1 mapper, the PPU, the APU, and controllers, using SDL3. It comes with a launcher with nearest-neighbour presentation, optional 4:3 correction, quick saves, screenshots, and two controller ports for keyboard or gamepad. The README doesn’t say what fails or whether the game can be finished. The latest release, 1.1.0 (August 27), publishes a Windows zip and a source zip, each under 2 MB.

You needYour own copy of Bubble Bobble (USA) for the NES, in .nes format and NTSC-U, named “Bubble Bobble (USA).nes” and placed in the Rom folder next to the launcher, which validates the whole file. Plus 64-bit Windows 10 or 11.

★ 6 · 2026-11-09 View →
Launcher Usable

Cartridge

rbxrootx/cartridge

A native macOS front end for nxnative, the project that runs a Switch game’s code natively on Apple chips. It sets up the tools in one click (Xcode, Homebrew, .NET, and nxnative’s Python packages in a private environment, and downloads nxnative from its official repository), reads each game’s title ID and versions from a folder, flags games nxnative hasn’t tested and a lack of free space, and builds a Mac app or an iPhone and iPad IPA with progress for each stage. Mac games launch from its home screen, with keyboard or controller navigation, and the app checks daily for new versions of itself and of nxnative. It ships or downloads no games, firmware, or keys, and doesn’t redistribute nxnative. It published five releases between October 26 and 27; the latest is 1.3.0. All 6 of its commits list Claude as a co-author.

★ 6 · 2026-10-27 View →
SNES / Super Famicom Playable
SNES

Contra III: The Alien Wars

BrixW/Contra3Recomp

A static recompilation of the US version (a 1 MB LoROM image) with a desktop executable for Windows and Linux: all six code banks are translated function by function into C11 (2,288 functions), from a Ghidra analysis. The repository includes that generated C (src/bank_*.c) alongside a software PPU with modes 0 to 7, a SPC700 and S-DSP audio core written from scratch, controller and keyboard input, quick saves, and a second-player mode. According to the README, it was checked to be bit-exact against snes9x in 13 scenarios with input recordings (stages 1 to 6 in one and two players, plus the attract demo), and a bot played all six stages in 36 runs with no unresolved jumps or hangs. It optionally adds the restored stage-select screen. It has no published releases: you build it with your own ROM. 11 of its 13 commits list Claude as a co-author.

You needYour own US Contra III: The Alien Wars ROM (headerless, 1,048,576 bytes, SHA-256 a93ea87fc835c530b5135c5294433d15eef6dbf656144b387e89ac19cf864996), next to the executable, in its parent folder, or in a sibling ROM folder. You build it yourself: CMake and a C compiler (a build.ps1 script on Windows) or, on Linux, X11 and ALSA.

★ 6 · 2026-10-29 View →
Native layer Experimental
NSW

Final Fantasy Resonance

Kisenshin/final-fantasy-resonance-native-macos

An experimental Apple Silicon Mac adaptation of the Asian edition (Hong Kong release, update 1.0.1) of Final Fantasy Resonance, built on nxnative: the game’s original code runs natively with a host that stands in for the Switch and its NVN graphics on Metal. The repository only carries the patch to nxnative’s runtime, the game profile (identifiers and shader facts, no shader programs), preparation and build scripts, a frame-rate menu patch, and the launcher; the app is built on your Mac from your own files and keys. According to the README it has run on an M1 Pro with macOS 26.5.1, with the title, opening, starting scene, basic movement, save loading, sound, keyboard, Xbox and Switch Pro controllers, and the game’s own 30 or 60 fps option (60 is experimental). Some fire and transparent-particle effects still flicker black and the first combat effects stutter, and not every chapter has been tested. The README itself warns that the new build entry point hasn’t been validated end to end or reproduced on another machine. It has no published releases. None of its 3 commits list Claude as a co-author.

You needYour own copy of the Asian edition (Hong Kong release) as an NSP, title 0100B8A026F14000, plus the 1.0.1 update (0100B8A026F14800, main build ID b7f965b9d7227db8e29f04e84ea7331b) and your own prod.keys; optionally, your DLC. Other versions and regions haven’t been tried and the scripts reject modules that don’t match. Plus an Apple Silicon Mac with macOS 26 or later (only an M1 Pro is on record), Xcode with its Metal toolchain, Python 3.12 or later, the .NET 10 SDK, spirv-cross, and zstd, and 100 to 120 GiB free, an unmeasured estimate by the author.

★ 6 · 2026-10-25 View →
Windows
WIN

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.

4% decompiled
★ 6 · 2026-06-15 View →
Other Experimental
ETC

Hotel Mario (mstan)

mstan/HotelMarioRecomp

Hotel Mario (USA) for the Philips CD-i as a native program, on the cdirecomp static recompilation engine by the same author. The repository only holds the game’s build configuration, identity metadata, and acceptance tooling: it includes no CD-i BIOS, no disc data, no generated code, and no emulator forks. Its approach is to statically and natively recompile the whole system (the full CD-RTOS ROM is recompiled and runs as native C, with no OS-9 simulation) and boot the game on top of it, as on the hardware. The README calls it a research preview in very early development: the BIOS boots, the player opens the disc, the logo plays with decoded XA audio, and with normal-speed input Hotel 1 stages 1 to 3 were cleared, reaching stage 4. Full campaigns, bosses, the ending, and correct save restoration remain unverified, and some visual flickering remains. It has no releases on GitHub, although the README mentions v0.0.2 packages for Windows x64 and Linux x86_64. 3 of its 13 commits list Claude as a co-author.

You needTwo things from your own media: the 512 KiB CD-i player BIOS (cdi490a.rom) and a raw Mode-2 image of Hotel Mario (USA), as .cue and .bin (you select the .cue). The engine validates the exact identity of both; neither is included. To build it you need the cdirecomp repository next to this one.

★ 6 · 2026-11-06 View →
Other Playable
ETC

Hotel Mario (tools81)

tools81/hotel-mario-static-recomp

An unofficial native port of Hotel Mario (Philips CD-i, 1994) for Windows, made by static recompilation. The game’s 68000 code is translated ahead of time into C and compiled with MSVC; a runtime of its own provides what the game expects from the console: the CD-RTOS (OS-9) kernel, the CD file manager, the MCD212 video decoder (shown through Direct3D 11 at any resolution), and the ADPCM audio processor. It starts from the CD-i recompilation template that came out of the Link: The Faces of Evil port. There are two executables, one with the original picture and one with the Cartoon HD upscalers and sprite interpolation switched on; both have quicksaves, run-ahead, and invincibility. According to the README, the intro, the title menu, the first level with music and sound effects, game over, and the attract-mode demo have been checked; the hotels after the first are unchecked because nobody has played that far. Version 1.0.2 was published on October 25. All 4 of its commits list Claude as a co-author.

You needYour own image of the Hotel Mario disc (USA), raw, as a .bin and .cue with 2352-byte sectors. The installer and the portable zip in the releases don’t include the disc and ask for it on first start. Plus Windows 10 or later; to build from source, Visual Studio 2022, CMake 3.19, and Python 3.8.

★ 6 · 2026-10-25 View →
PS1 Experimental
PS1

KoroKoro Post nin

elprogramadorloco-arch/korokoro-recomp

A native Windows static recompilation of KoroKoro Post nin (PlayStation, Japan, SLPS-03479, Media Entertainment, 2002), made with psxrecomp. The game code is translated to C and compiled into an .exe on your PC from your disc; run.bat downloads a portable toolchain, validates the disc, recompiles, and starts the game. According to the README, boot, title, menus, intro, stage 1 (with pause, time up, game over, and continue), and audio (SPU and CD music) work and were compared with DuckStation; stages 2 to 10, the memory card, and the ending are not verified yet. There is also an alpha Android version with widescreen and touch controls, where tilting the phone steers like a wheel. v0.1 is from October 1. All 4 of its commits list Claude as a co-author.

You needYour own copy of KoroKoro Post nin (Japan, SLPS-03479) as a .chd, or as a .cue with its .bin (data track of 88,131,792 bytes, MD5 6897e2c85262456a16c579a531435268). Plus 64-bit Windows 10 or 11, about 3 GB free, and an internet connection the first time (about 230 MB of downloads).

★ 6 · 2026-10-03 View →
PS1 Experimental
PS1

MediEvil (Leproide ESP)

Leproide/MediEvilRecomp-ESP

A static recompilation of the Spanish PAL release of MediEvil (SCES-01495) for PC, with widescreen and improved rendering. It starts from MediEvilRecomp-ITA (Leproide’s Italian PAL version), itself a fork of BlackLabelHQ/MediEvilRecomp; all the base work is theirs. It ports to the Spanish version, recalculating the addresses, the PAL fixes already made for the Italian one (CD callbacks, movie playback, iris fade, the 256-line PAL screen, and XA voices), so a single copy of the code serves both versions. It is in beta, and the README warns there may be serious bugs. v1.2-Stable (October 25) has a Windows zip, and the repository includes Linux scripts.

You needYour own original copy of MediEvil Spanish PAL (SCES-01495), from which to make a clean bin/cue dump (the LEEME in the disc folder gives the file names). Plus a GPU with at least OpenGL 2.1 and, to build it, the .NET 10 SDK.

★ 6 · 2026-11-06 View →
Neo Geo Experimental
NEO

Metal Slug

sp00nznet/metalslug

A static recompilation of Metal Slug for Neo Geo (MVS) into a native PC program, built with neogeorecomp, the same author’s toolkit for this board: the 68000 code is translated to C from your ROMs and runs on a model of the board. It’s the toolkit’s reference game. It boots through the real MVS BIOS, runs the attract demo and title screen, takes coins, and plays Mission 1 with its continues; later missions haven’t been checked by a test script yet. After a profiling pass, a 5-minute automated session runs entirely in recompiled code, and verification against the Musashi interpreter finds no mismatches across 14.06 million blocks. It has sound (the YM2610 synthesis danilopaulinodasilva contributed to the toolkit) and supports two controllers as players 1 and 2. 0.1.0 came out on October 21 with installers for Windows, Linux, and macOS that download the source, install whatever is missing, and build the game from your ROMs; it hasn’t been played on a Mac yet. All 13 of its commits list Claude as a co-author.

You needYour own Metal Slug and Neo Geo BIOS dumps as MAME sets, mslug.zip (NGH-201) and neogeo.zip, which setup checks by CRC32. Plus Windows, Linux, or macOS; setup offers to install Git, CMake, the C and C++ compiler, and SDL2 if they’re missing.

★ 6 · 2026-10-21 View →
GameCube
GC

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.

33% decompiled
★ 6 · 2026-08-10 View →
Native layer Experimental
NSW

Octopath Traveler II

leeashine/ot2-mobile

A native port of the Switch version of Octopath Traveler II (1.1.1) to Mac and iPhone, built on nxnative: the game’s program, which uses Unreal Engine 4, executes directly on the Apple chip after the few instructions that can’t run unchanged are rewritten, and a host stands in for the Switch’s system services. It is a fork of nxnative that adds a classic-Metal (Metal 3) NVN graphics backend, derived from d2r-mobile, so it works on macOS 15 and iOS 18 without waiting for Metal 4, a game profile with its replacement for Unreal Engine’s memory allocator, and static extraction of its 13,942 unique shaders straight from your files at build time. It isn’t an emulator. According to the README, on the Mac you can start a new game, go through Agnea’s prologue and her village, fight the first battle, save and reload, with sound and at the game’s native 30 fps; it ran 2 hours on the title screen and 31 minutes in the tavern without a crash, though memory grows slowly and longer sessions are unverified. On an iPhone it only reached the town scene. Version 1.0.0, from October 27, is source only. 1 of its last 100 commits lists Claude as a co-author. The repository keeps the profiles of the other nxnative games, with their shader tables.

You needYour own copy of the Switch version of Octopath Traveler II 1.1.1 (XCI or NSP) and your keys (prod.keys). An Apple-silicon Mac on macOS 15 or later (no Intel version) with Xcode 16 or later, the .NET SDK, and the Homebrew tools the README lists; the first build took about 13 minutes and produced a 3.5 GiB shader cache. For iPhone, an A17 Pro or later on iOS 18 and a signature with the Increased Memory Limit capability.

★ 6 · 2026-10-28 View →
Game-specific engine Fully playable
ARC

Pac-Man

mariqtereza-del/PacArcadeComp

A native Windows player for the 1980 arcade game, with a modern front end. It carries a software copy of the arcade board (memory map and video and sound chips) and the game rewritten as native C++ that reproduces the original program; from your own pacman.zip it only reads the data tables (maze, text, levels, graphics, and sound). It contains no Z80 processor: according to its author, every frame, with its exact timing, was checked identical to the real program on a Z80 across millions of frames (the Z80 core is kept only in the tests), with the same ghosts, speeds, and bugs, including level 256. It adds menus, save states and rewind, gamepads, screen effects, and the arcade’s DIP settings. The repository includes code generated from the game’s program: src/game/attract_prog.h is the instruction list of the attract-mode routines as C++ data, taken from a disassembled listing that isn’t published (only its blocks and labels are kept), with no ROM bytes. Version 2.1.0, from October 28, is the latest and is Windows-only. It states it was made with the help of Claude.

You needYour own copy of the Midway Pac-Man ROM set, pacman.zip (the same 10 files MAME uses), next to the executable; the program checks it is the right one. 64-bit Windows 10 or 11 (the source also builds and is tested on Linux, but the published release is Windows-only).

★ 6 · 2026-10-28 View →
Game-specific engine Fully playable
PS1

Rugrats: Search for Reptar

Toyz/rugrats

A Rust rebuild, as a native PC game, of Rugrats: Search for Reptar (PlayStation, n-Space / THQ, 1998, SLUS-00650), made from a reverse engineering of the original. It plays your own disc: there is no emulator, no BIOS, and no PlayStation code runs. Its README says it plays start to finish: every level can be played and won, from the logos to the credits, including the Pickles’ Home hub, the Reptar puzzle board with its twelve pieces, Reptar 2010, one- or two-player mini golf, every cinematic with its voices, music, and lip sync, saves as plain files, and keyboard or gamepad with the DualShock’s analog stick. Its test suite wins all those levels with a bot that uses only the stick and the buttons, and a worklog records what is still open. It publishes no releases: you build it with Rust. Its last activity was on October 23.

You needYour own disc image of the North American release (SLUS-00650) as a .cue with its .bin, in work/disc/ inside the checkout or passed on the command line; other regions aren’t supported. A graphics card with Vulkan, Metal, or DirectX 12, Git, and the current stable Rust (on Windows, also the Visual Studio C++ build tools). Windows, Linux, or macOS.

★ 6 · 2026-10-23 View →
PS1 Experimental
PS1

Shiritsu Justice Gakuen: Nekketsu Seishun Nikki 2

tolotratlt/rival-schools-nekketsu-seishun-nikki-2-recomp

A static recompilation kit for the PlayStation sequel to Rival Schools, released only in Japan (SLPS-02120), built on psxrecomp and recomp-ui. The release zip contains no game data: no disc image, no executable, no BIOS, and no generated code. A wizard takes your disc and your BIOS, turns the executable into C code, and compiles the game on your PC, which takes several minutes the first time. Version 0.2.0 adds an optional English translation, built in a minute from your own image and listed in the launcher’s Mods tab, an Exit entry in the mode select, and an optional Vulkan renderer (OpenGL remains the default). Its README describes it as an early bring-up. Version 0.2.0 is from October 25.

You needYour own image of the Japanese disc (SLPS-02120), a .cue plus a single-data-track .bin (663,216,960 bytes, MD5 a7149a13c6992a20732d4ed2fd7e7611), and your own dump of the SCPH-1001 (USA) BIOS (SHA-256 71af94d1e47a68c11e8fdb9f8368040601514a42a5a399cda48c7d3bff1e99d3). 64-bit Windows and Python 3; CMake and Ninja from the system or the portable tools the wizard downloads.

★ 6 · 2026-10-25 View →
Fan remake Playable
NES

Solomon's Key 2 (OpenDana)

dvilelaf/opendana

A native, moddable reimplementation of Solomon's Key 2 (Fire 'n Ice in the US), the NES puzzle game, written in C11 with a deterministic core with no SDL dependency and a thin SDL2 layer on top. It doesn’t run code from the ROM or emulate the console: on first start it reads your European ROM once and extracts the game’s data (levels, graphics, text, music, and sound effects) to a local folder. It adds a level editor and a level catalogue driven with the mouse, save states, gamepad support, a mod system (packages of JSON and PNG files with schemas and a validator), and a command-line API to validate, play, and render levels. Version 1.0 (October 12) ships Linux (tar.gz and AppImage), Windows (zip), and macOS (dmg), with audit files; it is the latest of 3 releases. 25 of its 26 commits list Claude as a co-author.

You needYour own ROM of the European release of Solomon's Key 2 / Fire 'n Ice (SHA-256 853646c50889dfb7a74c2acf7cf3b76f42d044745433f706dca33f47d826cd1d); any other file is refused without changing anything. Linux, Windows, or macOS.

★ 6 · 2026-10-12 View →
Xbox Playable
XBX

SSX Tricky (MatiasRiveraC)

MatiasRiveraC/SSX-Tricky-PC

A native Windows port of the Xbox version, by static recompilation with xboxrecomp, with Direct3D 11, XAudio2, and XInput. It’s the project OpenTricky, also in this catalog, continues. It’s a work in progress: it boots, plays the intro movies with sound, runs the whole front end, and races against the AI at 60 fps through the finish and the results screen, and saves work. It adds any resolution drawn natively, the game’s own 16:9 widescreen mode, full mipmaps, up to 16x anisotropic filtering, up to 8x anti-aliasing, a launcher with settings, and remappable keyboard and controller controls. It states that Claude Code wrote most of the code, directed and tested by its author.

You needAn .iso image of your own US SSX Tricky Xbox disc, of the exact build the port was made from; the PS2 and GameCube versions won’t work. Plus 64-bit Windows 10 or 11 and a Direct3D 11 graphics card.

★ 6 · 2026-09-30 View →
SNES / Super Famicom Fully playable
SNES

Strike Gunner S.T.G

SlippyGetBackHere/Strike-Gunner-STG-Recomp

A native recompilation of the vertical shoot-’em-up Strike Gunner S.T.G (USA) built on snesrecomp: the 65816 code is compiled to C and runs against an emulated SNES video chip, sound chip, and DMA, with the framework’s interpreter for code the analysis hasn’t reached. According to the README it can be played from start to finish (intro, attract demo, all eight stages, and the ending through the credits) in single-player on Windows; two-player mode starts and each ship answers its own controller, but a full two-player playthrough hasn’t been done. It includes save states and rewind, and a page of optional mods, all off by default: stage select, one-hit kills, infinite special weapon, infinite lives, all weapons every stage, and custom music. The latest release, 0.3.0 (October 20), is for Windows. 40 of its 41 commits list Claude as a co-author.

You needYour own Strike Gunner S.T.G (USA) ROM, 1,048,576 bytes (SHA-256 05f14e6ed3394d9273e2397769a8acf1a9db646be6066e82269521e8eec53562). 64-bit Windows.

★ 6 · 2026-10-20 View →
Windows Playable
WIN

The Settlers IV / The Settlers III (s4-native)

rengare/s4-native

A native Rust port of The Settlers IV Gold and The Settlers III Ultimate Collection (GOG editions) for Linux, without Wine; on macOS with Apple Silicon it builds and runs, but it is experimental. Its own lifter translates every function of the game’s executable and DLLs into Rust, instruction by instruction, on your machine from your copy, and the translated code is not published in the repository. According to the README, The Settlers IV has menus, campaigns and single-player maps, saved games, intro videos, music and effects, and LAN, and was compared against the original under Wine; The Settlers III has menus, scenarios, the intro, music, effects, and LAN. Long-session testing, the original font (it uses Liberation Sans instead of Arial), and other platforms are still missing. It has no published releases. Its only commit lists Claude as a co-author.

You needYour own copy of The Settlers IV Gold from GOG (version 2.50.1516, the folder that contains S4.exe and Exe/, or the GOG installer, which is unpacked with innoextract) and, for The Settlers III, of The Settlers III Ultimate Collection from GOG (version 1.60, the folder with S3.EXE). Plus Linux, Rust, the SDL3 library, and about 1 GB of memory per parallel build job.

★ 6 · 2026-10-25 View →
N64 Playable
N64

Tony Hawk’s Pro Skater (N64)

THPS64Recomp/THPS1-64Recomp

A native macOS and Windows port of the N64 version, called THPS1 64: Recompiled, made with N64Recomp, N64ModernRuntime, and RT64. The app builds the game from your dump the first time it starts; on macOS it asks for Apple’s Command Line Tools, and the Windows zip includes everything needed (about 149 MB). It offers 16:9 or 21:9 widescreen, the game’s 30 fps interpolated to 60, a longer draw distance, a two-player split screen fitted to the picture, an Original or Enhanced preset, SDL gamepads with an Xbox-style or the original N64 layout, saves in standard Controller Pak .mpk files, and optional cheats. There is no Linux download. The repository does not contain the game. Version 0.2.0 is from October 28.

You needYour own N64 cartridge dump (.z64, .n64, or .v64): USA v1.1 (SHA-1 4900b6c92fb8df1765e91e891dccc525bb102fe1), USA v1.0 (fc1b4dec85e6874fa7321edc24f5a1e78600d9d0), or Europe (c321cd05eec58765467878ac8015784535280e3c). 64-bit Windows 10 or 11 with a Direct3D 12 GPU, or macOS 13 or later.

★ 6 · 2026-11-08 View →
N64 Experimental
N64

Tony Hawk’s Pro Skater 2 (N64)

THPS64Recomp/THPS2-64Recomp

A native macOS and Windows port of the N64 version, called THPS2 64: Recompiled, made with N64Recomp, N64ModernRuntime, and RT64. It is an early preview: it uses the same host as THPS1 64: Recompiled and passes its own automated tests, but it has had much less hand play, so its authors warn of bugs they haven’t seen and recommend backing up the saves folder before relying on a career. The app builds the game from your dump the first time it starts. Like the first game in the series, it offers 16:9 or 21:9 widescreen with the HUD at the screen edges, and optional cheats such as Unlock All Levels. The repository does not contain the game. Version 0.2.0-preview is from October 28.

You needYour own N64 cartridge dump (.z64, .n64, or .v64): USA (SHA-1 458ac754cd8e08c46f4c5c9204192ecde84a179d) or Europe (803672c1ffa7860536d8b35dca8b59f637f4165e). 64-bit Windows 10 or 11 or macOS 13 or later, as for the sister project THPS1.

★ 6 · 2026-11-08 View →
N64 Experimental
N64

Tony Hawk’s Pro Skater 3 (N64)

THPS64Recomp/THPS3-64Recomp

A native macOS and Windows port of the N64 version, called THPS3 64: Recompiled, made with N64Recomp, N64ModernRuntime, and RT64. It is an early preview: it uses the same host as THPS1 64: Recompiled and passes its own automated tests, but it has had much less hand play, so its authors warn of bugs they haven’t seen and recommend backing up the saves folder before relying on a career. The app builds the game from your dump the first time it starts. It offers 16:9 or 21:9 widescreen with the HUD at the screen edges, and optional cheats such as Unlock All Levels. The repository does not contain the game. Version 0.2.0-preview is from October 28.

You needYour own USA N64 cartridge dump (.z64, .n64, or .v64; SHA-1 7b9438120c67214afaea09f4b106c54ef8f366c5). 64-bit Windows 10 or 11 or macOS 13 or later, as for the sister project THPS1.

★ 6 · 2026-11-08 View →
Virtual Boy Playable
VB

Zero Racers

mstan/ZeroRacersVirtualBoyRecomp

A recompilation of the Virtual Boy Zero Racers for Windows with vbrecomp and the recomp-ui launcher, both by the same author: the V810 code is translated to C and compiled to native code, with an interpreter for uncovered code. The game was finished in 1996 but canceled after the console’s failure, and first came out on August 4, 2026, on Nintendo Classics for Switch; the recomp is based on that release. You play with keyboard or controller, with rebindable controls and saves and settings that persist, and there’s an optional color mod, off by default, with silver tunnels, distinctly colored machines, colored menus and HUDs, and yellow repair areas, keeping the original wireframes. Version 0.0.4 (October 19) enters, with assistance, all 15 courses, A1 to C5, and Time Trial without touching the interpreter; it doesn’t claim complete cups or endings.

You needYour own Zero Racers ROM, the (Japan, USA) (En) (Switch Online) revision, uncompressed (1,048,576 bytes, CRC32 71553796, SHA-256 47421cd82dfd414d042d2f7f9db51e657d414d4ddfa46887efb544029fa11ce7). Plus 64-bit Windows 10 or 11.

★ 6 · 2026-11-01 View →
NES / Famicom Experimental
NES

Adventure Island II

Junior-Jones/Adventure-Island-II-NES-Static-Recomp

A native Windows frontend and a game-specific static core for the NES Adventure Island II. According to the README, the game’s executable paths were analyzed before the application was built and emitted as a fixed catalog of 16,544 exact physical-bank and program-counter identities; a native dispatcher executes only the records that catalog admits. It uses no general interpreter loop, dynamic recompilation, or emulator fallback, and anything unknown stops execution with a diagnostic. The runtime includes the NES CPU bus, PPU, APU, DMA, input, and the MMC3B mapper. The launcher configures audio, video, and controls and saves snapshots and screenshots. Version 1.0.0 (August 26) is the only release, for Windows.

You needYour own ROM named Adventure Island II (USA).nes with SHA-256 10dd53fd62c95e77856b09c693b3bdd14b62a89988902eea111257cafe9b8acc, in the Rom folder beside Launcher.exe or chosen with Browse ROM. Plus 64-bit Windows; to build it, Visual Studio 2022 with C++ and CMake 3.20 or newer.

★ 5 · 2026-11-09 View →
Xbox Playable
XBX

Amped 2 (Nico-D-eu)

Nico-D-eu/RE-Amped2

RE-Amped2 brings Amped 2 (Microsoft Game Studios / Indie Built, 2003, original Xbox) to Windows as a native game. It is not an emulator: the game’s code is translated to C and compiled into a Windows program on your PC, from your own disc. According to the README it runs at a steady 60 fps, in widescreen, at up to 4K and beyond, with controller and keyboard support, and supports mods (packs, single-file replacements, and scripts) and replacement texture packs. It is in early access: the whole game is playable, but there are bugs. No game files are included or downloaded; the repository includes the project’s own branding textures (logo, boot splashes) that replace the originals. Version 0.2.1 is from October 30. The repository includes an AGENTS.md with rules for AI coding agents.

You needYour own Amped 2 disc image (.iso or .xiso), from the USA or the European and Australian release. 64-bit Windows 10 or 11 with a DirectX 11 card, about 6 GB free and, if the free build tools are missing, up to 7 GB more on C: and an internet connection during installation.

★ 5 · 2026-11-06 View →
Xbox 360 Experimental Stalled · 7 months
360

Armored Core for Answer (Xbox 360)

rensoftworks/Armored-core-ReAnswered

AC_ReAnswered: a project to recompile the Xbox 360 version with ReXGlue, which its description calls “an attempt” at a functioning version of the game. It holds the ReXGlue configuration, with game functions already identified (title menu, camera, system link), and its own patches for the camera and file loading. There are no releases: you have to build it yourself, on Windows with Visual Studio and Clang or on Linux. The README doesn’t say how much of the game works. flashfire199 started it on March 31, 2026; that repository is no longer available, and the copy still online is Ren Softworks’, who added the Linux build and last updated it on April 13. It isn’t related to Project Glintburn’s port of the PS3 version.

You needYour own copy of Armored Core for Answer for Xbox 360, with the ISO’s contents extracted (for example with extract-xiso), default.xex included; no region is stated. Plus the ReXGlue SDK, CMake, and Ninja; on Windows, Visual Studio Community with the Clang compiler.

★ 5 · 2026-04-13 View →
PS1 Experimental
PS1

Asuka 120% Final: Burning Fest. Final

elprogramadorloco-arch/asuka100-recomp

A static recompilation of Asuka 120% Final: Burning Fest. Final (PlayStation, Japan, SLPS-02074) for Windows x64, made with PSXRecomp. The game’s MIPS code is translated to C and compiled into a native executable on your own PC from your disc: run.bat downloads a pinned, SHA-256-verified portable toolchain (clang 22, CMake, Ninja, and Python), validates the disc, recompiles, and starts the game, with a launcher for video, controls, and memory cards. The README, in Spanish and English, doesn’t say which parts work. The only release is 0.1 (October 2), which publishes the source. Its only commit lists Claude as a co-author.

You needYour own Redump dump of the Japanese game (SLPS-02074) as .cue + .bin (the .bin is 291,095,280 bytes, SHA-1 d33f5e7f73a5a4d0c92f157c2106fe53c789358c). Plus 64-bit Windows 10 or 11, about 6 GB free, and an internet connection on first run (about 200 MB of tools).

★ 5 · 2026-10-02 View →
PS1 Playable
PS1

Azure Dreams

PotionDweller/Azure-Dreams-HD-Recompilation

An unofficial native port of Azure Dreams for Windows, made by statically recompiling the game’s code to C with psxrecomp and the recomp-ui launcher; it is not an emulator. It works with the US release (SLUS-00614). It offers 16:9 widescreen (the interface panel and the dungeon minimap move to the edges; movies and menus stay 4:3), HD rendering up to 4x, PGXP, fast loading (about 2 to 3 seconds instead of 17 to 22), a bicubic filter for movies, and borderless fullscreen, all toggled from the launcher. It plays with a keyboard or SDL gamepads, in the original digital-pad mode. The repository distributes no game, no BIOS, and no recompiled code. Version 0.9.1 (October 19), a public beta, is the latest release. 32 of its 33 commits list Claude as a co-author, and the README says the port was made with its help.

You needYour own copy of Azure Dreams (USA, SLUS-00614) as a .cue/.bin image (the SHA-1s are listed in game.toml, under [prepare_disc]). Windows; the README tested it on Windows 10 and, to build from the repository, asks for Git and Python 3 (psxrecomp downloads the rest of the toolchain).

★ 5 · 2026-10-19 View →
Port (decomp) Fully playable
N64

Blast Corps

Doridian/BlastCorps

A matching decompilation of Blast Corps (Japan, USA, USA Rev 1, and Europe) and a native port built from it that plays all four. It runs on Linux (x86-64 and arm64), Windows (x86-64), macOS (Apple silicon; it builds but hasn’t been tested on a Mac), and in the browser through WebAssembly, where you bring your own ROM. According to the README it plays the whole game, including a full replay of WarHippy’s “all platinum medals” TAS, and adds widescreen, high frame rates, high-resolution text, model icons, a free camera, and mouse and touch controls. The executable does not embed the game’s images, palettes, vertices, or models, which are filled in at startup from your ROM; the repository keeps a snapshot with the data of the handwritten code (strings and tables) so it can build without a ROM. Version 0.9.1 (October 25), the only release, ships an AppImage, an .exe, a .dmg, the web zip, and a licenses zip. 94 of its last 100 commits list Claude as a co-author.

You needYour own Blast Corps ROM of one of the four versions: Japan (Blastdozer), USA (v1.0 or Rev 1), or Europe (En,De), validated by SHA-1 (for example, USA: 185a6ef7ba1adb243278062c81a7d4e119bda58c; USA Rev 1: 483f7161aea39de8b45c9fbc70a2c3883c4dea8c). Linux, Windows, or macOS, or a modern browser for the web version.

★ 5 · 2026-11-09 View →
Mod Usable
WIN

⑂ Fork of pablocpas/OpenCMR2

Colin McRae Rally 2.0 (4-player split screen)

Dimax0987/OpenCMR2

A fork of OpenCMR2, the native SDL3 port of the game, that takes the game from 2 to 4 simultaneous players on one screen, in every mode and each with their own profile, car, and controller. The screen splits into four quadrants with the full HUD in each; in Arcade, Single Race and the championship accept 1 to 4 players with CPU drivers filling up to six cars, and in Rally, with 3 or 4 players, a “Split Screen - Contact” option lets players see and hit each other and start on a 2+2 grid. Players 3 and 4 can only use a gamepad. Every change to OpenCMR2’s code is marked “// PORT:” in the game/ folder and the release zip includes the patch with all of them. The “Coop-Multiplayer” release (October 28) is a zip of about 10 MB with opencmr2.exe and its libraries, to be extracted over an installation of the game. 87 of its last 100 commits list Claude as a co-author.

You needA PC installation of Colin McRae Rally 2.0 (with the Game, FrontEnd, Sounds, CountrySpecific, and SetupRep folders) over which the zip is extracted, replacing OpenCMR2’s opencmr2.exe and SDL3.dll. Players 3 and 4 need gamepads.

★ 5 · 2026-11-03 View →
Game Boy Playable
GB

Donkey Kong (Game Boy)

gnome41/DK94-SGB

An unofficial static recompilation of the Game Boy Donkey Kong (1994) for Linux and Windows. The ROM’s SM83 code is translated to C and runs natively on a small runtime (PPU, APU, timer, MBC1, and Super Game Boy) on SDL2. The release build carries no game code: when you press PLAY it recompiles your ROM to C and compiles it in memory with TinyCC in about 0.3 seconds, writing nothing derived from the game to disk; the developer build, by contrast, links in the generated code and must not be shared. It adds Super Game Boy palettes, border, and sound (using its optional BIOS), widescreen, a launcher, cheats, and mod packs for textures, borders, and audio. Version 1.3.0 is from October 27. All 8 of its commits list Claude as a co-author.

You needYour own ROM of “Donkey Kong (World) (Rev 1) (SGB Enhanced).gb” (SHA-1 397ad2ff25627b83e02c71b54c72bb4deb39e0c0). Optionally the Super Game Boy BIOS for the SNES-side sound. Windows x64 or Linux x86-64.

★ 5 · 2026-10-27 View →
N64 Playable
N64

⑂ Fork of theboy181/drmario64_recomp_plus

Dr. Mario 64 (nautxx)

nautxx/drmario64_recomp_plus

A fork of theboy181’s Dr. Mario 64: Recompiled Plus, an N64Recomp recompilation with improved rendering, smoother motion, and quality-of-life enhancements. The original adds GPU-rendered pills, smooth 60+ FPS through interpolation, support for four controllers, CRT effects, an updated main menu, and custom red and blue capsule icons. This fork is 13 commits ahead and none behind, and adds macOS packaging, a fix for an input crash in the macOS release, bundled controller mappings, a controls configuration menu, and ROM checksum verification in the docs. Its only release, 1.0.0-macos.1 (August 31), is a .dmg of about 23 MB for Apple silicon.

You needYour own clean US copy of Dr. Mario 64, as the baserom_uncompressed.us.z64 produced by following the AngheloAlf/drmario64 decompilation setup (SHA-1 96ba0ce2f9e98e5790df120320cd3d1a3d7080d2). macOS with Apple silicon for the .dmg; building needs Git, C17 and C++20 compilers (Clang 15 or newer), CMake 3.20 or newer, SDL2, and the submodules.

★ 5 · 2026-08-31 View →
NES / Famicom Experimental
NES

EarthBound Beginnings / Mother

mstan/Mother1NESRecomp

A static recompilation scaffold for Mother (EarthBound Beginnings) on the NES using NESRecomp, for Windows. It holds the game-specific configuration, hooks, and a Dear ImGui launcher; it includes neither a ROM nor code generated from one, which you generate locally with the recompiler from your own ROM before building. The README warns that it is largely untested beyond boot and basic play, and that it was made at a community member’s request as a base for another developer to continue, not as a finished or supported port. It has no published releases: you have to build it. It includes the game’s box art, for the launcher only. 1 of its 10 commits lists Claude as a co-author.

You needYour own Mother ROM for the NES (mapper 4 / MMC3, payload CRC32 00F0FBBC, with battery-backed SRAM). You have to build the project: Visual Studio 2022 and CMake, generating the code with the recompiler first.

★ 5 · 2026-11-06 View →
Fan remake Playable
360

Geometry Wars: Retro Evolved 2 (geow2)

techknight/geow2

geow2: a native port of the Xbox Live Arcade game for Windows, macOS, Linux, and Steam Deck, rebuilt by reverse engineering the original executable. It’s an independent reimplementation: it contains none of the game’s code, graphics, sound, or text, and a bundled tool turns your own XBLA package into the data folder the game reads, checking every file. All six modes (Deadline, King, Evolved, Pacifism, Waves, and Sequence) play with all their enemies, the grid, particles, and multiplier, the menus, unlocks, local scores and achievements, and local multiplayer for up to four players, versus and co-op, at any resolution. An optional score server for a group of friends syncs high scores and achievements across devices. It uses Vulkan on Windows and Linux and Metal on macOS, and needs FFmpeg for the sound (the Flatpak brings its own). 99 of its last 100 commits list Claude as a co-author.

You needYour own Xbox Live Arcade package of Geometry Wars: Retro Evolved 2 (title ID 584108FF, version 0x102), or its extracted files. Plus FFmpeg, and Windows or x86-64 Linux with Vulkan, or macOS 11 or later.

★ 5 · 2026-10-29 View →
Port (decomp) Playable
MD

Gunstar Heroes

1nputs/gunstars

A C rewrite of Gunstar Heroes (Mega Drive/Genesis, US release) for Linux, Windows, and macOS. According to its README, the cartridge’s roughly 4,400 routines, the 68000’s and the Z80’s, have been rewritten in C and checked one by one against the original using recordings of play made with Genesis Plus GX, which is only a development tool: the game emulates neither the 68000 nor the Z80, and uses the pulseman submodule for the VDP, PSG, YM2612, and pads, with SDL2. It runs at 60 frames per second without the cartridge’s slowdown, with two players, save states anywhere (eight slots), rewind, fast-forward, GIF capture, pixel filters, and online play with rollback. Still pending is, among other things, frame-by-frame lockstep against the original. Version 0.2.2 is from October 21. All 82 of its commits list Claude as a co-author.

You needYour own copy of the US Gunstar Heroes cartridge for Mega Drive/Genesis, 1 MB (SHA-1 7721e302555f16e3242ad4a47ed87a1de1882122). You pick it the first time in the game’s file browser, or with --rom.

★ 5 · 2026-10-21 View →
Windows Experimental
WIN

Hover!

sp00nznet/hover

A static recompilation of Hover!, the capture-the-flag maze racer from the Windows 95 CD, built with pcrecomp, the same author’s toolkit for Windows games: all of HOVER.EXE (5,135 functions, no errors) is translated to C and compiled on your machine, and none of the original code runs. According to its README, it boots, starts a game, and plays level 1 to the end. The game still draws with GDI, and its own Direct3D 11 window scales the result (sharp, smooth, nearest-neighbor, or integer), with borderless fullscreen, a CRT effect, 8- or 16-bit dithering, and vivid color; the 256-color warning at startup is gone. It adds split screen for 2 to 4 players on one PC, each with their own view and dashboard, on player 1’s side or the robots’; online play over UDP for up to 16 seats, with robots in the empty ones, players joining and leaving mid-game, join codes, and direct connections; level seeds you can pin, save, and share as codes; and Xbox controllers, not yet tried with a real one. 0.1.0-alpha.1 came out on October 20 with a Windows installer, and 0.1.0-alpha.2, on October 21, added one for Linux, where the game is built for Windows and played under Wine in its original window. All 20 of its commits list Claude as a co-author.

You needYour own copy of Hover!: the Windows 95 CD (the game is in FUNSTUFF\HOVER), the Hover! CD, an ISO or BIN/CUE image of either, or a zip of the game folder; nothing from the game is downloaded. Plus Windows 10 or 11 and 1 GB of free space (setup installs Python and Visual Studio 2022 with C++ if they’re missing), or Linux with 32-bit Wine, clang, lld, CMake, and Ninja.

★ 5 · 2026-10-21 View →
N64 Experimental
N64

Jet Force Gemini (ravenx444)

ravenx444/RGO-Recomp

Rocket Group Orion (RGO): a fork of TK22-26’s Jet Force Gemini recomp that adds modern improvements on top of that faithful port. It adds unstretched widescreen with the HUD anchored to the screen edges, a mode with the game logic at true 60 fps and another with interpolation, any resolution and aspect ratio, MSAA, direct mouse aiming, twin-stick controls, PlayStation controllers with rumble and gyro aiming, mouse and controller at the same time, persistent gore, and a configurable weapon wheel; every feature is optional. It’s an early testing preview for Windows, not a stable release: the launcher installs the tools, downloads the source, and builds the game on your PC from your ROM, and the first time can take an hour or more. Some scenes still drop to 30 fps, and loading failures may remain. It states it’s developed with AI assistance, directed and tested by its author.

You needYour own North American Jet Force Gemini ROM, as a 32 MiB big-endian .z64. Plus 64-bit Windows 10 or 11 and room for the build tools the launcher installs.

★ 5 · 2026-10-18 View →
PS1 Playable
PS1

JoJo's Bizarre Adventure: Heritage for the Future

MenuuTUX/jojo-hftf-native

A native macOS port of the US PlayStation release (SLUS-01060), made by static recompilation with psxrecomp. On top of that, the game’s code is being replaced with native C one function at a time, and each replacement is checked against the original on thousands of captured game states before it’s allowed to run. The 1v1 fight engine already runs natively (918 functions, checked against 97,634 states with no mismatches). All 22 characters, the 4 bosses, the 33 stages, and the VS and training modes have native code, with 3,573 of their 7,188 functions verified; Story and Arcade modes run on the recompiled code. It has only been tested on Apple Silicon Macs. The repository includes files extracted from the disc (the executable, graphics, and audio): its author states they have Capcom’s permission to include them, and you still supply the disc image yourself. It states it was built with AI agents (Claude Code and Codex), directed and reviewed by a human.

You needYour own US copy of JoJo’s Bizarre Adventure for PlayStation (SLUS-01060), as a .cue and .bin. It builds on macOS (tested on Apple Silicon) with the Xcode command line tools, CMake, Ninja, Python 3, Git, and Git LFS.

★ 5 · 2026-10-16 View →
Other Experimental
ETC

Link: The Faces of Evil

tools81/link-faces-of-evil-static-recomp

An unofficial native port of Link: The Faces of Evil (Philips CD-i, 1993) for Windows, made by static recompilation: the game’s 68000 machine code is translated ahead of time into C, and a small runtime provides what the code expects from the console, namely the CD-RTOS (OS-9) operating system, the CD file manager, the video decoder, and the ADPCM audio processor. Two modules are recompiled, the game itself (about 39,000 instructions) and the Philips logo animation. The build produces two programs that share the same code and saves: linkfoe.exe, with the original look and sharp, smooth, CRT, and nearest filters, and linkfoe_hd.exe, which adds the Cartoon HD and Cartoon HD+ upscalers. It draws with Direct3D 11 at the full window resolution, including 4K, with aspect modes for widescreen (the game’s picture is 4:3), save states in ten slots, run-ahead of up to six fields to reduce input lag, and smooth sprite motion at 60 frames per second. The README doesn’t state a progress level. Version 1.0.0 was published on October 21. Its only commit lists Claude as a co-author.

You needYour own image of the Link: The Faces of Evil disc, as a .bin and .cue (the README gives “Link - The Faces of Evil (USA)” as an example). The installer and the portable zip don’t include the disc; on first start the game asks for the image and saves its path in linkfoe.ini. Windows 10 or later; to build from source, Visual Studio 2022 with the C++ compiler, CMake 3.16, and Python 3.8.

★ 5 · 2026-10-21 View →
SNES / Super Famicom Playable
SNES

Looney Tunes B-Ball

SlippyGetBackHere/looney_tunes_b-ball_recomp

A native recompilation of Looney Tunes B-Ball (USA) built on snesrecomp: the game’s 65816 code is compiled to C and runs against an emulated SNES video chip, sound chip, and DMA, with the framework’s interpreter as a fallback for code the analysis hasn’t reached. The court can be played in 16:9 widescreen; menus and selection screens stay 4:3. According to the README it is playable: boot, attract demo, menus, character select, exhibition matches, a full one-player tournament, and two-player games, on Windows; the tournament screens haven’t been checked in widescreen. It has a page of optional mods, all off by default (shot clock off, changeable tournament difficulty, CPU players that don’t steal). The latest release, 0.2.0 (October 27), is for Windows. 19 of its 20 commits list Claude as a co-author.

You needYour own Looney Tunes B-Ball (USA) ROM, 2,097,152 bytes (SHA-256 76ba0fc1f5c1f39354bb3173a600f23915f1191f400f7d525d220b4b3c8d958d). 64-bit Windows.

★ 5 · 2026-10-27 View →
Xbox 360 Experimental Stalled · 1 year
360

⑂ Fork of hedge-dev/XenonRecomp

Lost Odyssey (lawlietl4)

lawlietl4/LostOdysseyRecomp

Recompilation of Lost Odyssey (Xbox 360) with XenonRecomp, at an early stage.

You needYour own copy of Lost Odyssey (Xbox 360).

★ 5 · 2025-08-28 View →
PSP Experimental
PSP

Metal Gear Acid

Tzeentchnet/MetalGearAcid-Recomp

An experimental, source-only static recompilation for Windows of the US PSP version (ULUS-10006 v1.00): it uses Tzeentchnet’s PSP recompiler and runtime (psp-recomp, the one developed for the Killzone: Liberation recompilation), pinned to a tested commit. A guided installer verifies the ISO, extracts the needed files, generates the native code, builds an executable with Direct3D 12, Vulkan, and software renderers, and remembers where your ISO is; there is also a software-only mode that needs neither SDL3 nor the Vulkan SDK. According to its status notes, in three deterministic runs the game navigates NEW GAME and LOAD GAME and enters the opening story without crashes; the card PMF videos, save creation, and the full campaign aren’t validated. The README warns there is no .exe to download because the project can’t distribute the game; there are no published releases. Its 17 commits don’t list Claude.

You needYour own US Metal Gear Acid ISO (ULUS-10006 v1.00), which the installer checks by size and SHA-1. Plus 64-bit Windows 10 or 11, Git with submodule support, Python 3.11 or later, CMake 3.25 or later with Ninja, Visual Studio 2022 Build Tools with clang-cl and a Windows SDK, and the Vulkan SDK for the full build; you have to build it yourself, since no executable is published.

★ 5 · 2026-10-24 View →
SNES / Super Famicom Fully playable
SNES

Mighty Morphin Power Rangers: The Movie (SNES)

cultofblue/mmpr-movie-snes2pc

A native PC version of the US release, made by statically recompiling the 65816 code to C: a tracing disassembler, guided by a coverage map recorded from human and bot playthroughs, and a recompiler that turns each of its 2,745 functions into a C function. The PPU and sound (SPC700 and DSP) are reproduced in software based on LakeSnes, and anything that can’t be decided ahead of time goes to a fallback interpreter (0.3% of instructions in the full playthrough). According to the README, a complete 47-minute playthrough, from power-on to the ending credits, was replayed on this port and on a reference emulator, and all 169,286 frames matched in memory, graphics, palettes, and sprites. It adds keyboard and two remappable controllers, save states, rewind, fast forward, screenshots, scanlines, integer scaling, and optional infinite health. Its only release, 1.0.0 (October 26), has no files to download: you build it with your ROM through a script. The README credits the port to its author “with Claude (Anthropic)”.

You needYour own US Mighty Morphin Power Rangers: The Movie ROM (CRC32 E3EF6201; a 512-byte copier header is fine). To build: Python 3.8 or later and a C compiler (w64devkit on Windows, or gcc with SDL2 on Linux); the ROM goes next to the .exe or is dragged onto it.

★ 5 · 2026-10-26 View →
GBA Playable
GBA

Mobile Suit Gundam SEED: Battle Assault

omegakatana92/Gundam-Seed-Battle-Assault-Recomp

A static recompilation of the Game Boy Advance version: the cartridge’s ARM code is translated to C++ and linked with the GBARecomp runtime, using SDL2. According to the README, it’s playable and most of it works, sound and gameplay included; what fails is some graphics, such as the battle interface and the character portraits. It has keyboard controls, fullscreen, pause, and fast-forward. The only release, “WIP”, from August 28, offers a prebuilt Windows build and a zip with the project’s sources, which includes the C++ code generated from the ROM. The program is named GEMiniRecomp.exe, after the template it starts from, and the README still keeps leftovers of that template.

You needYour own Mobile Suit Gundam SEED: Battle Assault ROM for Game Boy Advance, which the program checks before starting, and your own GBA BIOS (gba_bios.bin). Windows.

★ 5 · 2026-08-29 View →
N64
N64

Nagano Winter Olympics '98

TheGh0stShip/Nagano-Winter-Olympics-98-N64

Complete matching decompilation of the US release of Nagano Winter Olympics '98 for Nintendo 64. All 1,470 functions and every CPU code byte match the retail ROM; program data, assets, audio, music, decoded containers, and the physical ROM inventory are also fully classified. It includes neither the ROM nor extracted copyrighted assets.

100% decompiled
★ 5 · 2026-10-30 View →
Neo Geo Experimental
NEO

Neo Drift Out: New Technology

sp00nznet/neodriftout

A static recompilation of Neo Drift Out for Neo Geo (MVS) into a native PC program, built with neogeorecomp, the same author’s toolkit for this board: the 68000 code is translated to C from your ROMs and runs on a model of the board, with no game-specific code in the toolkit. It boots through the real MVS BIOS, runs the car showcase, title, and name entry, takes coins, and races the practice run and Stage 1; later stages haven’t been checked by a test script yet. A 6-minute automated session runs entirely in recompiled code, and verification against the Musashi interpreter finds no mismatches across 46.67 million blocks. This version replaces an earlier one, hand-built for this game, that never got past the title with correct graphics. It has sound (the YM2610 synthesis danilopaulinodasilva contributed to the toolkit) and supports two controllers as players 1 and 2. 0.2.0 came out on October 21 with installers for Windows, Linux, and macOS that download the source, install whatever is missing, and build the game from your ROMs; it hasn’t been played on a Mac yet. 36 of its 37 commits list Claude as a co-author.

You needYour own Neo Drift Out and Neo Geo BIOS dumps as MAME sets, neodrift.zip and neogeo.zip, which setup checks by CRC32 (driftout.zip is Taito’s Drift Out, a different game). Plus Windows, Linux, or macOS; setup offers to install Git, CMake, the C and C++ compiler, and SDL2 if they’re missing.

★ 5 · 2026-10-21 View →
GameCube Playable
GC

NFL Blitz 2003

8bitninja64/NFLBlitz2003-PC

A native Windows and Linux port of the GameCube version, made by static recompilation: the game’s PowerPC executable is translated into C++ from your disc image and compiled on your PC the first time you start it (about a minute on Windows). Graphics use Aurora (WebGPU/Dawn), audio is a PC implementation of the console’s DSP, and input goes through SDL3. It offers native widescreen, internal resolution up to 2880p with supersampling, a locked 60 fps, a settings menu with the game’s own cheat codes, Dolphin-compatible memory card saves, and HD texture packs in Dolphin format. The repository holds no game data and no game code, but the module built from your disc does contain code translated from the game, so it must not be shared. Version 1.1 is from October 22. All 47 of the repository’s commits list Claude as a co-author.

You needYour own NFL Blitz 2003 disc image for GameCube (USA, GO3E5D), as ISO or compressed (RVZ, WIA, CISO, GCZ). On Windows, Python 3 and the Visual Studio 2022 Build Tools with C++ and Clang, needed once; on Linux, x86-64 with glibc 2.35 or later, a Vulkan driver, and python3.

★ 5 · 2026-10-22 View →
Classic Mac OS Playable
MAC

Prince of Persia 2: The Shadow and the Flame (Mac)

dmucli/pop2-port

An unofficial native port of the 1993 Macintosh version for macOS, Linux, Recalbox, and retro handhelds. The original 68k program was decompiled with Ghidra and translated, function by function, into C, and a reimplementation of the classic Mac Toolbox runs it on top of SDL. The translated code is in the repository (src/game/), but the Ghidra project and the game data are not: the data is read from a disk image of your copy. It adds save states with pictures, rewind, an on-screen menu, statistics, gamepad support, and optional cheats (infinite health or time, jump to any level). It is verified by replaying every call on the original 68k code with the Musashi emulator, which only remains in development builds. Version 0.2 (October 17) publishes packages for macOS, Linux (x86_64 and arm64), Recalbox, and PortMaster of 1.2 to 2.5 MB; there is no Windows version. 63 of its last 100 commits list Claude as a co-author.

You needYour own disk image of the Macintosh Prince of Persia 2 (floppy, CD, or hard disk) in a common format (.hfv, .dsk, .img, .image, .toast, .iso, .cdr, or MacBinary .bin); an emulator disk (Basilisk II, SheepShaver, Mini vMac) with the game installed also works. Plus macOS 12 or later on Apple Silicon, 64-bit Linux (x86_64 or arm64), Recalbox, or a handheld with PortMaster.

★ 5 · 2026-10-18 View →
PS2

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.

★ 5 · 2026-10-12 View →
Port (decomp) Playable
PS2

Resident Evil - Code: Veronica X (ViolentlyVia)

ViolentlyVia/recvx-pc

A native Windows port of the US PS2 release (SLUS-20184): the C code of the recvx-decomp decompilation is built with MSVC as a regular 32-bit program, and the PS2 hardware and SDK (GS, VU0, the IOP sound driver, memory cards, disc drive) are replaced by a PC platform layer, with no emulator. It includes Biorand++ (cvx-rando.exe), a randomizer based on BioRand that shuffles items, doors, enemies, music, and NPCs and writes the changed files to a mod folder, without touching the game data; it is still in progress. According to its README, the game boots and plays, and testing so far covers the opening (prison, explosion, graveyard), saving and loading, and randomized runs. It has OpenGL 3.3 graphics with 3x internal resolution by default, widescreen, PCSX2 HD texture packs, movies converted once with FFmpeg and optionally upscaled 4x with AI (Real-ESRGAN), ADX music and voices, sound effects with room reverb, fast-forward, and gamepad with vibration. Version 0.9.95 (October 31) is a zip of about 62 MB with the port, the settings app, and the randomizer, with no game data.

You needYour own image (.iso) of Resident Evil Code: Veronica X for PS2, USA, SLUS-20184. The recvx-config app copies the disc’s files to a data folder and converts the movies (it downloads FFmpeg, about 100 MB, and needs about 2.5 GB more once set up); after that the image isn’t needed. Windows. To build it, Visual Studio 2022 with C++, Python 3, and the .NET 10 SDK.

★ 5 · 2026-11-09 View →
SNES / Super Famicom Playable
SNES

Teenage Mutant Ninja Turtles IV: Turtles in Time

emanuelcnjunior/TMNT-IV-Turtles-in-Time-PC-Recomp

A Windows port of the SNES version (USA), made with the author’s own SNESRecomp (the recompiler is a submodule in another of the author’s repositories). It supports up to two local players and installs with a Windows installer of about 5.7 MB that needs no Git, Python, Rust, CMake, or Visual Studio: it asks for your ROM, checks its SHA-256, and copies it to the user’s data folder. It offers a Classic mode and an HD mode with Scale2x toggled with F6, a launcher for video, audio, and controls, saves, and hotkeys. Version 1.0.2 is from October 27; an experimental Linux preview was also published on November 1. The README’s promotional images are illustrations, not captures.

You needYour own USA ROM of 1,048,576 bytes, without a copier header or patches (SHA-256 5b82cdd6f2da56f43680d6a5021faebe2e06036d30602c1a7917aa414cf8b5f4). 64-bit Windows 10 (1903 or later) and an OpenGL-capable graphics driver; there is an experimental Linux x86-64 preview.

★ 5 · 2026-11-01 View →
Arcade Playable
ARC

⑂ Fork of mr-finster/vf1-recomp

Virtua Racing / Star Wars Arcade (Model 1 Recomps)

svera/model1-recomps

A fork of Mr. Finster’s Virtua Fighter recomp that reorganizes it to bring more of Sega’s Model 1 arcade board games to the desktop as native programs; it currently includes Virtua Racing and Star Wars Arcade (1993). A shared runtime models the board around the NEC V60 CPU, with the MB86233 geometry coprocessor, the rasterizer, the System 24 tile layers, and the sound and I/O boards; the V60 interpreter and much of the machine are based on MAME. The recompiler translates the V60 program at startup, with a function map that holds addresses only, and reads it from your ROM set: no ROM bytes are shipped. It offers sharper graphics, widescreen and ultrawide views without stretching the HUD, 60 or 120 fps by interpolation (at 30 it looks as the arcade drew it), keyboard and gamepad, and saved settings and high scores; it is single-player only. Version 0.2.1, from October 31, publishes packages of both games for macOS, Windows, and Linux.

You needFor Virtua Racing, your own vr.zip and model1io.zip (MAME ROM sets), together and unzipped; for Star Wars Arcade, your own swa.zip (US) and model1io.zip. Windows, macOS, or Linux (Steam Deck included); a faster graphics card helps with the higher settings.

★ 5 · 2026-11-11 View →
Source port Playable
MAC

Ares (Antares Windows edition)

Hardpartying4u/Antares-Windows

An unofficial Windows fork of Antares, the open-source port of Ares by Nathan Lamont (Bigger Planet), with its own changes: a native MSVC build, integer interface scaling, rebindable controls with presets (classic, modern with mouse, and modern with WASD), box selection, right-click orders, control groups with a bar, wheel zoom, XInput and DirectInput gamepads, and an Arena mode with four battles. It removes network play and the demo from the menu. It ships the original art and a 2× and 4× AI-upscaled version (Real-ESRGAN) chosen in the video options. Ares appeared in 1998 and its source code and media were released in 2008: the game’s data is in the repository and the release, under CC BY-NC-SA 3.0, and the code under LGPL 3 or later. Version 1.0 (October 21) is a zip of about 142 MB; on first launch it downloads about 12 MB of sound effects. 98 of its last 100 commits list Claude as a co-author.

You needYou don’t need your own copy: the game’s data was released by its author in 2008 under a non-commercial Creative Commons licence and is included. 64-bit Windows 10 or 11, and an internet connection once, on first launch, to download the missing sound effects.

★ 4 · 2026-10-21 View →
N64 Fully playable
N64

Body Harvest (LunarLaurus)

LunarLaurus/adams-ant-farm-recomp

Adam’s Ant Farm: a native 64-bit Windows and Linux port, built from jaytheham’s decompilation of the game, which the author also worked on, and statically recompiled with N64Recomp, on N64ModernRuntime and RT64. The US and European releases both run, and the launcher tells them apart from the file; the European one is a preview with less testing. It’s a beta, but according to the README the game is playable from start to finish, with its audio. It adds widescreen with the HUD at the edges, resolution scaling, MSAA, supersampling, N64 three-point filtering, draw, fog, and camera distance adjustable live, texture packs, extraction and upscaling of the game’s textures on your PC, keyboard, mouse, and controller together with everything remappable, a settings icon in the pause menus, and the game’s own sound microcode recompiled. Left untouched, it plays like the console. Known issues include crackle in the audio, to be fixed in 0.12, and the debug menu (F8), which is still in the game. Two earlier Body Harvest ports served as references. The repository holds only the README, licenses, and screenshots: each release’s code is published with it as a source archive. v0.11.0 (November 4) is the latest of 2 releases.

You needYour own Body Harvest ROM, US (SHA-1 bbb6666f5014a473747ee4145f036d9fb25d7348) or European (67750e2e7ab46fedf65a271ab7f4c7aad92ae355). Plus 64-bit Windows with the Visual C++ 2015-2022 (x64) redistributable, or x86-64 Linux with SDL2, libcurl, and GTK 3, and a Vulkan GPU; on Windows you can switch to Direct3D 12. On first run the launcher downloads SDL2.dll and checks its SHA-256.

★ 4 · 2026-11-04 View →
Mod Stable
WIN

Buzz Lightyear of Star Command …& Beyond

Runig006/And-Beyond

An unofficial patch for the PC version of Traveller’s Tales’ Buzz Lightyear of Star Command. It puts a new Direct3D 11 graphics engine inside DDraw.dll, leaving the game files untouched: a steady 60 fps, any resolution, and widescreen. It adds gamepad and mouse support with fully remappable controls, two new difficulty levels, “Restart level” in the pause menu, texts in six languages, and 22 options in the game’s own menu. It also comes with a modern installer, since the original one is 16-bit and doesn’t run on 64-bit Windows.

You needYour own PC copy in English, Spanish, Italian, German, or French, as a disc image (.iso or .bin/.cue), plus Windows 10 or 11 and a Direct3D 11 graphics card. The Portuguese version can’t be installed, but its disc still works for the voices and videos; the French version has copy protection and needs the original disc in the drive.

★ 4 · 2026-10-17 View →
Xbox 360 Experimental
360

Crazy Taxi (Xbox 360)

sp00nznet/ctxbla

A static recompilation of the Xbox 360 (XBLA, 2010) version of Crazy Taxi into a native x86-64 PC executable, with XenonRecomp and the ReXGlue SDK: the PowerPC code is translated to C++ (9,008 functions), with no emulation or interpreter. It boots and Arcade mode plays, with Direct3D 12 graphics at 1280x720, keyboard, and XInput controllers, but the game can crash during play (at fare drop-offs or at high speed), only the title screen and the demo have sound, you have to wait for the «Hey Hey, Crazy Taxi!» voice line before pressing Start, and alt-tabbing after choosing Arcade Rules leaves a black screen. There are no prebuilt executables: the game code is generated on your PC from your copy and then compiled. The same author has another recompilation, of the Dreamcast version. All 8 of its commits list Claude as a co-author.

You needYour own copy of Crazy Taxi for Xbox 360 (XBLA, title 58410A34), in its STFS package. To build it, CMake 3.25 or later, Clang 18 or later (LLVM), Ninja, Python 3.8 or later, the ReXGlue SDK v0.1.0, and XenonRecomp with the repository’s patches.

★ 4 · 2026-10-14 View →
Dreamcast Experimental
DC

deSPIRIA

goodshepherd23/deSPIRIA-DreamRecomp

A kit for playing the Dreamcast game deSPIRIA as a native Windows program, in English. It uses dream-recomp, an experimental Dreamcast static recompiler: the game’s SH-4 code is translated ahead of time into C++ and compiled, while the graphics and sound hardware is emulated and the console BIOS is replaced, so no BIOS is needed. The kit adds the fixes the game needs, its configuration, and a launcher; on first launch it downloads dream-recomp’s source and a portable compiler, and builds the game on your PC from your disc. The title screen, menus, the logo and opening movies with sound, and New Game into the opening story work, at full speed on a 15 W laptop; its author warns it isn’t a full playthrough and that there are rough edges. Saves go to a memory card file. Version 0.1.1 is from October 30. All 4 of its commits list Claude as a co-author.

You needYour own copy of deSPIRIA (Japan, T14402M) dumped as a GDI image, with the translation team’s English patch already applied (using their patcher). 64-bit Windows 10 or 11, a Vulkan-capable GPU, about 3 GB free, and an internet connection on first launch.

★ 4 · 2026-10-30 View →
GBA Experimental
GBA

⑂ Fork of mstan/DragonBallZBuusFuryRecomp

Dragon Ball Z: Buu's Fury (novapowers0)

novapowers0/DragonBallZBuusFuryRecomp

A fork of mstan’s recomp that uses the gbarecomp runtime and adds a fast boot, wider static coverage (the starting area validates as fully static, with a crash fix at a bridge), support for three equivalent dumps of the US version and for the Spanish translation, and an English and Spanish launcher. It includes an optional adaptive widescreen mod, which reveals real world in the margins (up to 480×160) without stretching the image, plus cheats through the CodeBreaker Advance engine, multipliers, a save editor, autosave, save states, fast-forward and rewind, and a corrected audio output. Its README describes it as an experimental preview that reaches gameplay with no interpreted instructions or dispatch misses, but that hasn’t been tested in full. Version 0.0.7, from October 18, is the latest, Windows-only. 2 of its 34 commits list Claude as a co-author.

You needYour own ROM of Dragon Ball Z: Buu’s Fury for the GBA, US (BG3E, revision 0; the GoodTools and No-Intro dumps work) or the Spanish translation, and the 16 KiB GBA BIOS (SHA-1 300c20df6731a33952ded8c436f7f186d25d3492). 64-bit Windows.

★ 4 · 2026-10-18 View →
DOS
DOS

F-19 Stealth Fighter

xor2003/f19re

Work-in-progress decompilation of F-19 Stealth Fighter (MicroProse, 1988) for DOS. The main executable, EGAME.EXE, is rebuilt in two ways that must agree: an assembly skeleton, derived from the disassembly, that produces a byte-identical copy, and C code that replaces the assembly routine by routine and is compiled with Microsoft C 5.1 until it emits exactly the same instructions. It’s a sibling of the same author’s F-15 Strike Eagle II reconstruction: the two games share a large part of their code. Trying it needs the files from your own copy and DOSBox; the Microsoft compiler isn’t included. 97 of its last 100 commits list Devin as a co-author.

★ 4 · 2026-10-09 View →
SNES / Super Famicom Playable
SNES

Go Go Ackman

catmidori/gogoackman1recomp

A desktop port of Go Go Ackman for the SNES made with SNESRecomp, SDL3, and Dear ImGui, for Windows and Linux (with a Flatpak package). The ROM is not included: you pick it at startup and, if it isn’t found, a file picker opens. It has an in-game menu (Esc), widescreen that can be toggled in real time, 4:3 and 8:7 aspect ratios, rumble, GLSL shaders, turbo, rewind, 10 savestate slots with autosave, and run-ahead. It supports the English translation by Ackman Translations and the Brazilian Portuguese one by E2P Traduções, converting their .ips patches into .snesmod packages, the framework’s mod format; MSU support is untested. Version 1.0 is from October 15.

You needYour own unheadered Japanese Go Go Ackman ROM, 1,310,720 bytes (SHA-256 e8a33b6c8e15cf0aa60e9694471a51926fb97ad895d4714384c6abff28a33a1f); an optional 512-byte copier header is normalized during verification. A different revision would need separate analysis.

★ 4 · 2026-10-16 View →
Xbox Playable
XBX

Jet Set Radio Future (spriteice)

spriteice/JSRF-PC

A fork of JuMatt’s JSRF Unleashed that statically recompiles the game’s code to C and builds it as a native program for Linux and Windows, aiming to add features and bug fixes with a focus on compatibility and performance on those two platforms. The Xbox hardware (the NV2A graphics chip, the MCPX audio chip, and the kernel) is emulated using the xboxrecomp toolkit and xemu’s hardware models. It adds an in-game menu (F1, or Back on a controller), a free camera on the right stick, MSAA alongside SMAA, anisotropic filtering, smoother frame pacing, and a portable mode; from JuMatt come resolution scaling from 1× to 4×, 16:9 in gameplay, and SMAA. It is playable but early and has not been played from start to finish; Linux is the main platform. Beta 1.2 (October 29) is the latest release, with Linux and Windows packages. The README states that all of its additions to the upstream code are written by AI; 85 of its last 100 commits list Claude as a co-author.

You needYour own copy of Jet Set Radio Future, the standalone US (NTSC-U) disc, as a folder with default.xbe or a disc image (XISO or full disc image) that the program unpacks once; other versions do not work. x86_64 Linux (SteamOS, Ubuntu 22.04 or newer, and most modern distributions) or 64-bit Windows 10 or 11.

★ 4 · 2026-11-11 View →
Windows
WIN

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.

19% decompiled
★ 4 · 2026-10-31 View →
GBA Experimental
GBA

Metroid Fusion

Zaxaerith/MetroidFusionRecomp

A Windows recompilation of the US version of Metroid Fusion, with GBARecomp and recomp-ui pinned to a specific version. It is an experimental preview: the README warns that full-game compatibility isn’t exhaustively tested, that an interpreter fallback remains, and that runtime compilation is off by default, so it is not a fully static or native release. You download a ZIP, pick the ROM and BIOS in the launcher, and press Play; the settings, the configurable controls, and the save stay next to the executable. The generated code stays local, out of Git and out of the release ZIPs. The only release, 0.1.0-preview, is from October 2.

You needYour own ROM of Metroid Fusion for the GBA, US (AMTE, SHA-1 ca33f4348c2c05dd330d37b97e2c5a69531dfe87) and the 16 KiB GBA BIOS (SHA-1 300c20df6731a33952ded8c436f7f186d25d3492); other regions and modified ROMs are unsupported. 64-bit Windows 10 or 11.

★ 4 · 2026-10-02 View →
PS1 Experimental
PS1

No One Can Stop Mr. Domino

nikeymikey/DominoRecomp

A static recompilation of No One Can Stop Mr. Domino (US version, SLUS-00804) with psxrecomp and recomp-ui: the MIPS code is translated to C and compiled into a native x64 program. The repository only holds configuration, build scripts, and notes; everything derived from the disc is produced on your PC. According to its README, the game boots, runs at the correct speed, and all six stages are covered by the native overlay cache, which brings interpreted instructions per frame down from 2,405 to 77. Version 0.1.0 (August 26) isn’t a playable build but a “setup host”: it contains the launcher, the recompiler emitters, and the sources, with no game code, and it generates and builds the game from your disc, which takes 10 to 30 minutes and about 4 GB the first time.

You needYour own dump of the US disc (.cue and .bin): track 1 must be 230,959,344 bytes, SHA-1 34cb3806ff08fc014bcfe8bbadc915cd8d5a9258. 64-bit Windows, Python 3, Git, and about 4 GB free; the launcher downloads a portable cmake and clang toolchain, or uses the one already on the PATH. A console BIOS is optional, since it uses OpenBIOS.

★ 4 · 2026-08-26 View →
PS1 Experimental
PS1

Revelations: Persona

NJH-1001/RevPRecompile

An unofficial, noncommercial recompilation project with psxrecomp for Revelations: Persona (US version, SLUS-00339). Its public releases are deliberately build kits and not playable executables: they contain no disc data, retail BIOS, generated game code, or prebuilt executable, and the code is generated and built on your PC from your disc. Its README lists as verified booting on OpenBIOS, the opening sequence, the title screen, digital controller routing, and the keyboard configuration, and it states that it makes no claim of having completed the game. Version 0.1.1 (August 28) includes a Windows zip of about 30 MB; the README names only Windows as a target, though the release also publishes Linux and macOS zips.

You needYour own dump of the US version (SLUS-00339) as a Redump-style CUE/BIN with a single MODE2/2352 data track. 64-bit Windows 10 or 11 (x86-64, Intel or AMD); the first build needs Python 3 and a CMake/Ninja toolchain, which the setup wizard downloads if missing. It uses OpenBIOS by default.

★ 4 · 2026-08-28 View →
Fan remake Experimental
MD

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.

★ 4 · 2026-10-26 View →
PS2 Experimental Stalled · 11 months
PS2

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).

★ 4 · 2025-12-13 View →
Port (decomp) Experimental Stalled · 11 months

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).

★ 4 · 2025-11-17 View →
Mega Drive / Genesis Playable
MD

Super Hang-On

ElFDA/SuperHangOn-MD-Recomp

A recompilation of the Mega Drive Super Hang-On that runs natively on Linux and Windows. It runs at a true 60 frames per second (the game logic runs twice per original tick, with no interpolated frames) or at 120 on 120 Hz screens, with reduced input lag, 16:9 and 21:9 races, CRT filters, save states with several slots, rewind of up to 20 seconds, a Relax mode with no timer or rivals, analog steering, and rankings and records that persist. Sound uses the game’s own Z80 driver with emulated YM2612 and PSG. The release contains no game code: it is translated from your ROM the first time it starts and kept in a cache. The author admits he is not yet happy with the CRT filters and lists a more responsive bike, sound in demo mode, and music selection as to-dos. Version 0.2.0 (September 17) is the latest of 2 releases. All 13 of its commits list Claude as a co-author.

You needYour own copy of the Mega Drive ROM, the No-Intro dump “Super Hang-On (Japan, USA) (En,Ja)” (SHA-1 ecfd7b3bf4dcbee472ddf2f9cdbe968a05b814e0, CRC32 cb2201a3, 524,288 bytes), placed next to the executable and named baserom.md. SDL2 is needed on Linux; the Windows release already includes it. The game’s folder must be writable.

★ 4 · 2026-09-17 View →
NES / Famicom Playable
NES

Super Mario Bros.: The Lost Levels

mstan/SuperMarioBros2JapanFDSRecomp

A static recompilation of the Japanese Famicom Disk System Super Mario Bros. 2, known outside Japan as The Lost Levels, with the cycle-accurate backend of nesrecomp, the author’s own framework. It’s the first Famicom Disk System game made with that framework: the real FDS BIOS runs, so you see the Nintendo boot screen and the disk load as on the console, and every program file on the disk is compiled ahead of time at its load address; code the game builds in RAM during play goes through an interpreter. It has a disk button to check the drive or reinsert the disk, and saves to a separate folder without ever writing to your image. As an optional, experimental mod it has widescreen (fit to window, 16:9, 21:9, or 32:9). An October pass entered, with assistance, all 54 regular areas of worlds 1–8 and A–D and the four World 9 areas, matching the interpreter’s pictures; it’s not an unassisted full playthrough. Version 0.0.3 (October 19) is for 64-bit Windows. 8 of its 13 commits list Claude as a co-author.

You needYour own Super Mario Bros. 2 (Japan) (Debug Value 0).fds disk image (SHA-1 3b8c8998b4887d6dd676965943d69a320738ab9c) and the Famicom Disk System RAM Adapter BIOS (8,192 bytes, CRC32 5E607DCF, often named disksys.rom). Plus 64-bit Windows.

★ 4 · 2026-11-06 View →
SNES / Super Famicom Experimental
SNES

Super Mario Kart

mpolizel/SMKSNESRecomp

A native Windows recompilation of Super Mario Kart (USA), built on snesrecomp. The recompiled C is generated on your machine from your own ROM and is never committed to the repository. The release is a setup pack (about 49 MB) containing the launcher, the recompiler, and the source tree, with no game data: on first run it downloads portable build tools, asks for your ROM, and builds the game with Generate & rebuild. The launcher offers shader presets (scanlines, CRT, upscalers) that switch the renderer to OpenGL. According to the README, it boots to the title screen and runs the attract-mode race, with Mode 7 and the DSP-1 command model needing no firmware; most code still runs through the snesrecomp interpreter, and full cups, Battle Mode, and two-player split screen are not verified. Version 0.1.0 is from October 30. 5 of its 7 commits list Claude as a co-author.

You needYour own “Super Mario Kart (USA).sfc” ROM (CRC32 cd80db86, HiROM). 64-bit Windows and an internet connection on first launch for the portable build tools.

★ 4 · 2026-11-03 View →
Xbox Experimental
XBX

Top Spin

djultra64/Max-Spin

Max Spin is a native Windows and Linux recompilation of Top Spin (original Xbox, 2003), using SDL3 and Vulkan, with modern graphics and controls adapted to today’s controllers. It offers 4K and 16:9, a 60 frames-per-second cap by default, antialiasing, sprite filtering (Original, Super-xBR 2x and 4x), Xbox, PlayStation, and Switch button glyphs chosen from the active controller, keyboard support, in-game graphics options, and separate save and settings folders. It supports local athlete packages that replace roster players without recompiling. Releases are previews with incomplete compatibility, and Windows remains experimental. The prebuilt package ships the game’s executables already translated from its executable; the source-only release leaves them out. Version 0.1.3 (October 26) is the latest. The project discloses extensive AI use for implementation, debugging, and tests.

You needYour own extracted files from the original Xbox Top Spin disc, including the Media folder and all nine executable images, in the assets folder; the local resources are then prepared with Python 3 (it does not extract an ISO). 64-bit Linux with glibc 2.38 or newer, SDL3, Vulkan, and shaderc, or 64-bit Windows.

★ 4 · 2026-10-31 View →
PS1 Playable
PS1

Um Jammer Lammy

mstan/UmJammerLammyRecomp

A static recompilation of Um Jammer Lammy (US version, SCUS-94448) with psxrecomp. Its centerpiece is the “Rhythm Timing Assist” mod: it widens the early and late timing windows separately, up to 60 ms each, and compensates for display, controller, or audio delay, without touching the music clock or the scoring rules. It renders at 1080p by default, with adaptive or fixed 16:9 or 21:9 widescreen (movies and 2D menus keep their proportions), and it has fast loading that builds a cache from your disc: one menu’s resource load dropped from about 4.2 seconds to 0.2. It’s an initial preview: controller gameplay has been tested on Windows, but not every stage, the duets, or PaRappa mode have been checked systematically. 0.1.0 (October 8) shipped for Windows and Linux.

You needYour own Um Jammer Lammy disc image (PS1, US version, SCUS-94448) as .cue and .bin, a single MODE2/2352 track (SHA-1 86fc942a25063c56bb21a20db14961b9f0ac0039); a 2048-byte-per-sector ISO won’t work. A console BIOS is optional. 64-bit Windows or Linux (Ubuntu 24.04 or compatible).

★ 4 · 2026-11-06 View →
Recompiler Experimental

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.

★ 4 · 2026-10-09 View →
N64 Experimental
N64

BattleTanx

wootbeer/btrecomp

A native PC port of the Nintendo 64 version, made by static recompilation with N64Recomp on N64ModernRuntime and with RT64 as the renderer. It uses the same engine as the sequel and was built the same way as the same author’s BattleTanx: Global Assault Recompiled. It offers widescreen with the HUD at the screen edges, high frame rates (setting Framerate to Display matches your monitor), Controller Pak saves, and remappable keyboard and gamepad controls, and it runs on Windows and Linux, the Steam Deck included. The README marks it as a beta tested on Windows. Version 0.1.1 (October 17) is the latest. 24 of its 25 commits list Claude as a co-author.

You needYour own copy of BattleTanx (USA) as a .z64 with SHA-1 535860D941738AC1210C20A9B80114FEA0E0FF17 (.n64 and .v64 files work too), which you choose with Load ROM the first time. Plus Windows or x86-64 Linux.

★ 3 · 2026-11-10 View →
N64 Experimental
N64

Hybrid Heaven (hunkstalker)

hunkstalker/hybrid-heaven-recomp

A native PC port of Hybrid Heaven by static recompilation with N64Recomp, RT64, and N64ModernRuntime, for Windows, Linux, and the Steam Deck. The README, in Spanish, presents it as an early-stage project, with test builds that can break saved games. It has the F3DEX2 graphics microcode and the recompiled aspMain audio, high refresh rate by interpolating the game’s 30 Hz frames (the logic stays at 30), widescreen with the HUD and minimap anchored to the edges, keyboard and controller with remapping and rumble, its own save system with 45 slots in a single .pak, a PC menu with a language choice (EN, ES, CA, FR, DE, JA), graphics and sound settings and extras such as a save editor, go-to-area, and debug levels, and a native LZKN64 decompressor. Versus mode is not available yet. Version 0.7.3 (October 5) is the latest of 16 releases, with a Windows zip (about 20 MB) and a Linux tar.gz (about 12 MB).

You needYour own Hybrid Heaven USA ROM (NHVE, 16 MB, big-endian without byteswap, SHA-1 16dbc21620b52deab5c5abf8a309ac60adfbee85), placed in the rom folder next to the executable; any .z64 file works, as it is detected by format. Windows or Linux.

★ 3 · 2026-10-09 View →
NES / Famicom Experimental
NES

Legendary Wings

retroreplay82/Legendary-Wings-NES-to-PC

A native Windows port with refreshed artwork and faithful gameplay, built with NESRecomp and SDL2. A key (F6) switches between the original and the remastered graphics without restarting; the optional animated water (F5) starts off, and F8 and F9 save and load states. The README itself describes it as a work-in-progress beta: only the first level has received the main remaster work, and later levels may still use the original graphics. Version 0.1.0-beta.1 (October 5) is the only release. The project’s code is MIT, but the complete game uses NESRecomp under its noncommercial terms, and the artwork is excluded from that license.

You needYour own compatible Legendary Wings (USA).nes ROM, in the roms folder beside LegendaryWings.exe. Plus Windows x64, with SDL2.dll and the assets folder beside the executable.

★ 3 · 2026-10-05 View →
N64 Experimental
N64

Magical Tetris Challenge

rac08241988/MagicalBlocks

An unofficial Windows port, called Magical Blocks, of the N64 version of Magical Tetris Challenge, made with N64Recomp. The game is built on your PC from your ROM the first time you start it, in a few seconds; the installer asks for the ROM and checks it, and there is also a portable zip. It uses RT64 for rendering, with graphics settings, retro shaders (CRT and others) that can be extended with your own .slang files, rebindable gamepad and keyboard controls, and logs and crash reports. The repository includes no game files, code, or ROM. Version 0.1.4 is from October 28.

You needYour own Magical Tetris Challenge (USA) N64 ROM; other versions, modified ROMs, and bad dumps are rejected. Windows.

★ 3 · 2026-10-28 View →
PS1 Experimental
PS1

⑂ Fork of BlackLabelHQ/MediEvilRecomp

MediEvil (Leproide ITA)

Leproide/MediEvilRecomp-ITA

A static recompilation of the Italian PAL release of MediEvil (SCES-01494) for PC, forked from BlackLabelHQ/MediEvilRecomp, which recompiles the US version; the base work (recompilation, rendering and widescreen patches, RecompOne runtime) is BlackLabelHQ’s. This fork translates the configuration, the function maps (boot, EXE, and 26 overlays), and the C# patches to the PAL version (addresses, $gp offsets, 50 Hz constants, and 256 lines), and fixes the CD callbacks, movies that were skipped after a second, and the iris fade in widescreen. It is in beta, and the README warns there may be serious bugs. v1.0-Stable (October 25) has zips for Windows and Linux. Unlike the original project, it accepts AI-written contributions, and the README says the PAL port itself was made with the help of an AI tool.

You needYour own original copy of MediEvil Italian PAL (SCES-01494), from which to make a clean bin/cue dump (the README in the disc folder gives the file names). Plus a GPU with at least OpenGL 2.1 and, to build it, the .NET 10 SDK.

★ 3 · 2026-11-06 View →
PS2 Experimental
PS2

Mister Mosquito

danielgomesvieira2000/mister-mosquito-pc

A native Windows port of Mister Mosquito (PS2, US NTSC-U version, SLUS-20375), in development: the game’s program is translated to C++ and compiled for PC, with no emulator, with ps2-port-engine, the same author’s tool behind the Burnout 3: Takedown port. According to its README, it boots and plays the title, the menus, and the first stage with sound, with a Vulkan renderer at up to 4x the PS2’s resolution, widescreen with the HUD kept in place (F10 edits it), “PC SETTINGS” and “EXIT GAME” in the main menu, an engine settings panel (F9), and an FPS counter (F1). Its findings and open problems are in docs/FINDINGS.md. The game’s C++ code is generated on your PC and never committed to the repository. It has no releases yet. It states it was made with AI (Claude Code), and all 34 commits of the repository list Claude as a co-author.

You needA BIN/CUE disc image of your own copy of Mister Mosquito for PS2, NTSC-U, SLUS-20375, named “Mister Mosquito (USA).cue” in the repository’s root. Windows with Visual Studio 2022 (C++, CMake, and Ninja) and Python 3.10 or later.

★ 3 · 2026-10-31 View →
N64 Experimental
N64

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).

★ 3 · 2026-07-21 View →
Mega Drive / Genesis Playable
MD

Rocket Knight Adventures

mstan/RocketKnightAdventuresRecomp

A static recompilation of the Mega Drive Rocket Knight Adventures with segagenesisrecomp: the 68000 code is translated to C, and whatever isn’t covered yet runs on the engine’s interpreter. A custom renderer rebuilds the wider scenery from the level layouts, with fit-to-window or fixed 16:9, 21:9, and 32:9 widescreen across all seven stages, and an option for enemies to activate earlier or on their original timing. It has rewind, nine save-state slots with previews, remappable controls, and cheat mods (start stage, infinite lives or health, invincibility). Its author calls it an early release: it has been tested across all 54 areas of the seven stages, and some visual glitches remain in the margins of a few scenes and bosses. 0.1.14 (October 18) is Windows-only; 0.1.13 (October 5) also shipped for Linux. 15 of its 56 commits list Claude as a co-author.

You needYour own unmodified US Rocket Knight Adventures ROM (Mega Drive): 1,048,576 bytes, CRC32 A6EFEC47. 64-bit Windows with OpenGL, or Linux with glibc 2.39 (Ubuntu 24.04 or compatible) with version 0.1.13.

★ 3 · 2026-11-06 View →
3DS Experimental
3DS

Shin Megami Tensei: Devil Survivor 2 Record Breaker

riomoo/canopus-protocol

An unofficial Windows and Linux port, called Canopus Protocol, of the 3DS version, made by static recompilation: the game’s ARM code is translated to C on your machine and built together with a runtime that does what the 3DS did (kernel, system services, a software PICA200 renderer, DSP audio, window, and input). The repository contains no game data or code, and everything generated from your dump stays on your machine. The release package ships a launcher that extracts the dump, recompiles, and compiles with a bundled Zig (about 73 to 80 MB), so no compiler needs to be installed. According to the README, the game boots, plays the opening movie with sound, gets through New Game, the prologue, and registration, loads saves, and runs versions 1.0 and 1.1 with the DLC. Gaps remain: the 3D is drawn on the CPU, without per-fragment lighting, and some bottom-screen text draws garbled. Version 2.0.1 is from October 30.

You needA decrypted dump of your North American copy (.3ds, .cci, .cia, or .cxi), made with GodMode9 on your console; optionally the 1.1 update and the DLC as decrypted .cia files. About 3 GB free. 64-bit Windows or Linux; to build from source, Go 1.21 or later, make, and a C/C++ compiler (or Zig).

★ 3 · 2026-10-30 View →
N64 Playable
N64

Snowboard Kids (HikariLucy)

HikariLucy/SnowboardKids-Recomp

A native recompilation of Snowboard Kids (US version) with N64Recomp, RT64, RecompFrontend, and N64ModernRuntime, in public beta for Linux x86_64 and Windows x86_64. According to the README, real play sessions validated a full race from start to finish, results, and the next race, the game’s official save, quick save states (F5 and F8), keyboard play, physical controller play with rumble, controller remapping, and Controller Pak persistence. The game modules are generated locally from your ROM and live outside the installation directory. Version 0.9.0-beta.1 (September 29) has zips of 8.4 MB for Linux and 16.9 MB for Windows. 50 of its last 100 commits list Claude as a co-author.

You needYour own Snowboard Kids (USA) ROM, the only verified version (game code NSKE; normalized SHA-1 1583bacc9046a360df8ea4d536942155247e154c). x86_64 Windows with a D3D12-capable GPU or x86_64 Linux.

★ 3 · 2026-10-04 View →
Windows Experimental
WIN

Star Wars: Shadows of the Empire (PC)

sp00nznet/shadows-recomp

A static recompilation of the 1997 PC version, built with pcrecomp, the same author’s toolkit for Windows games: setup strips the SteamStub protection from the Steam executable on your machine, translates its x86 code to C (2,806 functions, no errors), and compiles it. It’s LucasArts’ own code recompiled, not a remake. It boots, shows the menus, cinematics, and 3D, and the first level, the Battle of Hoth, plays; from the F10 menu Echo Base, Mos Eisley, Gall Spaceport, and the Sewers also load and run, but the other levels haven’t been played through, and music and sound are untested. It adds new controls (XInput gamepads with a linear analog stick, a mouse that steers and aims by how far it moves, and every action on a sensible button), an F10 menu with a jump to any level, cheats (invincibility, infinite lives, all weapons, and the game’s hidden debug menu), field of view, anisotropic filtering, vsync, and resolutions up to 4K, and widescreen that widens the view instead of stretching it, with centered cutscenes. According to its roadmap, everything has been checked in headless runs with scripted input, and it hasn’t yet been played on a screen with a real controller and mouse. 0.1.0-alpha.1 came out on October 19 with a Windows installer that finds the game in Steam and builds it. All 13 of its commits list Claude as a co-author.

You needYour own installed Steam copy of Star Wars: Shadows of the Empire (app 560170). Plus Windows 10 or 11 and about 2 GB of free space; setup installs Python, CMake, Ninja, and the Visual Studio C++ tools if they’re missing, and the first build takes 15 to 45 minutes.

★ 3 · 2026-10-28 View →
Native layer Experimental
PS4

Tomb Raider: Definitive Edition

drakenabarion/tombraider_pc

A native Linux port of the PS4 version: the game’s original code runs directly on the PC and the graphics are translated to Vulkan with shadPS4’s video core, while a small native runtime replaces the PS4 system libraries; there is no CPU emulation. The author presents it as a proof of concept of that approach on a larger game, descended from bbport (Bloodborne), its Windows port, and the Uncharted and Virtual-On ports. According to the README it boots, plays the intro videos with sound, and plays well past the first base camp at 60 frames per second, though each new shader compiles on first use and causes stutter, and online features report offline. Version 0.3.0 (October 25) provides a Linux AppImage and a Windows zip. 61 of its last 100 commits list Claude as a co-author.

You needYour own decrypted dump of Tomb Raider: Definitive Edition for the PS4 (CUSA00109), the base game with the 1.01 update copied over it (the folder with eboot.bin and sce_module). Plus x86-64 Linux with a recent glibc, or 64-bit Windows 10 (1903) or 11, a GPU with Vulkan 1.3 and a current driver, and about 8 GB of free memory.

★ 3 · 2026-10-25 View →
Fan remake Playable
DOS

Wing Commander: Privateer

schlangz/openprivateer-project

OpenPrivateer: a modern reimplementation of Wing Commander: Privateer and its Righteous Fire add-on, running on the original game’s data files. It’s in public alpha, with builds for Windows, macOS, and Linux (x86-64 and ARM64). Its engine is developed in a private repository: the public repository holds the website and the downloads. According to the website, the bases work as in the original (the ship dealer, equipment, the commodity exchange, the bar, the guilds, and the mission boards), generated missions use the original’s encounters and scripts, and the Privateer campaign plays from Sandoval’s first offer to the closing credits; spaceflight, combat, and the AI were reconstructed from the original executable. Saves are compatible with the original game’s. It has a Classic mode, faithful to the original, and others that add optional conveniences, plus multiple ships per pilot, an experimental open universe that mods can extend, and remappable keyboard, mouse, joystick, and gamepad controls.

You needThe data files from your own copy of Wing Commander: Privateer. Plus 64-bit Windows, macOS, or Linux.

★ 3 · 2026-11-11 View →
Launcher Beta

WLauncher

Spicywonda/WLauncher

Launcher and updater for recompilations and PC ports, with user-configurable modular repositories.

★ 3 · 2026-09-13 View →
Other Experimental
ETC

Zelda: The Wand of Gamelon

tools81/zelda-wand-of-gamelon-static-recomp

An unofficial native port of Zelda: The Wand of Gamelon (Philips CD-i, 1993) for Windows, made by static recompilation: the 68000 program modules on the disc are translated ahead of time into C and run with a native Windows runtime that emulates the CD-RTOS (OS-9) kernel, the CD file manager, the video decoder, and the ADPCM audio processor. The boot module (cdi_zelda) and the logo module (cdi_bumper) are recompiled; the real-time data and audio streams are read from the disc image at run time. There is one executable with the original rendering and another with an HD renderer whose Cartoon HD and HD+ filters smooth sprite edges (this is spatial scaling, not motion interpolation). It has one-frame run-ahead, ten in-memory quicksave slots for the session, invincibility, and XInput controllers. The README doesn’t state a progress level. Version 1.0.0 (October 22) is published as a portable zip. Its only commit lists Claude as a co-author.

You needYour own image of The Wand of Gamelon disc, as a .bin and its .cue, in the rom/ folder (or its path as an argument to the executable). The portable zip doesn’t include the disc. Windows 10 or later; to build from source, Visual Studio 2022 with the C++ tools, CMake 3.19, and Python 3.8.

★ 3 · 2026-10-22 View →
N64 Experimental
N64

40 Winks (Faderz48)

Faderz48/40-Winks-PC-Port

An experimental native Linux and Windows port of the Nintendo 64 version of 40 Winks, made with N64Recomp, N64ModernRuntime, and RT64. According to the README it reaches normal gameplay and supports menus, cutscenes, persistent Controller Pak saves, Xbox and SDL controllers, keyboard, two-player split screen, widescreen modes, resolution scaling, and an F1 debug menu with a level selector. The repository contains no ROM, game assets, disassembly, or recompiled game functions: everything is generated on your PC. The Windows installer (71.7 MB) and the Linux AppImage (about 300 KB) build themselves on first run: they ask for and verify the ROM, download their own tools and dependencies, and generate the game locally. Version 0.1.7-alpha (August 15) is the latest of 8 releases.

You needYour own clean US 40 Winks ROM, big-endian .z64 (SHA-256 057232ef7618e25f5645df50d3cd45f08cb5a2cccb3e2fdf48faa8755c4ddb1a). The Windows installer downloads its own tools (Git, Python, CMake, Ninja, and LLVM-MinGW), so nothing needs to be preinstalled; on Linux, the first build needs the development packages listed in the README and an internet connection.

★ 2 · 2026-08-15 View →
PS1 Playable
PS1

Dragon Ball GT: Final Bout (mstan)

mstan/DragonBallGTFinalBoutRecomp

A static recompilation of Dragon Ball GT: Final Bout (US version, SLUS-00493) for Windows with psxrecomp. It has adaptive widescreen up to 21:9, with a repositioned HUD and expanded stage backgrounds; higher internal resolution; save states; and two-player netplay, through online lobbies (which may ask you to sign in with Discord) or over LAN or direct IP, plus local versus. The optional “FuniDub” mod replaces the original voices with the English recordings from Dragon Ball Z: Budokai Tenkaichi 3, extracted on your machine from your own ISO of that game, with no audio downloaded or distributed; it covers 386 of 389 selected voice cues (introductions, combat sounds, attack calls, and victory lines), it isn’t a word-for-word translation, and mouth animation doesn’t always match. 1.0.0 (October 15) is the first release: testing has focused on combat, widescreen, audio, and multiplayer, and some scenes, effects, and progression routes remain untested. Its documentation states it was developed with GPT-6.1 Sol AI subagents.

You needYour own Dragon Ball GT: Final Bout disc image (PS1, US version, SLUS-00493) as CUE + BIN. For the FuniDub mod, also your US Dragon Ball Z: Budokai Tenkaichi 3 ISO for PS2 (SLUS-21678). No console BIOS or compiler install is needed. 64-bit Windows. For netplay, both players need the same release and the same disc.

★ 2 · 2026-10-31 View →
Game-specific engine Playable
SNES

EarthBound (seanstaggsQU)

seanstaggsQU/EarthboundNativePublic

An unofficial rebuild of the US version for Windows, macOS, and Linux that, per its README, runs natively with no emulation. The code isn’t published: the repository only holds the offset tables used to extract assets from the ROM (earthbound.yml and mother2.yml), a Makefile, and tests, and the program is distributed in the releases, about 48 to 59 MB each; the README doesn’t explain how it is built. On first launch it builds a game-data pack from your ROM, in under a minute. It offers a Classic 4:3 mode or a Modern mode with widescreen and light visual polish (off by default), saving at any time from the pause menu, self-updating from the title screen, and optional MSU-1 music if you drop a pack into an msu folder. Version 1.7.4 (September 7) is the latest of 19 releases. The catalog already has EarthBound Companion, which uses BrianPugh’s C recreation of the game through a fork by this same author.

You needYour own US EarthBound ROM, dropped into the same folder as the program. Windows, macOS (you have to allow the app in System Settings, Privacy & Security, since it isn’t notarized), or Linux, including the Steam Deck. For high-quality audio, an optional MSU-1 pack in an msu folder.

★ 2 · 2026-09-07 View →
PS2
PS2

Fate/Unlimited Codes

Harskov/fate-unlimited-codes-jp

Work-in-progress matching decompilation of the Japanese PS2 release of Fate/Unlimited Codes (SLPM_551.08), built with the game’s original compiler, Metrowerks CodeWarrior, until it reproduces the executable byte for byte. It has 716 of 5,827 game functions, about 1% of the code; live progress comes from ByteMatch. It includes nothing from the game: you need the executable from your own disc. Its author states that much of the code was drafted with AI assistance (Claude), and that each function is accepted only when the build matches the original.

6% decompiled
★ 2 · 2026-11-10 View →
PS1 Experimental
PS1

⑂ Fork of TechnicallyComputers/Final-Fantasy-VII

Final Fantasy VII

mstan/Final-Fantasy-VII

A static recompilation of Final Fantasy VII (US version, with its three discs) with psxrecomp and recomp-ui, in a fork of TechnicallyComputers/Final-Fantasy-VII with 5 commits of its own that its author proposes to the original repository. The repository includes C code generated from the game’s executable (the generated folder) and names for about 1,100 functions, imported from Xeeynamo’s ff7-decomp symbol map (addresses only; its code isn’t used). Version 0.1.8 (October 31) is a Windows zip of about 25 MB that we haven’t checked inside; it defaults to 4x internal resolution (1x to 32x in the mods menu), switches discs automatically when the game asks if all three are configured, and keeps the original digital controls and the still-experimental widescreen. It uses OpenBIOS. The README doesn’t say how far the game has been played. 12 of its 52 commits list Claude as a co-author.

You needYour own images of the three US discs (SCUS-94163, SCUS-94164, and SCUS-94165), as .cue and .bin pairs chosen in the launcher or placed in the disc folder; automatic disc switching needs all three configured. No console BIOS is needed, since it uses OpenBIOS. 64-bit Windows.

★ 2 · 2026-11-08 View →
N64 Stalled · 7 months
N64

Glover

djsaunde/glover-decomp-1

In-progress decompilation of Glover for N64, mostly driven by Claude, which the README states openly. It uses the djsaunde/decomp repository for common N64 tooling and Claude skills.

1% decompiled
★ 2 · 2026-03-24 View →
PS3 Playable
PS3

Guitar Hero III: Legends of Rock (sp00nznet)

sp00nznet/gh3

A static recompilation of the PS3 disc release of Guitar Hero III: Legends of Rock (BLUS30074) into a native Windows executable with ps3recomp, the SPU programs included. It boots through the intro movies, the menus, and the save load, and plays with the venue, band, highway, fretboard, gems, HUD, star power, and song audio. On September 28 the game’s own bot played all 45 Quickplay songs on Easy with none failed and no hangs, at 30 to 40 fps in songs and 50 to 60 in menus; a busy PC costs a note or two. Still missing are 60 fps, guitars (for now you play with XInput controllers or the keyboard), checking latency, and the Career, co-op, and local multiplayer modes; online play is out of scope. There are no prebuilt executables: you build it from source, and the repository holds nothing from the game. All 59 of its commits list Claude as a co-author.

You needYour own dump of the Guitar Hero III PS3 disc, US release (BLUS30074), with its EBOOT decrypted (EBOOT.elf). To build it, a ps3recomp checkout, Python, CMake, Ninja, and clang-cl.

★ 2 · 2026-09-28 View →
GBA Experimental
GBA

Metroid: Zero Mission

HikariLucy/MZM-Recomp

An experimental static recompilation project for Metroid: Zero Mission, Linux-first and built on GBARecomp, with metroidret/mzm as the main reference for understanding functions, symbols, and data structures. What has been verified is a strict-static run on x86-64 Linux that reached the intro, title, a new game, several early rooms, and a Save Room, with a save and load round-trip of the SRAM, with no unresolved dispatches or interpreted instructions. According to the README, compatibility with the full game, the European version, and running on Windows are not yet confirmed. There is an optional graphical launcher and test packages for Windows and Linux; beta 4, from October 2, is the latest. 56 of its last 100 commits list Claude as a co-author.

You needYour own ROM of Metroid: Zero Mission for the GBA, US (BMXE, revision 0, 8,388,608 bytes, SHA-1 5de8536afe1f0078ee6fe1089f890e8c7aa0a6e8); the European one is a secondary target. The GBA BIOS is needed too, which the launcher asks for during setup. x86-64 Linux (tested) or Windows x64 (unverified).

★ 2 · 2026-10-22 View →
NES / Famicom Playable
NES

Monster Party

mstan/MonsterPartyNESRecomp

A native Windows and Linux version of Monster Party for the NES, made by static recompilation with the NESRecomp framework. The repository only holds the project’s own code (game hooks, screen widening, launcher, and mods) and neither a ROM nor code generated from one. It offers adaptive widescreen (Fit, 16:9, 21:9, or 32:9), gamepad support, quick saves with twelve slots, rewind, and a modern launcher, plus optional cheats and Cubivore10’s “prototype restoration”, an IPS patch that changes the title colors, monsters, and scenery without touching your ROM. According to the README, the original eight-round adventure can be played. Version 0.1.2 (October 24) ships a Windows zip and a Linux AppImage, about 5 and 6 MB. 5 of its 23 commits list Claude as a co-author.

You needYour own original Monster Party (USA) ROM for the NES, which you select in the launcher and which it checks. Plus 64-bit Windows, or 64-bit Linux (Ubuntu 22.04 or later, or comparable) with an OpenGL 3.3 capable graphics driver.

★ 2 · 2026-11-06 View →
Other Experimental
ETC

Mutant Rampage: Bodyslam

tools81/mutant-rampage-bodyslam-static-recomp

An unofficial native port of Mutant Rampage: Bodyslam (Philips CD-i, 1995) for Windows, made by static recompilation: the game’s 68000 code is translated ahead of time into C. A runtime of its own provides the CD-RTOS (OS-9) kernel, the CD file manager, the video decoder (with a Direct3D 11 presenter at any resolution), the ADPCM audio processor, and the Digital Video (FMV) cartridge, whose MPEG decoder plays the game’s music and animated cutscenes. The three program modules on the disc are fully translated; only code the game loads into memory at run time runs in the built-in interpreter. The build produces bodyslam.exe, with the original presentation, and bodyslam_hd.exe, with the Cartoon HD and HD+ upscalers and sprite interpolation at 60 frames per second; they share quicksaves. Among its known limitations, only NTSC timing is emulated, which is what the US disc uses. Version 1.0.0 was published on October 21. Its only commit lists Claude as a co-author.

You needYour own image of the Mutant Rampage: Bodyslam disc, as a .bin and .cue with raw 2352-byte sectors. The installer and the portable zip don’t include the disc; the installer asks for the image and checks it. Windows 10 or later; to build from source, Visual Studio 2022, CMake 3.19, and Python 3.8.

★ 2 · 2026-10-21 View →
Port (decomp) Playable
ETC

NANACA†CRASH!!

Nyaldee/nanaca-crash

Unofficial ports for Windows and Linux, written in Rust from the decompiled code of the original games: the Flash 1.10 version and the Android 1.2.0 version. They aim to play exactly like the originals, bugs included. The repository contains no copyrighted file: each port reads the original file you provide, placed next to its executable, and checks it by CRC32 before starting. The Flash one is played with the mouse, like the original (700 × 400 stage at 30 frames), or with a gamepad; the Android one with the mouse, keyboard, or a gamepad, with in-app purchases unlocked and no advertisements or store services. Saves go to Documents\My Games on Windows and ~/.local/share on Linux. The README also lists bugs of the original that are kept. The latest release was published on October 23.

You needThe original file of each version you want to play: the NANACA†CRASH!! 1.10 SWF (CRC32 53A65665) for the Flash port, or the 1.2.0 APK (CRC32 BCBAB1C3) for the Android port, with any name ending in .swf or .apk, next to the executable. Windows or Linux.

★ 2 · 2026-10-30 View →
N64 Playable
N64

⑂ Fork of Rainchus/Quest64-Recomp

Quest 64 (FuzzynessUK)

FuzzynessUK/Quest64-Recomp

A fork of Rainchus’s Quest 64: Recompiled (N64Recomp and RT64) that adds what it calls the Archipelago Edition: an Archipelago connector with its apworld, a randomizer and an enemy randomizer, Hard Mode, Real Time Combat, enhancements, a tracker and minimap, custom music, and its converter. It is 140 commits ahead of the original and none behind. The README credits Claude (through Claude Code) with writing the code for those features, and 94 of its last 100 commits list it as a co-author. Version 1.9.2 (October 13) is the latest of 10 releases, with a Windows zip, the apworld, and a sample YAML; the repository and its releases say they contain no game assets.

You needYour own copy of the North American 1.0 version of Quest 64, chosen in the main menu; the program loads the assets from it. Windows (the only published package) with a GPU supporting Direct3D 12, Vulkan 1.2, or Metal, and a CPU with SSE4.1.

★ 2 · 2026-10-14 View →
PS1 Experimental
PS1

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.

★ 2 · 2026-09-23 View →
Game-specific engine Playable
WIN

Rugrats Adventure Game

tm-developments/rugrats_port

A native 64-bit Windows port of Rugrats Adventure Game (Broderbund / Mohawk, 1998), which reimplements Mohawk’s Living Books 3.1 player and runs the game’s original page scripts. It reads the files from the CD and needs neither the 16-bit installer nor QuickTime 3, DirectX 5, or the 256-color mode: it draws the 8-bit art in true color, decodes the movies with FFmpeg, and scales the 640 × 480 image to any resolution, in fullscreen, windowed, or borderless fullscreen. An installer copies the files from the disc and converts the movies and sounds once. Version 1.1.1 (October 26) is an installer of about 50 MB; 1.0 came out on October 24. It says it was vibe-coded with Claude.

You needYour own original Rugrats Adventure Game CD-ROM (Windows/Mac hybrid, 1998), or a folder copied from the disc that holds MHK\ and PROGRAM\. Plus 64-bit Windows 10 version 1607 or later, a GPU with Direct3D 11 (with Direct3D 9, OpenGL, or software fallbacks), and about 1.1 GB of disk.

★ 2 · 2026-10-26 View →
NES / Famicom Playable
NES

Top Gun: The Second Mission

TanookiStudios/TopGun2Recomp

A native Mac, Windows, and Linux version of the 1990 NES game, made by static recompilation: the game’s program was translated into native code, with the NESRecomp framework. The release zips ship the game already compiled (the translated code is inside the executable) and include no ROM, which the launcher asks for and checks (it shows “ROM verified”). It adds whole-number scaling, a launcher, controller support, an in-game menu with save states, per-channel sound muting, and cheats (infinite lives and missiles, can’t be hit, start at any mission, skip to the next mission). The README presents the game as finished, with the missions playable, but doesn’t state it plays start to finish. Version 1.0.3 (October 17) is the latest of four releases published between October 15 and October 17; the Mac build is signed and notarized by Apple. All 32 of its commits list Claude as a co-author.

You needYour own copy of Top Gun: The Second Mission (USA) for the NES, as a .nes file with SHA-256 99a4eb6cc3fb2f26de3d1b8b49d2936e76b46e4a8ef5da93f61f657a5188000e, which you select in the launcher. Plus 64-bit Windows, 64-bit Linux (most desktops from 2020 on), or macOS 11 or later, with an Apple or Intel chip.

★ 2 · 2026-10-18 View →
N64 Playable
N64

Turok 2: Seeds of Evil

SirBraga/turok2-recomp

A native PC port (a Windows x64 build) of the US 1.0 version of Turok 2: Seeds of Evil, made with N64Recomp, N64ModernRuntime, RT64, and RecompFrontend. The README presents it as early public testing, “playable, not polished”: it boots, reaches real levels, and presents at 120 unique frames per second on a 120 Hz clock, which can be switched to Original or 60 and uses no interpolation. It has its own launcher to load the ROM, controls, options, and mods, with keyboard, mouse, and controller. The repository includes the game’s already translated C code (in projects/turok2-decomp/RecompiledFuncs) and copies of the tools. There are two releases, Beta (September 5) and Beta2 (September 11, “Fix 120hz and 120fps”), with a Windows zip of about 19 MB. The README lists crashes on a specific level, effects that look too fast or choppy, and audio pops or missing banks among the expected bugs. 8 of its 18 commits list Cursor as a co-author.

You needYour own Turok 2: Seeds of Evil USA 1.0 ROM (SHA-1 fb0400f21e3f043939ab56500c7b12a3231006f1). x64 Windows with a Direct3D 12 or Vulkan GPU and the Visual C++ redistributable.

★ 2 · 2026-09-15 View →
N64 Playable
N64

Virtual Pro Wrestling 64 Deluxe

TanookiStudios/VPW64DeluxeRecomp

A native Mac and Linux port of Virtual Pro Wrestling 64 Deluxe, Lowwater’s 2026 fan edition of Virtual Pro Wrestling 2 (AKI, N64, Japan, 2000), with a bigger roster, new arenas, and English menus. It’s a static recompilation with N64Recomp and jessetbh’s forks of N64ModernRuntime, RecompFrontend, and RT64, using the function map from jessetbh’s Virtual Pro Wrestling 2 recomp. Version 0.1.0 (October 18) has the whole game: title, menus, and every match type reachable from Exhibition, with saves and automatic backups, a launcher with settings, controls, and cheats, controllers that work with no setup, and an in-game menu. A Windows version is coming in a later release. All 29 of its commits list Claude as a co-author.

You needYour own Virtual Pro Wrestling 64 Deluxe ROM, the fan edition (63.7 MB big-endian .z64); the retail Virtual Pro Wrestling 2 cartridge and the FreeM edition won’t work. Plus macOS 13 or later (Apple silicon or Intel) or a 64-bit Linux desktop from 2022 or later.

★ 2 · 2026-10-30 View →
N64 Playable
N64

Body Harvest (mcsoderh)

mcsoderh/BodyHarvestRecomp

A native port of the North American version of Body Harvest made with N64: Recompiled (N64Recomp) and RT64 as the renderer. It has in-game configuration menus for graphics, input, and audio, usable with mouse, controller, or keyboard, and widescreen in the levels when the Aspect Ratio setting is set to Expand (the intro, title screen, and menus stay at 4:3). It has a portable mode, enabled with a portable.txt file next to the executable. Version 1.0.0 (October 3), the only release, ships Windows x64, Linux x64 and ARM64 (plus a Flatpak), and macOS. The repository and its releases say they contain no game assets.

You needYour own Body Harvest ROM, North American (NTSC-U) only (SHA-1 bbb6666f5014a473747ee4145f036d9fb25d7348); .z64, .n64, and .v64 are accepted. A GPU with Direct3D 12 (Shader Model 6), Vulkan 1.2, or Metal.

★ 1 · 2026-10-03 View →
GameCube Playable
GC

Bomberman Generation

nikeymikey/bomberman-generation-moderngekko

A static recompilation of Bomberman Generation (NTSC-U, GBGE5G) to run natively on Windows, with DolRecomp and ModernGekko, a Dolphin-derived runtime: the PowerPC code is translated into C and compiled for your CPU. The README calls it playable and offers 16:9 widescreen or the original 4:3, internal resolution independent of the window, Vulkan or OpenGL, GameCube controllers with profiles, save states, netplay, and a mod system, with one included (Battle: Starting Bombs, which gives 1 to 8 bombs at the start of a Battle match). Because the recompiled module derives from Nintendo’s binary, it isn’t distributed: the launcher compiles it on your PC on first run, from your disc, which is why the first launch takes several minutes. There are no downloads either; only the source is published, because unsigned executables clash with Windows Smart App Control. Its only tagged release, 0.1.0, is from August 28 and has no attached files.

You needYour own dump of Bomberman Generation for the GameCube, US (NTSC-U, GBGE5G). Windows, with CMake, Ninja, and MinGW-w64 GCC to build; the launcher builds the game for your CPU on first start.

★ 1 · 2026-08-28 View →
N64 Playable Stalled · 1 year
N64

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).

★ 1 · 2025-03-02 View →
PS1 Experimental
PS1

Crash Team Racing

TechnicallyComputers/Crash-Team-Racing-Recomp

A static recompilation of Crash Team Racing (US version, SCUS-94426) with psxrecomp and recomp-ui. The repository includes the C code generated from the game’s executable (the generated folder). Its README warns that the game has critical issues still to be debugged, specifically that the post-race screen doesn’t load after choosing Change Level, and says that once it is stable it will return to its launcher’s catalog. It publishes zips for Windows, Linux, and macOS (between 28 and 53 MB) that we haven’t checked inside; version 0.2.6 (October 1) is the latest. 2 of its 57 commits list Claude as a co-author.

You needYour own Crash Team Racing disc image (PS1, USA, SCUS-94426) as .cue and .bin. A console BIOS isn’t needed: it uses OpenBIOS. Windows, Linux, or macOS.

★ 1 · 2026-10-10 View →
SNES / Super Famicom Playable
SNES

⑂ Fork of magnopaz/DemonsCrestSNESRecomp

Demon’s Crest

rac08241988/DemonsCrestSNESRecomp

A native PC recompilation of Demon’s Crest, as a fork of magnopaz’s project, with 19 commits of its own ahead. The release zip contains no game code or data: it holds the setup executable, its DLLs, the GPL shaders, a prebuilt snesrecomp-analyze, and the build tools. On first launch you pick your ROM, it downloads a portable compiler (about 800 MB), and it builds the game on your PC in a few minutes; afterwards you just open the executable. It adds a side-panel options menu, save states with a browser, rewind, widescreen with Alt+W, background input, save import, screen shaders (CRT and others, only on the Vulkan and OpenGL renderers), and a 120 Hz motion mode, all configurable from within the game. Version 1.1.0 is from November 1.

You needYour own Demon’s Crest USA ROM (.sfc or .smc, SHA-256 starting 18d40a80 and ending 5844de). Windows x64, an internet connection on first launch, and about 800 MB for the toolchain.

★ 1 · 2026-11-01 View →
3DS Experimental
3DS

Downtown no Gaki no Tsukai ya Arahende!! Zettai ni Tsukamatte wa Ikenai Gasu Kurobikari Land

trrrrrrrrrree/gaki-kurobikari-recomp

An unofficial native Windows port of the 3DS version which, according to the repository’s description, was made by static recompilation. It doesn’t publish its code: the repository only holds the README and a prebuilt Kurobikari.exe of about 24 MB, with no published releases, so how it’s made can’t be checked beyond what its author says. It plays with keyboard, mouse, and gamepad, with both screens in a single window (F2 changes the layout, F3 moves the small screen, and Tab swaps them), full screen, and an English translation switched with F8 (the voices stay Japanese). The first time it asks for the .3ds file and remembers it; the settings are in config.ini.

You needYour own copy of the game as a decrypted .3ds file. Windows 10 or 11; nothing has to be installed.

★ 1 · 2026-10-21 View →
N64 Experimental
N64

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).

★ 1 · 2026-07-13 View →
N64
N64

Hybrid Heaven

ogdanimal/HybridHeaven-Decomp

A decompilation of Hybrid Heaven (US release) made to serve the same author’s recompilation port, also in this catalog. The build reproduces the retail ROM byte for byte, with the code split into 137 translation units and the 92 RAM-loaded overlays promoted to code segments, and it produces the ELF and symbols N64Recomp needs. Almost all of it is still assembly: its author explains that moving to C wasn’t needed for the port, and so far only 13 libultra translation units are in C, also matching. It includes tooling for the Konami archive format it shares with Mystical Ninja Starring Goemon. It ships no game data: you need your own ROM. All 2 of its commits list Claude as a co-author.

★ 1 · 2026-10-12 View →
SNES / Super Famicom Playable
SNES

⑂ Fork of sergiomanzur/issd-native

International Superstar Soccer Deluxe (Mabec-games)

Mabec-games/iss-deluxed

ISS DELUXE'd: a non-commercial community fork of sergiomanzur’s ISSD Native for Windows and Linux, which can play each other online. The US version’s 65816 code is translated to C, with native replacements for asset decompression, memory streaming, and audio commands, and hardware models for video and sound. It adds peer-to-peer online play with invite codes (no accounts or IP addresses; the games find each other through public message services and both players need the same version), pixel-perfect widescreen, a launcher that only accepts the exact US ROM, and improved running and walking animation. The repository includes the generated C of the recompilation and a copy of the ISSD disassembly (GPL-3.0) as a dependency. Version 1.0 (October 18) ships a Windows zip and a Linux AppImage; the README warns that recompilation coverage doesn’t establish complete fidelity. It has 50 commits of its own on top of the original, and 68 of its last 100 commits list Claude as a co-author.

You needYour own US International Superstar Soccer Deluxe ROM, the exact one (the launcher accepts no other). 64-bit Windows 10 or 11, or x86-64 Linux (the AppImage works on Debian 12 or later, Ubuntu 22.04 or later, Fedora 35 or later, and similar). For online play, both players need the same version.

★ 1 · 2026-10-18 View →
N64 Playable
N64

Knife Edge: Nose Gunner

haydenmc/knife-edge-recomp

A native Windows and Linux port of the US version, made with N64Recomp, N64ModernRuntime, and RT64. The README calls it playable and stable: it boots through the Kemco logo, title screen, and attract loop into the menus and gameplay, verified on real hardware through stage 4 (including an alternate stage path), with correct music and sound effects; completing the campaign is still unverified. It includes high resolution, widescreen, full height, HUD relocation, high frame rate (experimental), gamepad and mouse-aim support. The releases (0.0.3, from August 3, the latest of 3) carry the recompiled code but no game data: a Linux tar.gz, a Windows zip, and a Flatpak. The README’s first words say that almost all of the code was written by language models (Claude), that nobody with relevant expertise has reviewed it, and that it makes no guarantees. 72 of its 74 commits list Claude as a co-author.

You needYour own copy of Knife Edge: Nose Gunner (USA), as .z64, .v64, or .n64; the README points to a script that normalizes the byte order and checks its MD5. Windows or Linux with Vulkan.

★ 1 · 2026-08-03 View →
Game-specific engine Playable
ETC

Laser Lords

RandyVie/Laserlords

A program built only for Laser Lords, Spinnaker’s adventure for the Philips CD-i, that runs it natively on Windows, macOS, Linux (Steam Deck included), and homebrew Nintendo Switch, with no CD-i emulator or BIOS. The game’s original 68000 code runs unchanged on an embedded CPU core (Musashi), and the CD-i operating system (CD-RTOS / OS-9), the CD file manager, the MCD212 video chip, and the ADPCM audio are reimplemented. It is a preview: the intro, walking, conversations, sound, and saves match the real CD-i, checked against MAME running the original ROM, and every planet has been visited, but the game hasn’t been tested extensively yet; it has been played on macOS and on the Switch, and the Windows and Linux builds pass the tests but haven’t been tried on real machines. It adds cutscene skipping, cropping of the black bands, sharp or smooth scaling, a slower pace for the planets, and a fix for the color noise during warp transitions. Preview version 0.8.1 came out on October 24. All 8 of its commits list Claude as a co-author.

You needYour own image of the Laser Lords disc, as a MAME CHD (.chd) or as a .cue and .bin made with chdman extractcd; the CD-i BIOS isn’t needed. 64-bit Windows 10 or 11, macOS 11 or later (Intel or Apple silicon), x86-64 Linux, or a Switch with custom firmware and the Homebrew Menu.

★ 1 · 2026-10-24 View →
Game Gear Fully playable
GG

Mighty Morphin Power Rangers: The Movie (Game Gear)

cultofblue/mmpr-movie-gg2pc

A native Windows port of the Game Gear version, made by static recompilation: the game’s Z80 code is translated into C and compiled for x64, with a small runtime that recreates the console’s video chip, sound chip, controls, and bank mapper. According to its README the whole game runs as native code, with no interpreter, verified by full playthroughs to the ending, and the recompiled code is identical to a reference Z80 interpreter, with RAM, VRAM, palette, and every frame compared across more than 400,000 frames. It has save states in ten slots, screen filters (none, LCD, or CRT), fast-forward, an infinite-health toggle, keyboard and gamepad support, and full screen. Version 1.0.0 is from October 27; the API’s release listing shows no attached files. The recompiled code is generated on your PC and not uploaded.

You needYour own ROM of Mighty Morphin Power Rangers: The Movie for the Game Gear (USA, Europe, Brazil) (En), with CRC32 B47C19E5, next to the executable. Windows; to build, Python 3, CMake, a C compiler, and SDL2.

★ 1 · 2026-10-27 View →
Mega Drive / Genesis Playable
MD

Ms. Pac-Man

vibecodekun/mspacmanrecomp

A static recompilation to native code of Tengen’s 1991 Mega Drive Ms. Pac-Man, made with segagenesisrecomp. The headline feature is a vertical full-maze view: all four maze types (Arcade, Mini, Big, and Strange) are shown whole with the HUD, with no forced scrolling. It also adds RetroArch shader presets through librashader, rewind, save states, preemptive frames (one frame less input lag), fast forward, pause and frame advance, rebindable shortcuts, and the recomp-ui launcher and menu. Version 0.2.0 (October 9) ships builds for Windows (x64, x86, and ARM64) and Linux (x86_64 and aarch64); 0.1.0 is from September 18. The code is under the PolyForm Noncommercial 1.0.0 license. All 4 of its commits list Claude as a co-author.

You needYour own Mega Drive Ms. Pac-Man (USA, Europe) ROM, the No-Intro dump “Ms. Pac-Man (USA, Europe).md” (SHA-256 87f3c75fea5c4e105163a3b6d4467527fdc3fcc4b8e385155067719b98b2be7c, CRC32 AF041BE6); the launcher enables PLAY only for that file and rejects any other. Windows (x64, x86, or ARM64) or Linux (x86_64 or aarch64).

★ 1 · 2026-10-13 View →
PS1 Experimental
PS1

⑂ Fork of kirby1237/PaRappaTheRapperRecomp

PaRappa the Rapper (mstan)

mstan/PaRappaTheRapperRecomp

A static recompilation of PaRappa the Rapper (US version, SCUS-94183) with psxrecomp, in a fork of kirby1237/PaRappaTheRapperRecomp with 6 commits of its own. It adds an optional mod, “Rhythm Timing Assist”, off by default: it compensates for latency and widens the early and late timing windows separately, up to 60 ms each side, without touching the music or the scoring rules. Internal resolution defaults to 4x (1x to 32x in Mods) and the experimental widescreen to 21:9 (with 16:9, fit to window, or 4:3); movies and 2D menus keep their proportions. The controller is locked to digital mode. The repository includes the game’s generated C code (the generated folder) and, according to its README, the releases ship the game already compiled from it; version 0.1.3 (October 31) is a Windows zip of about 27 MB. The README adds that the other stages still need player validation.

You needYour own PaRappa the Rapper disc image (PS1, US version, SCUS-94183) as .cue and .bin, the same one the original repository supports (the README says its MD5 matches). A console BIOS isn’t needed: it uses OpenBIOS. 64-bit Windows or Linux.

★ 1 · 2026-10-31 View →
NES / Famicom Experimental
NES

River City Ransom

NJH-1001/RCRness

A static recompilation project for River City Ransom (US NES version) with NESRecomp, published with no ROM, no generated code, and no playable executable: the recompiler translates the game’s code, so a playable RCRness.exe would contain code derived from the user’s ROM. For that reason the releases only publish a source kit and a setup program for Windows, Linux (x86-64), and macOS (Intel and Apple Silicon) that verifies your ROM by SHA-256, generates the code on your machine, and builds the game there. It includes an enhanced renderer and adaptive widescreen, both experimental: the README says full game progression, shops and bosses, physical two-controller play, and netplay haven’t been fully validated. On Linux and macOS the builds were only tested with synthetic input; gameplay is tested on Windows. Version 0.1.7 (October 27) is the latest of eight releases.

You needYour own River City Ransom (USA) ROM for the NES: mapper 4 (MMC3), 8 × 16 KiB PRG and 16 × 8 KiB CHR, no trainer, SHA-256 B95F8DEF04C0012604B7CC68CF4ED8F49B2DFE4BEDA6182051DE4B2423BEA7B1. Plus Windows 10 or 11, Linux with glibc 2.35 or later (Ubuntu 22.04 or later), or macOS 14 or later; the setup downloads the build tools (Git, a C compiler, CMake, Ninja, and SDL2) and needs internet on the first build.

★ 1 · 2026-10-27 View →
N64 Playable
N64

Snowboard Kids (boricuapab)

boricuapab/snowboardkids-recompiled

A native Windows and Linux port of Snowboard Kids (US version), made with N64Recomp and RT64. It has a launcher that asks for the ROM and remembers where it is, 2×, 4×, or 8× anti-aliasing, resolution scaling (2× by default, no Expansion Pak needed), the original 4:3 ratio, 16:9 widescreen or the window’s ratio, rendering targets of 60 fps, 120 fps, or the display’s refresh rate (with interpolation: the logic and audio keep their original speed), keyboard and controller remapping, Controller Pak, and optional native mods, downloaded from a separate repository. Version 1.1.0 (September 27) is the latest of 2 releases, with zips of about 16 MB for Windows and 6 MB for Linux. The repository contains no ROM, extracted assets, or texture packs.

You needYour own unmodified Snowboard Kids (USA) ROM (SHA-1 1583bacc9046a360df8ea4d536942155247e154c; the launcher accepts .z64, .v64, and .n64). 64-bit Windows 10 or 11 with an SSE4.1 CPU, a Direct3D 12 GPU, and the Visual C++ 2015–2022 runtime; or x86-64 Linux with SSE4.1 and Vulkan.

★ 1 · 2026-09-27 View →
Switch Experimental
NSW

Super Mario Odyssey (toby-sym)

toby-sym/smo2pc

A Windows x64 version of Super Mario Odyssey (1.4.1) made by static recompilation: the game’s AArch64 code is turned into C ahead of time by a Python lifter and compiled with clang, and the project’s own runtime replaces the Switch system libraries, with the NVN graphics API on Vulkan and a Maxwell shader translator. It is not an emulator. It is a development fork of Coz-0’s smo-recomp that adds its own identity, build automation, and a lot of work on the Vulkan renderer. The README admits it is early and unfinished and says plainly what has been measured and what hasn’t: automated tests run through Cap Kingdom and more than 270 scenarios, and it has been played by hand from there to the first checkpoint of Cascade Kingdom, at 60 fps on the author’s PC; audio, videos, the Action Guide, and amiibo work, and there is no online play. It has no published releases or executable: you build it yourself from your own dump. 62 of its last 100 commits list Claude as a co-author.

You needYour own copy of Super Mario Odyssey 1.4.1 from your own console: decrypted folders, or the NSP or XCI of the base game and the 1.4.1 update with your prod.keys (and title.keys if needed). Plus 64-bit Windows 10 or 11, a Vulkan 1.3 GPU, LLVM/clang 9.0.0, Visual Studio 2019 Build Tools, the Vulkan SDK, SDL3, Python 3.13, and, for encrypted packages, the .NET SDK 8 or later.

★ 1 · 2026-11-10 View →
SNES / Super Famicom Playable
SNES

Super Punch-Out!!

TanookiStudios/SuperPunchOutRecomp

A native Mac, Windows, and Linux version of the US release, made with mstan’s snesrecomp framework: the game’s program is translated to native code, and the published releases are executables with that code already compiled, without the game’s data, which is read from your ROM. It has a launcher that checks your ROM and offers display, sound, and control settings, sharp integer scaling, an in-game menu with save states, a mute switch for each of the eight sound voices, cheats (a full super meter, can’t be hit, infinite tries, start against any fighter, and skip to the next fight), and over 2,000 controllers recognized by name. Version 0.1.4 (October 17) is the latest of 5 releases; the Mac build is signed and notarized. 17 of its 18 commits list Claude as a co-author.

You needYour own US Super Punch-Out!! ROM (SHA-256 a3d803b8c6b0b6ac55085671040b840f993543915c7f802e14fb651beabe9b63), which the launcher asks for and checks (“ROM verified”). Mac (macOS 11 or later, Apple silicon or Intel), 64-bit Windows, or 64-bit Linux from 2020 on.

★ 1 · 2026-10-17 View →
Game-specific engine Experimental
GB

The Incredible Crash Dummies

KarlLaberfeld/Crash-Dummies-Native

An unofficial native Windows reconstruction of the Game Boy version, written in C++ and Win32 with no Game Boy CPU interpreter, JIT, or emulator core. The README itself clarifies that it is a manually reconstructed port, not an automatic static recompilation, and that 0.1.0-alpha.1 is an experimental preview: all five stunts are connected to the campaign, with four difficulty layouts each, and the menus, passwords, and music test are implemented, but the validation of timing, presentation, and audio remains incomplete and there are no save states, key remapping, or full screen. The graphics, maps, and music and animation data are extracted from your ROM with a preparation script and kept beside the executable. The only release, from October 18, weighs about 0.5 MB and contains no ROM or extracted data. The repository says AI assistance was used in the development.

You needYour own ROM of The Incredible Crash Dummies for the Game Boy, 131,072 bytes (US and Europe) with SHA-256 ef563c4a4b063ea045d71b435dd078c19d0738f85079928803167cee8f34a4ec; a PowerShell script (Prepare-Assets.ps1) extracts the data from it. Windows x64 and Python 3.10 or later for that one-time step; an XInput gamepad is optional.

★ 1 · 2026-10-21 View →
N64 Experimental
N64

The Legend of Zelda: Ocarina of Time - Sands of Time

NekoNeko6330/SoTRecomp

A native PC port of Sands of Time, an Ocarina of Time (Master Quest Debug) hack made with z64rom, built with N64Recomp and RT64 on the Zelda64Recomp runtime and following the approach of the indigo branch of krm01/Zelda64Recomp. Because the hack isn’t built from the decompilation, there is no ELF to recompile: everything is recovered from the ROM (it is decompressed, the code and the 458 overlays are located, and functions are found with spimdisasm and the names from z64hdr); 462 code sections and about 11,000 functions are recompiled. The repository contains no game code or assets. According to the README it has been tested very little, and the enhancements of Zelda64Recomp’s Majora’s Mask version (widescreen HUD, gyro, autosave, dual analog) are not available. Version 1.0.0 (October 11) is the latest of 10 releases, with a Windows zip (36.8 MB), a Linux tar.gz (20 MB), and a mods zip. All 35 of its commits list Claude as a co-author.

You needYour own Sands of Time 1.22 ROM (OoT SoT 1.22.z64), the hack already applied; the README doesn’t explain how to get it. Windows or Linux.

★ 1 · 2026-10-11 View →
Game Boy Playable
GB

Wario Blast Featuring Bomberman!

gnome41/WarioBlast-SGB

An unofficial static recompilation of Wario Blast Featuring Bomberman! for Game Boy and Super Game Boy (1994), for Linux and Windows. It translates the ROM’s SM83 code to C and runs it natively on a small runtime (PPU, APU, timer, MBC1, and Super Game Boy with multiplayer) on SDL2. The recompiler, runtime, launcher, and mod and cheat support come from the sister project DK94 Recomp (Donkey Kong, 1994). The release build carries no game code: when you press PLAY it recompiles your ROM and compiles it in memory with TinyCC; the developer build does link in derived code and must not be shared. With the Super Game Boy multiplayer adapter, each controller is one player. Version 1.2.0 is from October 28. All 3 of its commits list Claude as a co-author.

You needYour own ROM of “Wario Blast Featuring Bomberman! (USA, Europe) (SGB Enhanced).gb” (CRC32 927B57A1, SHA-1 279fb0223e362db553b739b1b8f9c18b81d92413). Optionally the Super Game Boy BIOS. Windows x64 or Linux x86-64.

★ 1 · 2026-10-28 View →
PS1 Playable
PS1

WWF SmackDown! 2: Know Your Role

fabioap-cpu/WWF-SmackDown-2-Recomp

A static recompilation of WWF SmackDown! 2 (USA, PlayStation) made with PSXRecomp: the game’s executable is translated into native x64 code that runs without an emulator. The project doesn’t publish its code: the repository only has the README, a screenshot, and the submodule reference, and the releases are a Windows zip with a prebuilt executable of about 9.7 MB (1.1, from August 28; 1.0 is from August 26). According to the README it boots and plays with video, input, and memory-card saves, with high-resolution scaling and 2x supersampling set in settings.toml; only the US region has been tested. With no source published, how it is made can’t be checked.

You needYour own disc image (.cue and .bin) of the US WWF SmackDown! 2, in the release folder, with its path set in the [disc] section of game.toml. No BIOS is included. 64-bit Windows.

★ 1 · 2026-08-28 View →
Xbox 360 Playable
360

Anarchy Reigns

VirtuaQuest/Anarchy-Reigns-Supreme

Anarchy Reigns Supreme: a native Windows port of the Xbox 360 release, a game that was never rereleased. It’s a static recompilation with a fork of XenonRecomp and the Unleashed Recompiled runtime, with graphics on Direct3D 12. The campaign, tutorial, training, and gallery are playable at 30, 60, or 120 fps, with keyboard and mouse (remappable keys and icons drawn by the author), the DLC (Bayonetta, the extra modes, and Jack’s golden chainsaw), and its own launcher. Multiplayer is a work in progress and off by default: direct connection between copies, over LAN or with the host’s IP, at 30 fps and untested over the internet. The busiest fights drop below 120 fps, the tutorial is locked to 30, and there are stutters of about 2 seconds. There’s no release: it’s built from source with Setup.bat, and the README asks you not to share the build, since it carries the game’s code. All 61 of its commits list Claude as a co-author.

You needYour own copy of Anarchy Reigns for Xbox 360 (title 5345083F), as an .iso image or a folder; the DLC is optional and no title update is needed. To build it, Windows with Visual Studio 2022 or its Build Tools (C++ and the Windows SDK), LLVM’s clang-cl, and about 5 GB free.

★ 0 · 2026-11-05 View →
PS1 Experimental
PS1

Battle Arena Toshinden (NJH-1001)

NJH-1001/BATRecomp

BATRecomp: a PSXRecomp compatibility project for Battle Arena Toshinden (USA). Releases are setup kits that don’t include the game: you supply your disc, and the wizard generates and compiles the playable executable on your PC, using OpenBIOS instead of a Sony BIOS. There are kits for Windows, Linux, and macOS (Apple Silicon and Intel). It uses controllers through SDL3 with the pad locked to digital mode, and offers optional display mods: an experimental 16:9 wider view, which the README says passed a playtest, and a CRT mode with JVC- and Trinitron-inspired profiles. Version 0.1.0 (September 7) is the only release.

You needYour own US disc of Battle Arena Toshinden as a CUE plus its 14 BIN tracks (catalog ID SCUS-94003; data track 01 is 14662368 bytes, MD5 70b362b3b09d0a3c3999ce9f055620e6, SHA-1 cb03e66d2a5e68f402f9c64741a94c02ca78d4c5); other regions and revisions are not supported. Plus Python 3.11 or later and a CMake, Ninja, and Clang toolchain, which the wizard can download. Windows 10 or 11, x86-64 Linux, or macOS 15 or later.

★ 0 · 2026-09-07 View →
Xbox Playable
XBX

Blinx 2: Masters of Time and Space (Bruce Smith)

bruce-smith/Blinx2-Recompiled

A static recompilation of the US Xbox release: the game’s x86 code is translated function by function into C and compiled with MSVC, on a fork of xboxrecomp that reimplements the console’s hardware and kernel. For now the early game is playable: the intro movies, the title screen, the Time Sweepers hub, stage 01-01, and the first Tom-Tom Gang stages; later parts are largely untested. It draws with Vulkan at 30 fps, falling back to a software renderer when Vulkan isn’t available. It has sound, controller and keyboard support, saves, 2-to-4-player network play for Vs. Mode (over a LAN or a VPN), a cheats menu, and a tool that exports stages and characters to glTF. To install it, a launcher extracts your ISO, installs the tools, and builds the game on your machine. 100 of its last 100 commits list Claude as a co-author.

You needAn image (ISO or XISO) of your own US Blinx 2 Xbox disc. To build it, 64-bit Windows 10 or 11 with Visual Studio 2022, CMake, Python 3.10 or later, and Git; the launcher installs whatever is missing after asking. It also builds on x86-64 Linux, though that has only been tested under WSL2 and in containers.

★ 0 · 2026-11-09 View →
PS1 Playable
PS1

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.

★ 0 · 2026-11-06 View →
N64 Experimental
N64

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).

★ 0 · 2026-07-11 View →
N64 Experimental
N64

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).

★ 0 · 2026-06-08 View →
PS1 Experimental
PS1

Kileak: The DNA Imperative

NJH-1001/KTDIR

An unofficial, noncommercial recompilation project with psxrecomp for Kileak: The DNA Imperative (US version, SCUS-94102). Its public releases are deliberately build kits and not playable downloads: they contain no disc data, game executable, generated code, retail BIOS, or saves, and the game’s code is generated and built on your PC from your disc. Its README lists as verified the generation from the disc, a Windows build, booting on OpenBIOS, controller routing, the whole first stage, and the transition into the second, and it states that it makes no claim of having completed the game. It offers two options that are off by default: 16:9 widescreen and modern twin-stick controls. Version 0.1.1 (September 2) is a zip of about 26 MB with the setup wizard.

You needYour own dump of the US version (SCUS-94102) as a Redump-style CUE/BIN. 64-bit Windows 10 or 11 (x86-64, Intel or AMD); the first build needs Python 3 and a CMake/Ninja toolchain, which the setup wizard downloads if missing. It uses OpenBIOS by default.

★ 0 · 2026-09-02 View →
N64
N64

Madden Football 64

TheGh0stShip/Madden-64

Matching decompilation of the US release of Madden Football 64 for the Nintendo 64 (N8ME, revision 0), by the same author as the BattleTanx: Global Assault decompilations. It’s in its early stage: it checks your ROM, emulates the game’s loader to unpack the compressed program, catalogues function and data boundaries, and verifies each rebuilt code unit byte for byte. The code mostly comes from the KMC GCC compiler, and the libraries from IDO. The progress measured by ByteMatch is shown on this page. It includes neither the ROM nor any extracted game asset.

36% decompiled
★ 0 · 2026-11-04 View →
Game-specific engine Fully playable

Magic Ball 2 / Smash Frenzy 2 (OpenMB2)

Kippykip/OpenMB2

An open reimplementation of the Magic Ball 2 / Magic Ball 2: New Worlds engine, written from scratch in C to run wherever SDL2 and OpenGL ES 2 run. It contains no game data: it loads the files from your own Magic Ball 2 or Smash Frenzy 2 install, loose or packed in .pak or .dat files, with Windows-style file names on any system. The README says the whole game plays from start to finish, with every level in 3D, the bat, balls, bricks, prizes, and weapons, sound and tracker music, and saves and high scores compatible with the original. It adds frame interpolation beyond 60 FPS, widescreen and a resizable window, controllers with rumble, cheats, mod support through an OpenMB2 folder, five languages, and online scores. Version 1.0.2 (October 27) publishes Windows zips of about 3 MB and MuOS and PortMaster ARM64 zips of about 2.4 MB; the README also mentions a web build. All 94 of its commits list Claude as a co-author.

You needYour own Magic Ball 2 or Smash Frenzy 2 install (any release works, including the ones that keep data in .pak files). You copy openmb2.exe and the OpenMB2 folder into the game folder, or point to them with --game and --overrides. 64-bit Windows, or an ARM64 handheld with MuOS or PortMaster.

★ 0 · 2026-10-27 View →
NES / Famicom Playable
NES

Mega Man 2

Junior-Jones/Mega-Man-2-NES-Static-Recomp

A static recompilation of the US NES version of Mega Man 2 for Windows. The game’s 6502 instructions were translated ahead of time into C, with no interpreter, dynamic recompiler, or emulator fallback, and that generated code (20,149 entry points) is in the repository; the rest is the Windows executable, with the MMC1 mapper, the PPU, the APU, and controllers, using SDL3. It comes with a portable launcher with video, audio, and controller binding settings, quick saves, and screenshots. The README doesn’t say what fails or whether the game can be finished. The latest release, 1.2.0 (August 29), is the third and publishes a Windows zip and a source zip, about 1.5 and 1 MB.

You needYour own copy of Mega Man 2 (USA, NTSC) for the NES in .nes format, placed in the Rom folder next to the launcher, which validates the file. Plus Windows 10 or 11.

★ 0 · 2026-11-09 View →
NES / Famicom Playable
NES

Mega Man 6

Junior-Jones/Mega-Man-6-NES-Static-Recomp

A static recompilation of the US NES version of Mega Man 6 for Windows. The game’s 6502 instructions were translated ahead of time into C, with no interpreter or emulator fallback, and that generated code (25,156 entry points) is in the repository; the rest is a Windows launcher with SDL3 video and audio, keyboard and gamepad, fullscreen, scaling, pause, quick saves, and screenshots. The launcher only accepts the exact ROM. The README doesn’t say what fails or whether the game can be finished. The latest release, 1.2.0 (August 29), publishes a Windows zip and a source zip, about 1.9 and 1.6 MB.

You needYour own copy of Mega Man 6 (USA) for the NES, “Mega Man 6 (USA).nes”, placed in the Rom folder next to the launcher or chosen with Browse ROM; only the exact ROM is accepted. Plus Windows 10 or 11.

★ 0 · 2026-11-09 View →
Mod Usable

Party Time with Winnie the Pooh PC Fix

kayliox/Party-Time-with-Winnie-the-Pooh-PC

An unofficial fix with an installer for playing your copy of Disney’s Party Time with Winnie the Pooh on Windows 10 and 11. The installer finds and checks your CD or disc image and copies the game. A d3d8.dll next to the game adds widescreen and ultrawide (16:9, 21:9, and 32:9) with the boards filling the screen and the menus in proportion, 120 fps with the game speed unchanged (the original runs at 30), 2x supersampling, anisotropic filtering and crisper text, an in-game settings menu on F1, and autosave, which the original lacked. It supports HD textures, but the pack isn’t included: you make it yourself from your copy. It states it was made with the help of AI.

You needYour own CD of Disney’s Party Time with Winnie the Pooh for PC, the UK English edition (or an .iso or .bin image of it); other editions are untested. Plus Windows 10 or 11 and about 600 MB of free space.

★ 0 · 2026-10-19 View →
PS1 Experimental
PS1

Pepsiman

Cybertwip/PepsiMan

A static recompilation of Pepsiman (Japan, SLPS-01762) on PSXRecomp, with the SCPH1000 BIOS also recompiled, to run it on macOS with OpenGL as the default renderer. According to the README the game’s executable (2,079 functions) and the BIOS (1,029 functions) are translated with no skips, and the boot with the recompiled BIOS, the shell’s CD validation, and the handoff to the game executable work; the detailed status and the remaining overlay code are in PORT_STATUS.md. The README says the generated C stays untracked, but the repository includes generated/SLPS_017.62_full.c (about 33 MB), the translated code of the game’s executable. It has no published releases. Its 2 commits have no co-author.

You needYour own copy of the Pepsiman (Japan, SLPS-01762) disc (eight tracks, with the SHA-256 hashes given in DISC.md) and your own SCPH1000.BIN BIOS (SHA-256 cfc1fc38eb442f6f80781452119e931bcae28100c1c97e7e6c5f2725bbb0f8bb). The README’s steps are for macOS, with CMake, Ninja, and Ghidra to regenerate the code.

★ 0 · 2026-07-13 View →
PS1 Playable
PS1

Ridge Racer (RobGreenUK)

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.

★ 0 · 2026-10-13 View →
Xbox 360 Playable
360

South Park: Let's Go Tower Defense Play! (superheher)

superheher/south-park-tower-defence-recomp

The first native port of this Xbox Live Arcade game, by static recompilation of its PowerPC executable on the ReXGlue SDK, with XenonRecomp and XenosRecomp as references. Version 1.0 (June 10, 2026) is fully playable natively on Linux with Vulkan, according to its author: boot, menus, matches, and saves, with sound and input, mostly at 60 fps, though the heaviest waves still dip. The Windows build has open items, listed in its roadmap. The main result is a patch series for the ReXGlue SDK. TekRantGaming’s port, also in this catalog, reuses findings from this one.

You needYour own Xbox Live Arcade package of South Park: Let’s Go Tower Defense Play! (Title ID 58410931), from which default.xex is extracted. Plus Linux with Vulkan (version 1.0 targets Linux).

★ 0 · 2026-11-11 View →
Native layer Experimental
WIN

Street Fighter Alpha 3 Upper

andreoka-debug/Alpha3Upper-Public

An experimental native host for Windows x64 for Street Fighter Alpha 3 Upper, the version in Capcom Fighting Collection 2. It includes no game files and downloads none: the setup wizard imports the resources of your original collection on your PC, reading the loaded code of the original program while it runs (it opens the process with query and read permissions only, with no injection or writing), extracting what is needed and validating it. The program runs those original x64 routines, imported locally, alongside an independent frontend; the README states it is neither a complete decompilation nor an emulator. It offers arcade, versus, and training modes, gamepad and keyboard, 4:3 or widescreen, CRT filters, and online play with rollback of up to eight frames, by direct IP or P2P invites, plus a public lobby with chat. It only supports one specific revision of the executable and ARC files, identified by SHA-256. Version 0.16.0 (October 21) publishes an installer of about 17 MB and the source code.

You needYour own original installation of Capcom Fighting Collection 2 (Steam), in the supported revision; the import wizard needs it open on Alpha 3 Upper during a match or training session. Plus Windows x64.

★ 0 · 2026-10-21 View →
Switch Playable
NSW

Super Mario Odyssey (nmqx)

nmqx/smo-recomp

An unofficial native Windows x64 port of the Switch version, made by static recompilation: the game’s AArch64 code (54,214 functions in main) is translated ahead of time to C with its own lifter and compiled with clang, with a runtime standing in for the console (threads, files and saves, the NVN API on Vulkan with a translator for the GPU’s shader code, audio, controllers, videos, and offline system services). It is not an emulator. It is a fork of Coz-0/smo-recomp that adds the 1.3.0 update, frame interpolation (120 fps or one frame per monitor refresh, with an NVIDIA RTX 30 series or later), internal resolutions from 1080p to 4K, a launcher with those options, a shake button for pads without motion sensors, and performance work (according to its author, New Donk City’s streets go from about 20 fps to 60). According to the README it plays from the title screen through the kingdoms tried by hand, with saves, videos, amiibo, and sound; its scripted tests start every scenario of every kingdom (276 runs, no failures) and translate all 27,888 shaders. There are no online services and what 1.4.1 adds hasn’t been tried. It has no published releases; you build it on your PC. 97 of its last 100 commits list Claude as a co-author.

You needYour own dump of the game, version 1.3.0 or 1.4.1, made with a dumper that writes decrypted files (nxdumptool): exefs (with the update) and romfs (with the update applied, about 5.7 GB) folders, control.nacp, and optionally the manual and fonts. Plus 64-bit Windows 10 or 11, a Vulkan 1.3 GPU (developed on NVIDIA; interpolation needs an RTX 30 series or later), Python 3.13, LLVM/clang 9.0.0, Visual Studio Build Tools, the Vulkan SDK, SDL3, and the WebView2 SDK. The first build takes about 6 minutes.

★ 0 · 2026-10-23 View →
PS1 Playable
PS1

Tom and Jerry in House Trap

IraFunesto/TomJerryRecomp

A static recompilation of Tom and Jerry in House Trap (PlayStation, PAL edition SLES-03181) on psxrecomp and recomp-ui: the game runs as native code on the PC, compiled from your own disc. A Generate & rebuild wizard in the launcher recompiles and builds on your machine; the zip contains no game data and no Sony BIOS, and OpenBIOS is used unless you provide your own. It includes a widescreen mod package (16:9, 21:9, or 32:9, with a widened field of view and the HUD anchored to the corners), HUD size, 30 frames per second with NTSC timing, VSync for high-refresh displays, and fixes such as the Italian text one, plus split screen and netplay for two. Version 0.2.4 (October 4) is the latest of seven releases published that day. 13 of its 14 commits list Claude as a co-author.

You needYour own disc image (.cue and .bin) of Tom and Jerry in House Trap, PAL edition (SLES-03181), selected in the launcher’s wizard. Plus 64-bit Windows and Python 3.

★ 0 · 2026-10-04 View →
PS1 Playable
PS1

Top Gun: Fire at Will

TanookiStudios/TopGunFireAtWillRecomp

A native version for Mac, Windows, and Linux of Top Gun: Fire at Will (PlayStation, 1996, US version, SLUS-00032): the game’s program was translated into native code, with no emulator. It comes with a launcher to set display, sound, controls, and cheats, an in-game menu (Esc) with settings and save states, integer scaling and 3D up to 4K, controllers recognized by name, separate volume and muting for music and effects, the cutscene movies, and saves on the memory card. The cheats give infinite missiles and lives and let you start at any of the 32 missions. The downloads are prebuilt builds of the translated game program (zips of about 41 MB on Windows, 44 MB on Linux, and 60 MB on Mac, the latter signed and notarized by Apple) that we haven’t checked inside; the repository holds no code generated from the game. Version 0.1.1 (October 16) made the Esc menu work with the mouse. All 12 of its commits list Claude as a co-author.

You needYour own Top Gun: Fire at Will disc image (PS1, USA, SLUS-00032) as a .cue with its .bin beside it (the .bin’s SHA-256 is c221dce3ef23863613a93611f29f4ddad10343c2a706b01720e56d95702e2cb1). No BIOS is needed, since it has OpenBIOS built in. Mac (Apple chip or Intel, macOS 11 or later), 64-bit Windows, or 64-bit Linux (most desktops from 2020 on).

★ 0 · 2026-10-16 View →
Port (decomp) Fully playable
DOS

Alone in the Dark: Classic Reborn

nayo186/AloneInTheDarkClassicReborn

A port of Infogrames’ engine to play Alone in the Dark (1992), Jack in the Dark, Alone in the Dark 2, and Alone in the Dark 3 on Windows and Linux, and experimentally on macOS and Android, with their original graphics. It starts from yaz0r’s FITD (Free in the Dark), which translated the DOS executable’s engine into readable C++ without rebuilding it byte for byte; the game logic isn’t in the executable but in the scripts of LISTLIFE.PAK, which the engine interprets as the original did. It’s a fork of Spacefarer Retro Remasters’ Alone in the Dark: Re-Haunted, with the HD mode removed: everything added here is optional. All four games are playable from start to end. It fixes bugs of the original (objects drawn in the wrong order, monsters stuck at windows, game speed tied to the frame rate…) and adds a launcher to pick the game, the language (the five of the GOG and Steam editions), and the folder, screen options, optional effects (FXAA, bloom, film grain, CRT scanlines, SSAO), controller support with a modern stick or tank controls, rumble, and custom backgrounds: you export the game’s backgrounds and can replace them with repainted ones. The HD background packs for the four games aren’t in the repository: the README links them on Google Drive. Version 1.7.0 is from November 10.

You needYour own copy of Alone in the Dark (which includes Jack in the Dark), Alone in the Dark 2, or Alone in the Dark 3, in their GOG or Steam editions, or an image of your original CD (.cue and .bin, or .iso). 64-bit Windows 10 or 11 with a DirectX 11 GPU; 64-bit Linux with Vulkan or OpenGL; macOS 11 or later (experimental); or 64-bit Android 7 or later (experimental).

View →
Dreamcast Playable
DC

Bomberman Online

nvd123-YT/BombermanOnlineRecomp

Bomberman Online Recompiled: a static recompilation of Bomberman Online for the Dreamcast (US version, MK-51065 V1.004) into a native program for Windows, macOS on Apple silicon, and Linux, made with dreamcomp: the game’s SH-4 code is translated ahead of time into C/C++ and compiled. The original online multiplayer works again: the port implements the Dreamcast’s broadband adapter and connects to a community service that keeps the console’s online play alive; you first create a character in the Extras Box, which is saved to the virtual VMU. It has its own Electron launcher to pick the disc image, resolution, aspect ratio, online play, and controls, and it updates itself; it also works with RecompLauncher. The releases are prebuilt executables that contain the game’s recompiled code: its author builds them from the disc’s boot executable, which he keeps in a private repository and doesn’t publish, and the rest of the game is read from your disc image as you play. There are test builds almost daily (launcher 2.0.0 is from November 11); the repository was created on November 8, 2026.

You needYour own disc image of Bomberman Online for the Dreamcast, US release, as .chd, .gdi, or .cue with its .bin tracks. 64-bit Windows, macOS on an Apple silicon Mac, or 64-bit Linux.

View →
Recompiler Beta

cps2recomp

tmcleroy/cps2recomp

The toolkit used to make native ports of Capcom CPS-2 arcade games (and one CPS-1 game) by static recompilation: it translates the 68000 program, and the sound Z80’s, to C++ and runs it on a machine written for the project, with video, QSound and the game’s cipher. It also provides a training mode and other parts shared by fighting games. It includes no ROMs. Latest release: v1.0.0, October 29. 66 of its last 100 commits list Claude as a co-author.

View →
PS1 Playable
PS1

Digimon World

repo TBD

A static recompilation of the US release for Windows, made with the author’s own fork of psxrecomp and the recomp-ui launcher, with the game’s functions mapped using the dw_decomp decompilation. It isn’t an emulator and isn’t published prebuilt: 0.3.5, from September 4, is a setup package of about 29 MB with no game data, and the first time you open it, it builds the program from your disc, a process of 10 to 30 minutes that downloads about 100 MB of build tools. It offers widescreen in 16:9 or 16:10 without stretching the picture, high resolution, save states, rewind, and a mod menu, all off by default: an expanded roster that adds 52 Digimon you can raise and evolve, training and care tweaks, quality-of-life changes, and 57 GameShark-style cheats. Saving works as in the original, by putting your partner to sleep. Widescreen has known rough edges, such as a brief return to 4:3 after battles. All 51 of its commits are on GitLab, and 48 list Claude as a co-author.

You needYour own US Digimon World disc (SLUS-01032), as a .bin and .cue pair (the .bin is 381,771,936 bytes with SHA-1 5611645da66183e30d11fb6c11a2784ff47e1fdb); a plain .iso doesn’t work. Plus 64-bit Windows, Python 3 added to PATH, about 5 GB free, and an internet connection to download the build tools.

View →
N64 Experimental
N64

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).

View →
Native layer Playable
XB1

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.

View →
Native layer Playable
XB1

Forza Motorsport 5

LoZazaMastro/RaceOneHub

Race One Hub: a builder that takes your own files from the Xbox One version of Forza Motorsport 5 and creates a Windows 10 and 11 executable from them. It relies on an adapted version of Azimuth, the compatibility engine behind the Forza Horizon 2 port, also in this catalog. You choose the resolution, from 1080p to 8K, a 30, 60, or 120 fps target, four graphics presets (original, low, high, and ultra), MSAA up to 4x, the language, and stereo or multichannel sound. Your original files aren’t modified. Its author publishes it as version 0.1.0, with source code under GPL-3.0, and one known issue remains: the Career menu can look washed out after a race.

You needYour own complete, extracted copy of the Xbox One version, at version 1.0.0.20 (the folder with Mount and EmbeddedXvd), and 64-bit Windows 10 or 11. It neither includes nor downloads any game files; the only game artwork it ships is the background of the pre-game settings screen.

View →
Fan remake Experimental
WIN

Freelancer (Librelancer)

Librelancer: an open-source, cross-platform reimplementation of the engine of Freelancer, the 2003 space trading and combat game, written in C# with OpenGL. It uses the files from your install of the game and ships none of its assets. According to its website, it can’t play Freelancer properly yet: since 2024 the first story mission can be completed, and in 2025 it reached the second; multiplayer works, and more and more missions are becoming playable. It includes LancerEdit, a modding toolkit that comes in the SDK download. 2025.11 (November 7, 2025), the latest stable release, makes the game playable from mission M01A through M01B and part of M02, bugs allowing, adds tractor beams, cargo scanning, and player statistics, moves to SDL3, and rewrites the shaders in HLSL; LancerEdit gains an audio importer and beta system and mission script editors. Daily builds are published too. It runs on Windows 10 or later and on x86-64 or ARM64 Linux (the published builds are for 64-bit Windows and x86-64 Ubuntu); a macOS version is waiting for someone to maintain it. In October its development moved from GitHub to Codeberg, and since July 11 it doesn’t accept contributions written with LLMs or AI tools.

You needThe files from your own install of Freelancer; the unmodified game is recommended, though some mods may work. Plus a graphics card with OpenGL 3.1 or OpenGL ES 3.2 and 64-bit Windows 10 or later or x86-64 or ARM64 Linux; the Ubuntu builds are compiled on 24.04, and older distributions need to build it from source. It doesn’t run well on 32-bit systems.

View →
Recompiler Experimental Abandoned

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.

View →
Port (decomp) Playable Taken down
WIN

Grand Theft Auto III (re3)

GTAmodding/re3

re3: the PC version of Grand Theft Auto III’s source code, rebuilt by reverse engineering, which ran the game natively on Windows, Linux, and FreeBSD, ARM included, from your own copy. It could render with the original RenderWare or with librw, a free reimplementation, and audio went through MSS or OpenAL. The same repository held reVC, the Vice City one, on its miami branch. On February 19, 2021, Take-Two asked for the repository and its whole fork network, 861 repositories in all, to be taken down under the DMCA. After counter-notices from April to June the code came back to GitHub; in early September Take-Two sued several of its authors, and on September 29 it notified GitHub of the lawsuit, so it was taken down again.

You needYour own copy of Grand Theft Auto III for PC.

View →
Port (decomp) Playable Taken down
WIN

Grand Theft Auto: Vice City (reVC)

GTAmodding/re3

reVC: the PC version of Grand Theft Auto: Vice City’s source code, rebuilt by reverse engineering by the same team as re3, on the miami branch of its repository. It ran the game natively on Windows, Linux, and FreeBSD, ARM included, from your own copy, with the original RenderWare or with librw, a free reimplementation. It fell with re3: on February 19, 2021, Take-Two asked for the repository and its whole fork network to be taken down under the DMCA. After counter-notices from April to June the code came back to GitHub; in early September Take-Two sued several of its authors, and on September 29 it notified GitHub of the lawsuit, so it was taken down again.

You needYour own copy of Grand Theft Auto: Vice City for PC.

View →
Fan remake Fully playable
GBC

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.

View →
Mod manager

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.

View →
Wii Playable
WII

Monster Hunter Tri

repo TBD

A port of the Wii game Monster Hunter Tri that plays in the browser, compiled to WebAssembly, with full keyboard and mouse support. Its author presents it as a modern, native port, and for now it has single player only. The first time, you import your own extracted disc into the browser’s storage, and the page checks that it’s the US version. It also imports and exports saves from Dolphin or from the Wii’s SD card. It was announced on Reddit on September 25, 2026, from the account u/i_hate_blackpink; the code is still closed, and its author says it will be opened later. The authorship isn’t confirmed: whoever proposed it for the catalog attributes it to rebecca-davies on GitHub, but there’s no public repository for the project.

You needYour own Monster Hunter Tri disc, US version (RMHE08), extracted with Dolphin (right-click the game → Properties → Filesystem → Extract Entire Disc, or dolphin-tool extract): the folder with DATA/sys and DATA/files. Plus enough free browser storage to copy it.

View →
Xbox 360 Playable
360

Ninja Gaiden II (TheSaltTrader)

FermataRest/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. TheSaltTrader made it; that account and its repository are no longer on GitHub, and the most recent copy still online is FermataRest’s, with the code up to version 1.0.24 (September 22) but without the compiled releases, so you have to build it following its README.

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. To build it, 64-bit Windows 10 or 11 with Visual Studio 2022 Build Tools, LLVM/Clang, Ninja, CMake, Python 3.12, and the ReXGlue SDK.

View →
Xbox Fully playable
XBX

Panzer Dragoon Orta (wootbeer)

wootbeer/ortarecomp

Orta Recomp: a native port of Panzer Dragoon Orta for Windows and Linux (Steam Deck included), made by statically recompiling the Xbox game with sp00nznet’s xboxrecomp, with its own graphics, sound, and controls on SDL 3. It’s in beta: the README says the whole game plays through and that the remaining issues are mostly with frame interpolation above 60 fps. It adds 1x to 8x resolution, the game’s own 16:9 widescreen mode or the original 4:3, anti-aliasing (MSAA up to 8x or FXAA), color correction and a CRT look, 3D positional audio with a headphones mode, controller, keyboard, or mouse with every button rebindable, three save files (the original has one), a portable mode, and an option to open every Pandora’s Box item without touching your save. With your own copy of Lossless Scaling it can also use its frame generation (experimental). Version 0.1.0 is from November 7 and 0.1.2 from the 11th. 97 of its last 100 commits list Claude as a co-author.

You needYour own copy of Panzer Dragoon Orta for Xbox, US release, as a disc image (.iso or .xiso) or an extracted folder with default.xbe (SHA-256 c1af4eaf…8d2c); the launcher copies the image to its data folder. A 64-bit PC with Vulkan: Windows 10 or 11, or Linux or Steam Deck.

View →
Recompiler Beta

Project Nativ

TheLostPantheon/nativ

A static recompilation toolchain that turns PS Vita games into native programs for Windows, macOS, and Linux (Steam Deck included). It handles the two halves of a Vita game separately: its code, ARMv7 with Thumb-2, VFP, and NEON, is translated to C ahead of time and compiled; the Sony libraries it loads (libgxm, libc, FIOS, and others) are recompiled with it from the firmware you download from Sony’s website, and underneath, a runtime of its own stands in for the console’s kernel and hardware: threads, graphics on your GPU, and sound. Each game has a pack with its patches and settings, which only accepts the exact versions it was written for, recognized by the SHA-256 of the game’s main program. It currently covers four games, all in their US editions: Killzone: Mercenary, Uncharted: Golden Abyss, Unit 13, and Shovel Knight, which was the first proof. The launcher walks you through the first-time setup, decrypts the firmware and your games on your PC, builds each game the first time you play it (a few minutes), and offers, depending on the game, a render scale of up to six times the Vita’s resolution, 21:9 and 32:9 screens, field of view, mouse camera control, and experimental 60 fps, plus online play between copies of Nativ. According to the README, the repository contains no Sony or game code; for decryption it carries the known Vita keys, ported from Vita3K’s code. It’s in public beta: the first release, 0.1.0, came out on October 29, and the latest is 0.1.5 (November 2), with downloads for Windows, macOS, and Linux. Its README says much of the code and documentation was written with AI assistance, under its author’s direction, and is tested on the games themselves.

View →
Fan remake Experimental
WII

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.

View →
Mod Usable
WIN

ROTK Fix

Shagg88/Athelas

A fix for the PC version of The Return of the King that comes inside Athelas, the launcher that also carries the ports of the Xbox versions of The Two Towers and The Return of the King. A d3d8.dll and a dinput8.dll next to the game route its graphics through DXVK (Vulkan) and its 3D sound through DSOAL and OpenAL Soft, which brings back its EAX reverb. It adds widescreen and ultrawide without stretching the HUD, any resolution, 60 to 240 fps at normal game speed, anti-aliasing, filtering and sharpening, Xbox, PlayStation, and Switch controllers with remappable buttons, two-player co-op on one PC or online by streaming, full-screen cutscenes, texture packs, achievements, and gameplay options such as the game’s own cheat codes, all off by default. It doesn’t touch the game’s copy protection. Its author states it was made with the help of Claude.

You needYour own US copy of The Return of the King for PC, installed. Plus 64-bit Windows 10 or 11, or Linux and Steam Deck through Proton; a Vulkan 1.3 driver is recommended.

View →
Fan remake Playable
ARC

San Francisco Rush: The Rock / 2049 (ProjectR)

ProjectR: an unofficial native port of two Atari Games arcade racers, San Francisco Rush: The Rock (1997) and San Francisco Rush 2049 (1999), to Windows, macOS, and Linux. It’s built through reverse engineering, runs on its own Vulkan engine, and takes the game data from your own dump of the arcade hard drive. For 2049 it uses the Special Edition’s physics, collision, and car handling, though it also accepts the Tournament Edition drive. You can set resolution and refresh rate, keep the HUD at 4:3 or push it to the edges of a widescreen display, and adjust draw distance, anti-aliasing, and anisotropic filtering. It plays with Xbox or PlayStation controllers, or a wheel and pedals with force feedback; keyboard and mouse driving isn’t supported yet. It has an explorer mode with no time or lap limit when drones are off, and in 2049 a cheats menu and the option to import profiles, fast times, and ghosts from the drive or from MAME. Pausing isn’t possible yet. It’s free and closed source, and its author describes it as a work in progress without a finish date. Version 0.7.1 (July 15, 2025) lets you choose, option by option, between the original 2049 design and the Tournament Edition one.

You needYour own dump of the arcade hard drive, as a MAME CHD or raw image. For The Rock, sfrushrk plus the four audio ROMs (audio.u62, audio.u61, audio.u53, and audio.u49, loose or in a ZIP); the original San Francisco Rush drive (sfrush) is optional and adds the white color to the eight original cars. For 2049, the Special Edition (sf2049se) or Tournament Edition (sf2049te or sf2049tea) drive. Plus a Vulkan 1.2 graphics card, an x86-64-v2 CPU (or Apple silicon on a Mac), and Windows 10 (1903) or later, macOS 10.15 or later, or Linux with glibc 2.35 and libstdc++ 12 or later. A controller or a wheel and pedals is required.

View →
macOS Playable
MACOS

scimitar-recomp

T01iK/scimitar-recomp

A static recompilation of Ubisoft’s 32-bit Intel games on the Scimitar (Anvil) engine into native arm64 code for Apple silicon Macs, iPhone, and iPad: each game’s executable is translated, function by function, into C++ and compiled together with native replacements for everything the game expected from the system, with a Metal renderer. It started with the Mac versions of Assassin’s Creed II (1.0.1) and Brotherhood (1.0.0), 32-bit Intel apps that macOS hasn’t run since Catalina (2019) and that no Apple silicon Mac could ever run; their full symbol tables were the key. Both are playable on Mac and on iPhone or iPad (there, with a controller or keyboard and mouse): AC2 from the start to Florence, and Brotherhood up to the arrival in Rome, without multiplayer. The Windows versions of Assassin’s Creed (the opening and the Animus tutorial), Revelations (the menus and Animus Island), and 2008’s Prince of Persia (up to the first canyon) came later, with a Win32 and Direct3D 9 layer on Metal. It adds any screen shape, draw distance up to 6x, 4096 × 4096 shadows, and 16x anisotropic filtering. There are no releases: you build it on a Mac with Xcode. The repository’s tests include about 2 KB of the LZO decompression routine (a free library) taken from the AC2 executable. The README calls the project “100% vibe-coded”: all of its code was written by Claude Code, and its last 100 commits list Claude as a co-author.

You needYour own copies: the Steam Mac versions of Assassin’s Creed II (1.0.1, downloaded from the Steam console with the command in the README; a normal install brings 1.0.0, which doesn’t work) and Brotherhood; and, for the Windows ones, Assassin’s Creed from Ubisoft Connect, Revelations from Steam, and Prince of Persia from its Mac (Cider) release, which carries the Windows executable. An Apple silicon Mac (Intel Macs aren’t supported), Xcode, and the Homebrew packages the README lists (cmake and zydis; ffmpeg for the videos).

View →
Native layer Experimental
MOB

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.

View →
PS1 Playable
PS1

Spyro the Dragon

repo TBD

OpenPete: a native Windows and Linux port of Spyro the Dragon, made by static recompilation with PSXRecomp on top of the game’s matching decompilation (spyro-1): functions already decompiled use that code, and recompilation covers the rest. Calls into Sony’s libraries go to a runtime based on PsyCross, and a custom renderer reads the game state instead of the GPU commands, which allows true depth, any frame rate with interpolation (the game still ticks at 29.913 Hz), Hor+ widescreen, high resolution, and removing the PlayStation’s wobble and warped textures, which can be turned back on. It adds HD texture packs, extended draw distance, music replacement, save states, rewind, mods written in C and shaders that compile at startup, and an in-game settings menu. It’s made by tyscorp. The source code isn’t published yet (“Source coming soon”); builds are downloaded from its website.

You needYour own US Spyro the Dragon disc (SCUS-94228). Plus 64-bit Windows 10 or 11 or x86-64 Linux, and a graphics card with Vulkan 1.2. On first run it copies your disc and compiles the code, taking about 1.2 GB in total; a macOS build will come later.

View →
Fan remake Fully playable
MD

Streets of Rage 2 (New Era)

Streets of Rage 2 New Era: an unofficial port of the Mega Drive game, rewritten by hand in Unity by reverse engineering the original code, with no emulation. It takes the characters, music, voices, and sound effects from your own ROM; the download also includes stage backgrounds taken from the original game. It has a Classic mode that recreates the original 1:1 and a 30th Anniversary mode with widescreen, smoother controls, and bug fixes, plus a new single-player mode, Ninpo Kage Bunshin, and the Mania Plus and Megamania difficulties. Up to four players can play locally or online, and it has replays, save states, speedrun splits, online score leaderboards, and mod support. It’s a one-person project by Gil Costa (gsaurus), and its code isn’t public. Version 3.0.0 (January 1, 2026) made Shiva playable and redid the menus. Its author states that the menus’ art and music are AI-generated (the music with Suno), and the AI-made portraits can be turned off. The current version is 3.1.0, from January 2026, for Windows, macOS, Linux, and Android.

You needYour own Streets of Rage 2 Mega Drive / Genesis ROM; it finds the one from the Steam version on its own. Plus Windows, macOS, or Linux; no further requirements are stated.

View →
Port (decomp) Experimental
NSW

Super Mario Odyssey (Project Plumb VR, Meta Quest)

2whitelol/project-plumb-vr

Note: this port isn’t for PC but for the Meta Quest 3 and 3S VR headsets, as a standalone app (an ARM64 Android APK with OpenXR, no PC and no streaming). Project Plumb VR aims to bring Super Mario Odyssey (version 1.0.0) to VR on top of the OdysseyDecomp decompilation: your hands are Mario’s gloves, and you grab Cappy with the grip button and throw him with a real throwing motion. The first demo will run from the fight on Bowser’s airship to Topper in Cap Kingdom. There is no playable demo or release yet: there are test APKs running on a Quest 3 (v0.12 holds the world still when you turn your head and keeps Cappy in your hand), and the demo’s functions are 32% decompiled (802 of 2,535, as of November 9). Its author states that the decompilation work is AI-assisted and verified with the decompilation’s tools.

You needYour own legally dumped copy of Super Mario Odyssey 1.0.0, and a Meta Quest 3 or 3S. The repository holds no game files, keys, or dumps.

View →
Switch Fully playable
NSW

Super Mario Odyssey (zzzarathustra-dev)

repo TBD

An unofficial native port of Super Mario Odyssey (version 1.0.0) for Windows, Linux, and macOS, called Power Moon Recomp. It is made by static recompilation on top of LAS Recomp: the game’s ARM64 code is translated into C ahead of time and compiled on your PC, while the Switch kernel, services, audio, and the NVN graphics API are reimplemented, with Vulkan on Windows and Linux and Metal on macOS. It is not an emulator. According to the README, the whole game has been played through on Windows and Linux, with bosses, the 2D and 8-bit sections, the ending, and the post-game, at 60 fps; the Mac version is a test build, with problems to be expected. It offers internal resolution up to 4x, FSR 1, ultrawide support, experimental frame interpolation for displays at 120 Hz or more, and mods. The downloads (a zip for Windows and an AppImage for Linux) carry no game code or data: the setup recompiles the code on your PC the first time; we haven’t checked their contents. Its repository is on GitLab, because its author says GitHub closed their account; version 0.2.0 is from November 3, and it published 8 releases between November 2 and November 3. It states it was made with heavy help from Claude; 4 of its 22 commits list it as a co-author.

You needYour own copy of Super Mario Odyssey 1.0.0, with no updates, extracted (exefs and romfs folders) from your own console. Plus Windows 10 or 11 (x64) or Linux (x64, glibc 2.35 or later) with an AVX2 CPU and a Vulkan 1.3 GPU, or macOS 15 or later on Apple silicon; 8 GB of RAM (16 GB recommended) and about 7 GB of free disk space.

View →
N64 Experimental
N64

⑂ Fork of Zelda64Recomp · Majora's Mask

The Legend of Zelda: Ocarina of Time (N64)

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.

View →
Switch 2 Experimental
NS2

The Legend of Zelda: Ocarina of Time (Switch 2)

NotRexed/Hookshot

Hookshot: a static recompilation of The Legend of Zelda: Ocarina of Time for Switch 2 (the 2026 version) into a native program for Windows and Linux, with no emulator. The game’s ARM64 code is translated to C and compiled together with a reimplementation of the console’s system; the NVN2 graphics calls are replayed on Vulkan, and the Switch 2 shaders are translated to SPIR-V with Eden’s shader recompiler. The game doesn’t come ready-made: Hookshot Builder builds it once on your PC from your copy (first downloading about 500 MB of tools, its own compiler included), and afterwards you start and update it from its launcher. It’s experimental: the README says Kokiri Forest gameplay, sound, controller, keyboard, saves, the in-game menu, frame generation, and upscaling (DLSS, FSR 3.1, and FSR 4) work, and that players have reached Hyrule Field, Castle Town, Kakariko Village, and the dungeons, with open bugs; cards without mesh shaders aren’t supported. The repository holds lists of Vulkan pipeline states recorded by players, which only store hashes and formats, with no game code or data. Version 2.1.0 is from November 11. 51 of its last 100 commits list Claude as a co-author.

You needYour own copy of The Legend of Zelda: Ocarina of Time for Switch 2, at the exact version it supports (program 0400486024DEC000, update v131072, build e0f3ccfa), as a .nup file or as romfs and exefs folders. 64-bit Windows 10 or 11 or Linux (glibc 2.35 or newer, and a CPU with AVX2 for the AppImage); a GPU with Vulkan 1.3 and mesh shaders (NVIDIA RTX 20 or newer, AMD RX 6000 or newer, Intel Arc), 16 GB of RAM, ideally 8 GB of VRAM, and about 60 GB free while building.

View →
Launcher Beta

Unricopie

Nio03/unricopie-launcher

Recompendium's launcher: it installs catalog projects from the release their author publishes, checks your copy of the game, updates without losing your saves, and manages Thunderstore mods for Zelda 64: Recompiled and Banjo: Recompiled. Version 0.1 (November 11, 2026) installs 39 projects on Windows. Made with AI assistance.

View →
Recompiler Beta

Wiicompiled

patchzyy/Wiicompiled

A PowerPC static recompilation toolchain for Wii and GameCube, born from the native Mario Kart Wii port. Its translator handles DOL and REL files generically, and the runtime renders through aurora, a GameCube and Wii compatibility layer. Other projects in the catalog build on it. Its README states there is no Nintendo code or game data in the project or its releases. Latest release: v0.9.3, October 25. 3 of its last 100 commits list Claude as a co-author.

View →