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).
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.
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).
The Legend of Zelda: The Wind Waker
sp00nznet/ww
Recompilation of the GameCube Wind Waker: it translates the DOL to native C with a runtime that maps GX to Direct3D 11. It renders real geometry at 60 fps, but is still stuck on the title screen (JKRArchive mounting).
You needYour own copy of The Wind Waker (GameCube, US version GZLE01).
Skate 3
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). DLC is optional and comes from your own copy.
Mario Kart Wii
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.
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.
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).
GoldenEye 007 (XBLA Remaster)
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).
Blue Dragon
zolaware/reblue
“re:Blue,” a recompilation of Mistwalker’s JRPG: it boots and the title screen works (v0.1.0). In its author’s words, it’s “playable to poke at, not to play through.”
You needYour own copy of Blue Dragon (Xbox 360).
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.
You needYour own copy of The Wind Waker HD (Wii U, US edition).
Forza Horizon
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).
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.
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.
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.
You needYour own copy of Dante's Inferno for Xbox 360.
Ace Combat 6: Fires of Liberation
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).
The Legend of Zelda: Ocarina of Time 3D
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.
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.
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.
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.
You needYour own copy of Fable II for Xbox 360 (US or European GOTY edition, title 4D5307F1).
Fable II
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).
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).
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).
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.
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).
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).
Paper Mario
SMCGames/Paper-Mario-ReCut
“ReCut”: a recompiled port of the papercraft RPG. It boots and supports live texture replacement; it’s AI-assisted, and widescreen is currently broken.
You needYour own Paper Mario ROM (N64, US version), validated by hash.
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).
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).
The Darkness
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.
Quest 64
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).
Conker's Bad Fur Day
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).
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).
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.
You needYour own Metroid Prime Hunters ROM (Nintendo DS).
Donkey Kong Country
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).
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.
Condemned 2: Bloodshot
psxrestore/Condemned2Recomp
Static recompilation of Condemned 2: Bloodshot, made with ReXGlue.
You needYour own copy of Condemned 2: Bloodshot (Xbox 360).
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.
You needA Diddy Kong Racing ROM (N64).
GoldenEye 007
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.
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).
Daytona USA
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.
You needYour own Daytona USA XBLA package (Xbox 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.
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.
Super Mario Galaxy
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.
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.
You needYour own Mega Man X ROM (SNES).
Project Gotham Racing 4
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).
MediEvil
BlackLabelHQ/MediEvilRecomp
MediEvilRecomp: a static recompilation of the US PS1 release of MediEvil, made with RecompOne by BlackLabelHQ, the same team behind the Symphony of the Night recomp. It also drew on the game’s decompilation to name functions and write patches. There are Windows, macOS, and Linux builds, which need the .NET 10 runtime. It’s an open beta, and its authors warn of possible game-breaking bugs, so save often.
You needYour own copy of the North American PS1 release, as bin/cue or CHD.
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.
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).
Harvest Moon 64
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).
SoulCalibur II
jackpoison-prog/RingOut
Native port of SoulCalibur II (GameCube) via static recompilation: the disc’s PowerPC executable is translated to C, compiled for x86-64, and run on a Dolphin-derived runtime.
You needYour own copy of SoulCalibur II (GameCube, discs GRSEAF/GRSJAF/GRSPAF).
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).
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.
⑂ Fork of AngheloAlf/drmario64_recomp
Dr. Mario 64
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).
Ninja Gaiden II
TheSaltTrader/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.
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.
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.
Tekken 3
fabioap-cpu/Tekken3Recomp
Tekken 3 (US version) recompiled with psxrecomp.
You needA Tekken 3 disc image (PS1) and the SCPH1001.BIN BIOS.
Castlevania: Legacy of Darkness
fliperama86/cvlod_recomp
Recompilation of the N64 Castlevania: Legacy of Darkness, currently focused on stabilizing gameplay (v0.2.x).
You needAn unmodified Castlevania: Legacy of Darkness ROM (N64).
Dragon Ball Z: Budokai HD Collection
WistfulHopes/DBZ1
Early recompilation of the Budokai HD Collection (v0.0.2).
You needYour own copy of Dragon Ball Z: Budokai HD Collection (Xbox 360).
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).
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).
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.
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.
You needA Pokémon Stadium ROM (N64, US version 1.0, .z64).
Tekken 6
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 a few minutes. It’s built for online matches: the game starts straight into the fight, and the first player to win three rounds takes the match. Its author calls it a test release. The source code isn’t published: the repository only holds the README and the downloads.
You needYour own Tekken 6 Xbox 360 disc image, the USA and Europe release, revision 1 (.iso or the extracted disc folder). Plus 64-bit Windows 10 or 11, a DirectX 12 graphics card, and about 10 GB of free space. Both players must use the same version.
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.
⑂ Fork of Herringway/ebsrc
EarthBound / Mother 2
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.
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).
Valkyrie Profile
Ed1z19/ValkyrieRecomp
Static recompilation of tri-Ace’s RPG, built on psxrecomp and recomp-ui. It supports both discs (SLUS-01156 and SLUS-01179), selected from the launcher, optional 16:9 widescreen over the original 4:3, OpenGL or software rendering, and controller and memory card support. Its author calls it a work in progress, in compatibility testing.
You needYour own disc images for both Valkyrie Profile discs (US NTSC-U edition). It uses OpenBIOS through psxrecomp, so you don’t need a console BIOS.
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).
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).
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).
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.
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.
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.
You needA Mischief Makers ROM (N64, .z64).
Einhander
strider973/Einhander-Recompiled
Recompilation of Einhander, Square’s shoot ’em up for PlayStation.
You needAn Einhander disc image (PS1) and the SCPH1001.BIN BIOS.
Ape Escape
mstan/ApeEscapeRecomp
Native recompilation of Ape Escape (US version) for PC, made with psxrecomp and shipped with its own launcher. Part of the R.A.I.D. ecosystem.
You needA disc image of Ape Escape (PS1, US version).
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).
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.
Banjo-Tooie
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.
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.
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.
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.
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.
Street Fighter Alpha 3
TechnicallyComputers/Street-Fighter-Alpha-3-Recomp
Street Fighter Alpha 3 recompiled with psxrecomp. Part of the R.A.I.D. community.
You needA Street Fighter Alpha 3 disc image (PS1) and the SCPH1001.BIN BIOS.
F-Zero
mstan/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.
You needYour own F-Zero ROM (SNES, US edition). BS F-Zero content and MSU-1 music are optional, and you supply them yourself.
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).
Mega Man X6
mstan/MegaManX6Recomp
Native recompilation of Mega Man X6 (US version) for PC with psxrecomp. It boots from the BIOS and reaches the stages. Part of the R.A.I.D. ecosystem.
You needA disc image of Mega Man X6 (PS1, US version).
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.
You needYour own Mario Kart: Super Circuit ROM and the GBA BIOS.
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.
You needYour own Road Rash 64 ROM (N64, US version 1.0). Neither the ROM nor the soundtrack is distributed.
Tomba!
mstan/TombaRecomp
Tomba! driven end to end through psxrecomp. It reaches real gameplay (jumping, grabbing, quests), but with audio timing glitches and softlocks.
You needA Tomba! disc image (PS1) and the SCPH1001.BIN BIOS.
⑂ 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).
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).
Bloody Roar II
novapowers0/BloodyRoar2Recomp
Native Windows and Linux port of Bloody Roar II: the original MIPS code is statically recompiled to C and built into a standalone executable, with no emulator involved. It builds both regional versions (European SLES-01722 and US SCUS-94424) and adds widescreen made from scratch.
You needYour own Bloody Roar II disc (PS1), European or US edition.
Resident Evil 3: Nemesis
BrazilianHobbyist/Project-RE-Visited-RE3
Project RE-Visited: a static recompilation of Resident Evil 3: Nemesis for Windows. The original executable’s MIPS instructions are translated to C and run as native code, with a setup wizard that extracts that executable from your own disc on first run. It adds analog controls with auto-run, interpolation up to 240 fps, stretched 16:9 or original 4:3 display, geometry and texture correction (PGXP), internal resolution up to 4K, and anti-aliasing. It bundles OpenBIOS, so no PlayStation BIOS is needed.
You needYour own image of the US disc (SLUS-00923), as .bin, .cue, or .iso.
⑂ Fork of sp00nznet/burnout3
Burnout 3: Takedown
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.
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).
Skate 2
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).
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).
Mega Man X5
mstan/MegaManX5Recomp
Native recompilation of Mega Man X5 (US version, SLUS-01334) with psxrecomp, at an early stage.
You needA disc image of Mega Man X5 (PS1, US version).
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.
You needYour own copy of Rush 2: Extreme Racing USA (N64). Nothing from the original cartridge is included.
⑂ 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.
Pilotwings 64
gcsmith/Pilotwings64Recomp
Recompilation of the N64 launch-title flight sim: playable but unpolished (no widescreen yet).
You needA Pilotwings 64 ROM (N64).
King's Field
Voicedrew11/verdite2
Verdite2: a PC port of King's Field (US edition SLUS-00158) built on RecompOne. It adds 16:9, 16:10, and 21:9 widescreen with adjusted culling, perspective-correct textures, a fix for vertex wobble, modern twin-stick controls, keyboard and mouse, and an automatic save reload on death. Its author describes it as an AI-driven attempt and calls it playable from start to finish, with occasional issues.
You needYour own King's Field dump (PS1, North American edition SLUS-00158), as .cue/.bin or .chd.
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).
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.
You needAn Automobili Lamborghini ROM (N64, .z64).
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).
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.
You needYour own Mega Man X2 ROM (SNES, US version). Dumps with a 512-byte copier header are fine: it’s stripped automatically.
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).
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).
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.
You needYour own copy of AeroGauge (N64).
Hyrule Warriors: Definitive Edition
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.
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.
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.
Klonoa: Door to Phantomile
TechnicallyComputers/Klonoa-Door-to-Phantomile
Static recompilation of Namco’s 2.5D platformer, built on psxrecomp and recomp-ui. It runs standalone from the release zip, or it can be managed with RetComM Launcher, by the same author, which automates updates, builds, and the ROM and BIOS setup.
You needYour own Klonoa: Door to Phantomile disc image (US edition). It uses OpenBIOS unless you supply your own SCPH BIOS.
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.
Street Fighter EX Plus Alpha
guimaraf/plusalpha-recomp
Static/hybrid port of Street Fighter EX Plus Alpha, dedicated exclusively to the North American SLUS-00548 edition. The repository holds only source code and configuration; psxrecomp is included as a pinned submodule to keep the build reproducible.
You needYour own Street Fighter EX Plus Alpha disc image (SLUS-00548) and the SCPH-1001 BIOS.
Strider 2
strider973/STRIDER-2-Recompiled
Static recompilation of Strider 2 (SLUS-01163) built on psxrecomp and recomp-ui.
You needA Strider 2 disc image (PS1, SLUS-01163) and the SCPH1001.BIN BIOS.
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.
Crackdown
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).
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).
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.
You needA WCW/nWo Revenge ROM (N64, .z64).
Street Fighter EX2 Plus
strider973/Street-Fighter-EX2-Plus-Recompiled
Static recompilation of Street Fighter EX2 Plus (SLUS-01105), Arika’s 3D fighter, built on psxrecomp and the recomp-ui front end.
You needYour own Street Fighter EX2 Plus disc image (SLUS-01105, US edition).
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).
Gran Turismo 2
GTTeancum/OpenGTPS1
OpenGTPS1: an experimental Windows x64 port that statically recompiles both US discs: the Simulation disc (SCUS-94488, revision 2) and the Arcade disc (SCUS-94455). It boots through the original game flow, renders menus and videos, supports controllers and memory cards, and can take a purchased and upgraded car through full races, championships, and replays. Its native race renderer is designed so it can be ported to the original Xbox in the future.
You needYour own US Gran Turismo 2 disc images (Simulation, Arcade, or both).
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.
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.
You needYour own Sonic the Hedgehog 2 ROM (World version, Rev A or REV01). For online play, everyone needs the same recomp version.
Tomba! 2: The Evil Swine Return
mstan/Tomba2Recomp
Native recompilation of Tomba! 2 (US version) with psxrecomp, with 21:9 support and full-frame-rate OpenGL. Part of the R.A.I.D. ecosystem.
You needA disc image of Tomba! 2 (PS1, US version).
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.
Sonic the Hedgehog
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.
You needYour own Sonic the Hedgehog ROM (World version).
Castlevania (N64)
RevoSucks/CV64Recomp
Early work-in-progress recompilation of Castlevania (N64); it doesn’t build yet. A separate project from Legacy of Darkness.
You needA Castlevania ROM (N64, .z64).
Sonic 3 & Knuckles
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.
You needYour own ROM of each game you want to play: Sonic 3, Sonic & Knuckles, or both for the combined version.
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.
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.
⑂ 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.
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.
You needYour own copy of the PS3 version: you need to decrypt your EBOOT.BIN and lay out the game data.
BattleTanx: Global Assault
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.
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.
You needYour own copy of the Xbox 360 version, with its default.xex extracted.
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.
You needYour own Donkey Kong Country 2 ROM (SNES, US version 1.0).
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.
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.
Diddy Kong Racing
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.
You needA Diddy Kong Racing ROM (N64, US version 1.1).
Test Drive Unlimited
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).
Wave Race 64
chronic8000/WaveRace64Recompiled
Native Wave Race 64 port via static recompilation. Very early, and not playable yet.
You needA Wave Race 64 ROM (N64, .z64).
Beetle Adventure Racing
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.
You needA Beetle Adventure Racing ROM (N64, US version, .z64).
Tsumu Light
mstan/TsumuLightRecomp
Native recompilation of Tsumu Light (Japanese version) with psxrecomp, with an English translation patch. An obscure Japanese title.
You needA disc image of Tsumu Light (PS1, Japanese version).
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.
⑂ Fork of hedge-dev/XenonRecomp
Lost Odyssey
lawlietl4/LostOdysseyRecomp
Recompilation of Lost Odyssey (Xbox 360) with XenonRecomp, at an early stage.
You needYour own copy of Lost Odyssey (Xbox 360).
⑂ Fork of Zelda64Recomp/Zelda64Recomp
Mario Kart 64
SilverCard/MarioKart64Recomp
Recompiled port of the classic kart racer. The original repository (sonicdcer account) was deleted; this is one of the surviving mirrors.
You needA Mario Kart 64 ROM (N64, US version).
Mortal Kombat Trilogy
alexbeavs-ps1-ports/mortal-kombat-trilogy-recomp
Static recompilation of the US PS1 release with psxrecomp and the shared recomp-ui launcher, published as a release candidate for Windows, Linux, and macOS. The setup wizard takes your disc and BIOS, generates the code, and builds the game on your PC; on Windows it can download the build tools. Its README doesn’t say how far the game can be played.
You needYour own US disc (SLUS-00330, as a CUE with its files) and a European PS1 BIOS (SCPH-5502 or 5552), identified by its SHA-256. On Linux and macOS you need CMake, Ninja, Python 3, and a C/C++ compiler.
Rampage World Tour
sp00nznet/Rampage
Recompilation of the monster-rampage classic, playable at 60 fps. Audio isn’t implemented yet.
You needA Rampage World Tour ROM (N64, US version).
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).
Mortal Kombat 4
alexbeavs-ps1-ports/mortal-kombat-4-recomp
Static recompilation of the US PS1 release with psxrecomp and the recomp-ui launcher, with packages for Windows, Linux, and macOS. The launcher handles the disc image, the BIOS, saves, and building the game on your PC. Its README doesn’t say how far the game can be played.
You needYour own disc of the US release and an SCPH-1001 BIOS dumped from your console: OpenBIOS doesn’t work with this game.
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).
⑂ Fork of worleydl/Starfox64Recomp-uwp
Star Fox 64
YTReviveMe/Starfox64Recomp-uwp
Recompilation of the on-rails shooter. The original repository (sonicdcer account) was deleted; only a UWP fork survives.
You needA Star Fox 64 ROM (N64, US version 1.1, Rev A).
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).
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.
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).
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).
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).
Ridge Racer
RobGreenUK/Ridge-Racer-PS1-Recomp
Recompilation of Ridge Racer (US edition SCUS-94300) with its own renderer for Apple Silicon Macs and Windows 11 x64: higher resolutions, 4:3 and 16:9 output, perspective-correct textures, more visible scenery, and interpolated rendering at a frame rate you pick. The original game still drives physics, simulation timing, audio, and replays: raising the render frame rate doesn’t speed up the physics. There are no releases: you build it on your own machine. Its author states they developed it with OpenAI Codex, directing the work and playtesting it themselves.
You needYour own copy of Ridge Racer (PS1, SCUS-94300). It has to be built locally: no binaries are published.
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.
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.
Duke Nukem: Zero Hour
repo TBD
Recompilation of the N64 shooter (gyro aiming, 60 fps). The repository (sonicdcer account) was deleted and no mirror has been found; its current location is unknown.
You needA Duke Nukem: Zero Hour ROM (N64).
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.
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).
⑂ Fork of Zelda64Recomp · Majora's Mask
The Legend of Zelda: Ocarina of Time
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.