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BuildLauncher

Games: Duke Nukem 3D (DOS, 1996) · Blood → (DOS, 1997) · Duke Nukem: Zero Hour (N64, 1999) · Duke Nukem 64 (N64, 1997) · Ion Fury (Windows, 2019) · NAM (DOS, 1998) · PowerSlave (Windows, 1996) · Redneck Rampage (DOS, 1997) · Shadow Warrior (DOS, 1997) · TekWar (DOS, 1995) · WW2 GI (DOS, 1999) · Witchaven (DOS, 1995) · Witchaven II: Blood Vengeance (DOS, 1996)

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.

Type
Launcher
Consoles
Windows
Author
fgsfds
Stars
124
Last activity
2026-09-22 · 1 month ago
Latest version
1.19.0 · 2026-09-22
License
GPL-3.0
Language
C#
View repository ↗
first-person shootermods

Other projects for Blood

2

Recomps it can launch

11

Windows Playable

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.

★ 136 · 2026-10-28 View →
Windows Playable

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).

★ 134 · 2026-10-30 View →
Windows Experimental

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.

★ 76 · 2026-10-30 View →
Windows Playable

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.

★ 73 · 2026-10-30 View →
Windows Playable

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.

★ 48 · 2026-10-31 View →
Windows Experimental

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).

★ 43 · 2026-10-25 View →
Windows Fully playable

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.

★ 42 · 2026-10-30 View →
Windows Playable

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.

★ 14 · 2026-10-21 View →
Windows Experimental

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 →
Windows Experimental

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.

★ 2 · 2026-10-21 View →
Windows Playable

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.

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