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.
- Type
- Recompiler
- Consoles
- Windows · DOS
- Author
- sp00nznet
- Stars
- 110
- Last activity
- 2026-10-30 · 1 day ago
- License
- MIT
- Language
- C
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Recompiled with this tool
6
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.
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.
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.
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++.
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.
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.