Ports Launcher
Ports Launcher: a library manager and installer for unofficial native ports and recompilations, written in Rust with a Slint interface, for Windows and Linux, with an Android version. It works from a catalog (ports.json) its author maintains in the repository, with about 350 PC entries, mostly PS1, N64, and Xbox 360, plus a local one (ports.local.json) for adding your own. It installs with one click from GitHub or GitLab releases, or from a direct link, picking the right file for your system, and keeps each port updated, with the option to pick one of its latest releases instead. Each entry has a panel with its instructions, such as the files it needs from your copy and their CRC32 checksums, links to its website, its mods, the install folder, and the save folder, and optional presets. It keeps saves when uninstalling, exports every port’s saves to a dated .zip, tracks play time, can be driven entirely with a keyboard or an XInput controller, and has a fullscreen library mode in the style of Steam’s Big Picture, more than 100 color themes, optional Discord presence, and its interface in 20 languages. It’s portable: one executable plus a minimal copy of 7-Zip for extracting, with no installation. It’s published as a single rolling release whose file is replaced on every update. Its README says it was built together with Claude. It includes no game files; the box art comes from SteamGridDB. The repository also keeps a few extras the catalog installs, among them a build of zelda3 and a RIP-format patch for its zelda3_assets.dat that changes the game’s language.
- Type
- Launcher
- Author
- Nyaldee
- Stars
- 86
- Last activity
- 2026-10-30 · 1 day ago
- Latest version
- 10/28/26 · 2026-08-16
- License
- GPL-3.0
- Language
- Rust
Type and pick from the list; if it isn’t there, type it and press Enter. For a launcher, the games it installs; for a generic tool, leave it empty.
Catalog projects it installs
285
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).
Ship of Harkinian
HarbourMasters/Shipwright
Native port of Ocarina of Time based on the OoT decompilation and libultraship. Cross-platform (Windows, macOS, Linux, Switch, and Wii U). You supply your own ROM. 3 of its last 100 commits list Claude as a co-author.
You needA legal Ocarina of Time ROM (N64).
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.
OpenGOAL (Jak & Daxter)
open-goal/jak-project
It decompiles the GOAL code of the PS2 Jak & Daxter games and recompiles it to native x86-64. Jak 1 is polished, Jak 2 is in beta, and Jak 3 is a work in progress (v0.3.3). You supply your own PS2 copy.
You needYour own PS2 copy of the Jak trilogy (PAL, NTSC, or NTSC-J).
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).
Diablo / Hellfire (DevilutionX)
diasurgical/DevilutionX
DevilutionX: a port of Diablo and its Hellfire expansion for modern systems, built on Devilution, Diablo’s source code reconstructed by reverse engineering the executable, with help from the debug symbols of the Japanese PlayStation release and a debug build of the PC game. There are builds for Windows, Linux, and macOS, and for many other platforms too. It adds custom resolutions and aspect ratios, widescreen, high frame rates, full gamepad support, multiplayer over TCP/IP and ZeroTier (no port forwarding needed), a stash for storing items, and options such as picking up gold and potions automatically or showing monster health and experience bars, off by default, plus many fixes for bugs in the original. It’s translated into more than 20 languages and comes with modding tools. The latest release is 1.5.5 (October 30, 2025). Since May, 19 of its more than 12,000 commits list Claude as a co-author.
You needThe DIABDAT.MPQ file from your own copy of Diablo, from the CD or the GOG or Battle.net release; for the shareware portion, the free spawn.mpq is enough. For Hellfire, also hellfire.mpq, hfmonk.mpq, hfmusic.mpq, and hfvoice.mpq. With the GOG release installed on Windows, nothing needs copying. Plus Windows (XP included), Linux, or macOS.
The Elder Scrolls III: Morrowind (OpenMW)
OpenMW/openmw
OpenMW: an open-source open-world RPG engine, written from scratch, that lets you play Morrowind; main development and the issue tracker are on GitLab, and GitHub is a mirror. The main quests of Morrowind, Tribunal, and Bloodmoon can all be completed, and side-quest issues are rare; mods made for the original engine are hit and miss, because its script compiler checks for errors more strictly. It includes OpenMW-CS, a replacement for Bethesda’s Construction Set. It runs at any resolution, with an adjustable field of view, anisotropic filtering, a new water shader with reflection and refraction, a seamless terrain engine with distant terrain, normal, specular, and parallax maps, TrueType fonts, UI scaling, and controller support, and it removes limits of the original, such as the 255 content file cap. It also has a Lua scripting API for mods. Version 0.51.0 (June 19) lets modders create magic effects through that API, adds terrain vertex painting to the editor, and fixes many Lua-related crashes. One of its more than 39,000 commits, from July 28, lists Claude as a co-author.
You needYour own copy of The Elder Scrolls III: Morrowind, with Tribunal and Bloodmoon for their expansions; the launcher finds its files if the game is properly installed (under Wine too). Plus a 64-bit system: Windows 10 or later, macOS 14.8 or later (Intel or Apple silicon), or Linux.
Twilight Princess (Dusklight)
TwilitRealm/dusklight
Native port of Twilight Princess from the zeldaret/tp decompilation: HD, high frame rate, and texture packs (v1.0.1; formerly “Dusk”). You supply your own GameCube copy.
You needYour own dump of the Twilight Princess disc, GameCube (US, Japan, or Europe) or Wii (US revisions 0 and 2, Japan, or Europe); the Korean Wii disc isn’t accepted. With a Wii disc, the game uses the GameCube version’s interface. Either .iso or .rvz works.
3D Pinball for Windows – Space Cadet
k4zmu2a/SpaceCadetPinball
A decompilation of 3D Pinball for Windows – Space Cadet, the pinball game that came with Windows, turned into a native port. It starts from Windows XP’s pinball.exe, with its public PDB, and the 32-bit CADET.EXE from Full Tilt! Pinball: every function was decompiled with Ghidra and IDA, and the C pseudocode was turned into compilable C++. Version 2 replaced the Windows dependencies with SDL2, SDL2_mixer, and Dear ImGui, and runs on Windows, Linux, and macOS; it’s also on Flathub and Homebrew, and other authors have ported it to Switch, Vita, Wii, 3DS, and more. It adds a resizable window with scaled graphics, integer scaling, the high-resolution sprites from the Full Tilt data, gamepad support, and an option to switch between the two versions’ data. As for the 64-bit bug that killed the game (the ball stopped colliding), its author says they never found it: the decompiled code worked in 64-bit on the first try. Version 2.1.0 (October 16, 2023) focused on Full Tilt compatibility (collisions, multiball, three MIDI tracks) and added a hardware-accelerated ImGui renderer and experimental stereo sound; there have been no new commits since August 2024.
You needThe files from your own copy of 3D Pinball for Windows (the folder with PINBALL.DAT and its other files, from Windows XP for example) or of Full Tilt! Pinball, whose demo also works. Plus Windows (32- or 64-bit, XP included), macOS, or Linux (on Flathub, as distro packages, or built from source).
Super Mario Bros. Remastered
JHDev2006/Super-Mario-Bros.-Remastered-Public
A remake of and tribute to the original Super Mario Bros. games, with new levels, custom modes, extra characters, and a full level editor.
You needYour own ROM of the original Super Mario Bros. for the NES. The game checks it on start: you can pick it or drag it onto the window, or leave the .nes file next to the executable.
The Legend of Zelda: Breath of the Wild
Revivedx/SavageWindRecomp
Savage Wind Recomp: a still-in-development static recompilation of Breath of the Wild (Switch, version 1.8.2) into a native application for Windows and Linux, built on LAS Recomp. The README states the project is made almost entirely with AI (Claude, through Claude Code), directed, tested, and reviewed by a human. On first launch it asks for your already-extracted game and recompiles the code on your machine, about 40 minutes on a 12-thread CPU. Alpha 2 (October 22, 2026, a pre-release with a Windows package only) plays the opening in the Shrine of Resurrection and the Great Plateau at 60 fps, with sound, voices, HUD, saving, keyboard and mouse, native resolution up to 4K or FSR 1, and 15 text and 8 voice languages; nobody has played past the Great Plateau, so bugs are expected. DLC isn’t supported yet. Changes under testing live on the “test” branch.
You needYour own copy of Breath of the Wild for Switch with the 1.8.2 update, extracted from your console: the ExeFS (main, main.npdm, rtld, sdk, subsdk0) and the RomFS with the update applied. No DLC. Windows 10 or later with an AVX2 CPU and a Vulkan 1.3 GPU, plus about 35 GB of free space; the README also mentions x86-64 Linux.
SpaghettiKart
HarbourMasters/SpaghettiKart
Native port of Mario Kart 64 from the decompilation, with a built-in track editor. The decomp route to bringing Mario Kart 64 to PC. 10 of its last 100 commits list Claude as a co-author.
You needA Mario Kart 64 ROM (N64, US version, .z64).
UZDoom
UZDoom/UZDoom
UZDoom: a “feature-centric” port for all Doom engine games, a continuation of ZDoom and GZDoom, which adds an advanced renderer, dynamic lighting, 3D floors, extensive mod support, and modern OpenGL and Vulkan renderers. The code is released under the GPL v3 or later, with copyright held by id Software since 1993, Marisa Heit, Christoph Oelckers, and the GZDoom and UZDoom teams. It publishes builds for Windows (x86-64), macOS (ARM64), and Linux (x86-64 AppImage): the latest stable release is 5.0.3 (September 23), and there is a preview build from October 28.
You needThe WAD files from your own copy of whichever Doom engine game you want to play; the README doesn’t list them. Windows, macOS (Apple Silicon), or Linux.
P.T.
LoreanXavier/pt-pc
Native port of the 2014 teaser, and an unusual case for this catalog: it’s neither a recomp nor a decomp. The game logic was rewritten in C++ from the original’s behavior, with its own Vulkan renderer; everything else (levels, models, textures, sounds, scripts, and cutscenes) is read at run time from your own PS4 copy. It plays the whole teaser, from the first wake-up to the street, voice section included. Its author built it alone so that P.T. would keep existing somewhere other than the consoles that still have it installed.
You needYour own copy of P.T., as a folder dumped from your console or a PKG made from that dump. Tested with the US release CUSA01127. A store PKG won’t work: it’s encrypted for the console that bought it. Windows 10/11 x64 or Linux x86-64.
Starship
HarbourMasters/Starship
Native port of Star Fox 64 on libultraship. You supply a US 1.0 or 1.1 ROM. It’s the decomp-based sibling of the original recomp, which is now gone.
You needA Star Fox 64 ROM (N64, US version 1.0 or 1.1 Rev A).
Uncharted: The Nathan Drake Collection (Supermedo)
Supermedo/uncharted_pc
Uncharted 1, 2, and 3 from the PS4 collection running natively on Windows 10 and 11. It’s the same idea as the author’s Bloodborne port: the original game code runs directly on the PC and the graphics are translated to Vulkan. All three games launch from one launcher, at 60 fps like on PS4 or at 120 (higher is experimental), with TAA, FSR 3.1, FSR 4, or DLSS anti-aliasing, frame generation, and keyboard, mouse, and controller together, all remappable. Known problems remain, mostly in Uncharted 3. 59 of its last 100 commits list Claude, Copilot or Cursor as a co-author.
You needYour own decrypted dump of the collection (CUSA02343, CUSA02320…: the folder with eboot.bin and the data for all three games). Plus 64-bit Windows 10 (1903 or later) or 11 and a Vulkan 1.3 graphics card with at least 6 GB of video memory.
⑂ Fork of n64decomp/perfect_dark
Perfect Dark (N64)
perfect-dark-pc-port/perfect_dark
Cross-platform native port of Perfect Dark from the decompilation: mouselook, widescreen, and high frame rate. You supply your own ROM.
You needA Perfect Dark ROM (N64; US version 1.1, “ntsc-final,” recommended).
Celeste 64: Fragments of the Mountain
EXOK/Celeste64
The source code of Celeste 64: Fragments of the Mountain, the 3D platformer the original Celeste team made in under two weeks for Celeste’s sixth anniversary and released for free in January 2024. Its makers compare it to a weekend game jam entry, built with libraries mostly intended for 2D games: it’s written in C# with Foster and SDL3, its levels were made in TrenchBroom, its models in Blender, and its textures in Aseprite, and its audio uses FMOD. The repository holds the whole game: the code, under the MIT license, and all of the content (models, textures, maps, audio, and text), which still belongs to Maddy Makes Games, though its makers allow it to be used in non-commercial mods, levels, and fan games as long as it’s clear they didn’t make them. GitHub has builds for 64-bit Windows, Linux (x64, ARM64, and ARM32), and macOS (Intel and Apple silicon); the latest is 1.1.1 (February 6, 2024). Since then the code has moved to SDL3 and .NET 10, reached version 1.2.0 in August 2026, and in September gained camera inversion options and a language selector with Korean and German translations.
You needNo copy needed: the game is free, and its makers publish the whole game, with all of its content, on GitHub and itch.io. To play, 64-bit Windows 10 or later, Linux with glibc 2.35 or later (x64, ARM64, or ARM32), or macOS Monterey or later (Intel or Apple silicon); to build it, .NET 10.
The Legend of Zelda: Tears of the Kingdom (valentderah)
valentderah/totk-pc-recomp
A static recompilation of The Legend of Zelda: Tears of the Kingdom into a native Windows x86-64 application. The installer builds the game on your PC from your files, and the result contains the game, so it is for your own use only. The README describes it as early development: it is playable on Windows, but visual bugs and crashes are expected. It supports updates 1.2.1 and 1.4.3 with saves that carry over between them, 60 fps by default (up to 144 or the monitor’s refresh rate, experimentally), custom resolutions with supersampling and AMD FSR 1, keyboard, mouse, and gamepad with gyro, and shaders prepared at install time. The first release came out on October 29. On the 31st, 0.1.9 added ultrawide resolutions and 0.2.1 a native Linux build as an AppImage, with Steam Deck defaults that haven’t been measured on one yet; mods made for emulators are still planned. 66 of its last 100 commits list Claude as a co-author.
You needYour own copy of The Legend of Zelda: Tears of the Kingdom for Nintendo Switch, dumped from your console: the base game and the 1.2.1 or 1.4.3 update. Windows 10 or later, an x86-64 CPU with AVX2, a GPU with Vulkan 1.3 and VK_EXT_external_memory_host, and about 36 GiB free during setup (20 GiB after).
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.
Skate 3 (skate3recomp)
mchughalex/skate3recomp
Playable native port of Skate 3 for Windows, Linux, and macOS (v1.0.4): about 165 fps at 4K on an RTX 4090. It supersedes portingpete’s earlier attempt.
You needYour own Skate 3 ISO (Xbox 360). The game downloads Title Update 3 by itself and checks it before using it. DLC is optional and comes from your own copy.
Shadow of the Colossus (AjncSystem)
AjncSystem/ShadowOfTheColossus-PC
Native Windows port of Shadow of the Colossus for PS4, Bluepoint’s 2018 remake: the game’s own x86-64 code runs directly on the PC’s CPU, and the PS4 GPU is translated to Vulkan. It isn’t a full emulator but a loader with the system functions the game needs, in the style of the Bloodborne Windows port. It comes with a launcher with a game library and display and control options; keyboard and controller at the same time, with mouse camera; a 60 fps mode, 16x anisotropic filtering, a PS4 Pro mode, and output up to 4K. Its author ships fixes almost daily, and there are still known issues, for example on AMD graphics cards. 64 of its last 100 commits list Claude as a co-author.
You needYour own dump of the PS4 version: the European 1.01 (CUSA08809) or the US 1.00 (CUSA08034), the two where the 60 fps and 16x filtering patches work; other versions run at 30 fps and, for sound, two system modules from your own console (libSceNgs2.sprx and libSceUlt.sprx). Plus 64-bit Windows 10 or 11 and a Vulkan 1.3 graphics card.
Animal Crossing (ACGC-PC-Port)
flyngmt/ACGC-PC-Port
Unofficial native PC port of Animal Crossing (GameCube) from the ac-decomp decompilation: 4K, high frame rate (60 to 960 fps), Dolphin texture packs, and GCI saves. US version only.
You needYour own copy of Animal Crossing (GameCube, US version).
Super Mario 64 (sm64coopdx)
coop-deluxe/sm64coopdx
Online play for the Super Mario 64 PC port: it syncs every enemy and every level for up to 16 players, who share the same world at the same time. It’s the official continuation of djoslin0’s sm64ex-coop, maintained by the Coop Deluxe Team, with a Lua modding API behind community mods such as Day Night Cycle DX. There are Windows, macOS, Linux, and SteamOS builds, with an automatic updater.
You needYour own Super Mario 64 .z64 ROM: drag it onto the game window the first time.
Driver 2
OpenDriver2/REDRIVER2
REDRIVER2: the PlayStation game fully disassembled and translated by hand from MIPS back to C, with no emulation (only the memory card menu was left out). Function, variable, and type names come from the debug symbols (.SYM) of the Italian and Spanish releases, worked through in Ghidra and, where that fell short, by hand in IDA. It runs on Windows and Linux on Psy-Cross, the team’s own layer that reimplements the PlayStation libraries with OpenGL, SDL2, and OpenAL, with precise vertex transformation and a Z-buffer. It has been fully playable since September 2020. It fixes bugs from the original, improves the cop AI, and restores things that didn’t work or were left unfinished, such as the Las Vegas monorail, exhaust smoke, birds, and the multiplayer cameras. It adds cutscene subtitles, longer draw distance, adjustable field of view, a widescreen-aware HUD, dynamic street lights, high-resolution fonts, automatic campaign saving, and texture and car model replacement. Version 8.0 (July 2) was released as a stable release candidate.
You needYour own two Driver 2 PlayStation CDs, dumped as ISO or BIN/CUE, from a supported release: European English (SLES-02993 and SLES-12993, 1.0 or Platinum 1.1) or US (SLUS-01161 and SLUS-01318, 1.0 or Greatest Hits 1.1). Plus Windows or Linux and Java, used to convert the movies and XA audio from your discs; on Windows, a separate launcher installs the game from the two images.
Mario Kart Wii (Wiicompiled)
patchzyy/Wiicompiled
Native port of Mario Kart Wii via static recompilation: no emulator, no interpreter or JIT, and no PowerPC code at run time. In beta.
You needYour own legally dumped copy of the PAL version.
The Legend of Zelda: The Wind Waker HD
ZeldaWWHDRecomp/ZeldaWWHDRecomp
Static recompilation of the Wii U version, separate from the GameCube Wind Waker recomp already in the catalog. It runs natively on Apple Silicon macOS, Linux, Windows, and ARM64 Android: the PowerPC code is translated to C ahead of time, the Cafe OS libraries the game uses are reimplemented natively, and GX2 graphics go straight to Metal on macOS or Vulkan elsewhere. No Cemu runtime and no GPU command emulation. 98 of its last 100 commits list Claude or Codex as a co-author.
You needYour own copy of The Wind Waker HD (Wii U, US edition).
Dungeon Keeper (KeeperFX)
dkfans/keeperfx
KeeperFX (Dungeon Keeper Fan eXpansion): a fan-rewritten version of Dungeon Keeper that fixes, enhances, and modernizes the game. Tomasz Lis (Mefistotelis) started it in April 2008 as a DLL made from the Dungeon Keeper Gold executable, whose code was gradually decompiled and rewritten; on December 28, 2022, the last parts of the original code were rewritten and KeeperFX became a program of its own, with no DLL. It adds higher resolutions, higher frame rates with graphics decoupled from game logic, modernized controls and controller support, many bug fixes, improved AI, online multiplayer, and new campaigns, maps, creatures, and traps, plus many mapmaking and modding options, with Lua scripting. It’s available in 17 languages, some of them partial. Version 1.4.0 (July 4) reworked multiplayer: it lists open lobbies, supports up to four players, copes with high ping, and needs no port forwarding. According to its wiki, GOG also offers it as a “One-click Mod.” Also according to its wiki, the complete package includes some of the original Dungeon Keeper data, many of those files modified or remade. Two of its commits, from August 2025, say Claude Code named previously unnamed fields.
You needA few files from your own copy of Dungeon Keeper: from the original CD (English or multilingual, Dungeon Keeper Gold included) or the GOG, Steam, or EA release. The launcher copies them on its own; there are 16 of them (palettes, the two slab files, and three sound banks). The Deeper Dungeons add-on alone doesn’t have them. Plus Windows 7, 10, or 11; the web installer needs Windows 10 or later.
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).
inFAMOUS Second Son (HayatoG)
HayatoG/iss_pc
A native Linux and Windows port of the US PS4 release (CUSA00223, base game 1.00 with the 1.07 update): the original code runs directly on the CPU, the PS4 system is reimplemented, and the GPU is translated to Vulkan. It shares its core with the same author’s ports of The Last Guardian and Gravity Rush 2. It’s playable: it boots, reaches gameplay, and gets through the first chapters, with climbing, powers, cutscenes, saves, its own audio with no firmware files, and SDL3 controllers. The DualShock 4 or DualSense gyro works, and on other controllers or the keyboard a sensor mode acts as the spray can for the graffiti. Performance is still uneven, 20–30 fps on an RTX 2060, and some fog, water, and fire effects flicker. It has a launcher in Portuguese and English with mods and cheats, save backups, and experimental fixes you can turn on one by one. 72 of its last 100 commits list Claude or Codex as a co-author.
You needYour own dump of the US release of inFAMOUS Second Son for PS4 (CUSA00223), with base game 1.00 and the 1.07 update in one folder, taken from your console; no firmware files are needed. Plus 64-bit Windows 10 (1903 or later) or 11, or x86-64 Linux (glibc 2.39 or later), a Vulkan 1.3 graphics card (6 GB of VRAM recommended), and about 33 GB of free space.
Quake II (Yamagi Quake II)
yquake2/yquake2
Yamagi Quake II: an enhanced client for id Software’s Quake II with a focus on offline and co-op play. Gameplay and graphics are unchanged, but it fixes many bugs of the last official release and adds widescreen support, reliable high frame rates, a modern OpenAL-based sound backend, modern game controller support, and an OpenGL 3.2 renderer. It builds on Icculus Quake II, which itself derives from Quake II 3.21, is fully 64-bit clean, and is released under the GPL v2. Officially supported systems are FreeBSD, Linux, and Windows; macOS and other Unix-like systems have community support. The official add-ons (The Reckoning, Ground Zero, and CTF) and the Remaster variant live in their own repositories. Official releases are published on its homepage, and its continuous integration builds unsupported binaries on every commit.
You needThe files from your own copy of Quake II; the README points to the project’s documentation for installation. Windows, Linux, or FreeBSD (macOS with community support).
The Legend of Zelda: The Minish Cap
zeldaret/tmc
An ongoing decompilation of The Legend of Zelda: The Minish Cap, which aims to recreate a source code base for the game from scratch, using information found inside the game along with static and dynamic analysis. It can build the US, Japanese, and European ROMs and the US and Japanese demos, checked by SHA-1. The repository includes no assets: a prior copy of the game is needed to extract them. The README warns that the work is in progress, that some parts of the ROM can’t be shifted yet, and that the code can change drastically. Progress is tracked at zelda64.dev. The latest activity was on September 27.
GoldenEye 007 XBLA (SunJaycy)
SunJaycy/GoldenEye-Recomp
Native port of the canceled XBLA GoldenEye remaster (v1.0, June 2026): controller support, online multiplayer, post-processing, and 60 fps.
You needYour own GoldenEye 007 XBLA game files (Xbox 360).
CannonBall
djyt/cannonball
OutRun engine rewritten from scratch by Chris White: not a recomp or a decomp, but a reimplementation of the 1986 arcade game that reads the data from the original ROM. It’s the root of a family of forks: CannonBall-SE (J1mbo) adds CRT shaders and Raspberry Pi support, and CannonBall DX (Endprodukt) focuses on racing wheels, force feedback, and 21:9 cabinets.
You needYour own OutRun arcade ROM.
Mario Party 4 (marioparty4)
mariopartyrd/marioparty4
Work-in-progress decompilation in which both US versions already build fully identical to the original, though almost everything outside the game engine remains undocumented. The European and Japanese versions are deliberately on hold: they involve a lot of repetitive work that will be far easier once there is tooling to carry splits and symbols between versions.
Super Mario 64 (Ghostship)
HarbourMasters/Ghostship
Ghostship: Harbour Masters’ port of Super Mario 64. It includes no copyrighted assets; you supply your own ROM.
Blue Dragon
zolaware/reblue
“re:Blue,” a static recompilation of Mistwalker’s JRPG, built with the ReXGlue SDK. It reached 1.0 on August 27, 2026, and is now at 1.3.1 (October 5). A setup wizard copies the game from the images of its three discs, and from there it offers up to 4K at aspect ratios from 4:3 to 32:9, up to 8x MSAA, an unlocked or capped frame rate, saving anywhere from the camp menu, a field-of-view setting, native keyboard and mouse, a mod manager, and the official DLC. There are builds for Windows (DirectX 12), Linux (x86-64 and ARM64, Steam Deck included), and Apple Silicon macOS, with menus in English, French, German, Italian, and Spanish.
You needImages of all three discs from your own copy of Blue Dragon (Xbox 360), global release (US and Europe); support for the Japanese and Asian release is coming.
Black (TGP482)
TGP482/BLACK-XBERecomp
A native Windows port of the Xbox version, built with XboxXBE-Recomp, the same author’s static recompilation tool. On first launch it compiles the game’s code for your machine. It replaces the original 640×480 with your monitor’s resolution and adds a 20–200% render scale, a 45–140° field of view, frame rates beyond the Xbox’s 30 fps cap, HDR, up to 8x MSAA and SMAA, ambient occlusion (SSAO or GTAO), and up to 16x draw distance. It has keyboard and mouse with raw input and rebindable controls, and SDL3 controller support with gyro aiming. V2 (October 18) added a controller options page and put every option page in the pause menu.
You needThe files from your own copy of Black for Xbox, US or European release, as an ISO or extracted. Plus 64-bit Windows 10, a CPU with SSE4.2, and a Direct3D 12 graphics card. Building it requires the US release’s default.xbe.
Driveclub (OverkillLabs3)
OverkillLabs3/driveclub-recomp
DriveClub Recomp: despite the name, it isn’t a recompilation. The original x86-64 code of PS4 version 1.28 runs directly on the CPU, the PS4 system libraries are reimplemented, and GPU commands are translated to Vulkan, the way Wine and DXVK work. It’s playable on Windows from the menus through races, photo mode, and saves, at about 60 fps at 4K in the heaviest scenes on its test PC. Since 0.2.0 it replaces the game’s anti-aliasing with DLAA or FSR 3.1. It supports keyboard, any gamepad, and steering wheels with force feedback, pedals with a clutch, and an H-pattern shifter. It offers output from 720p to 8K, ultrawide with a field-of-view fix, an unlocked frame rate at normal game speed, a mods folder, and a benchmark in the launcher. DLC content can be unlocked from your own files. Online features don’t work. 2 of its 85 commits list Claude as a co-author.
You needYour own Driveclub PS4 dumps: the 1.28 update (with eboot.bin) and the base game (with game000.dat). It’s tested with the US release (CUSA00093) and also accepts the European one (CUSA00003). Plus 64-bit Windows 10 or 11, an Intel Haswell, AMD Excavator, or Ryzen CPU or newer, a Vulkan 1.3 graphics card, and about 40 GB of free space.
Dante's Inferno
florinp93/hells-gate-recomp
Native PC port of Dante's Inferno (Xbox 360) by static recompilation with the ReXGlue SDK: the PowerPC XEX executable is translated to portable C++ and runs on D3D12 on Windows or Vulkan on Linux, with no emulation and no JIT at run time. 4 of its last 100 commits list Claude, Cursor or Devin as a co-author.
You needYour own copy of Dante's Inferno for Xbox 360.
Crash Team Racing Nitro-Fueled (GetLostIn)
GetLostIn/CTR-NitroFueled-PC
A Windows port of Crash Team Racing Nitro-Fueled for PS4, from the same family as the Bloodborne one: it’s the Windows fork of SacredFire, T3CHNOLOG1C’s native Linux port, whose original repository is no longer available. As in bbport, which it starts from, the game’s x86-64 code runs directly on the CPU, a small runtime replaces the PS4 system libraries, and a renderer derived from shadPS4 translates the GPU work to Vulkan; the Windows layer comes from Supermedo’s port. The author calls it playable: menus, Adventure and Arcade, races with sound, cutscenes, controllers and keyboard, saving, split screen, the community patches (60 fps, no motion blur), and DLC from your own packages. It renders from 480p to native 4K with AMD FSR 1, 3.1, and 4 or NVIDIA DLSS, has FSR 3 frame generation, an FPS limit of up to 240, and 21:9 and 32:9 with a centered HUD, and its launcher handles controllers and turns trophies into achievements. Online features are stubbed, so the game runs offline. Its author states it was made with the help of Claude. Version 0.4 (October 19) added the European edition.
You needYour own decrypted PS4 dump of Crash Team Racing Nitro-Fueled, as folders (from your console or extracted with PS4 PKG Tool): the base game (01.00) and the 1.21 update, from the US edition (CUSA13795) or, since 0.4, the European one (CUSA14876); both builds of 1.21 (for firmware 5.05 and 6.72+) work. DLC is optional, from your own .pkg files. Plus 64-bit Windows 10 (1903 or later) or 11 and a Vulkan 1.3 graphics card. No game files are included.
Sonic 3 & Knuckles (Sonic 3 A.I.R.)
Eukaryot/sonic3air
Sonic 3 A.I.R. (Angel Island Revisited): a fan-made widescreen remaster of Sonic 3 & Knuckles. It runs on the Oxygen Engine, its own engine that emulates the parts of the Mega Drive hardware the game needs, and the game logic is rewritten function by function in lemonscript, the same author’s scripting language, from the original’s 68000 code: about 7 MB of scripts in the repository, each function marked with its ROM address. Graphics, levels, and sound are read from your ROM. It adds widescreen, upscaling filters (xBRZ, HQ3x, and HQ4x), Time Attack, Competition mode, the Blue Sphere minigame on its own, Act Select, achievements and unlockable secrets, new moves such as the drop dash, controller rumble, and an experimental mode, Ghost Sync, that shows other players connected to a server. It supports mods, which can bring their own scripts, with documentation and a dev mode. SpinnRG’s remastered soundtrack is downloaded from the options menu. There are builds for Windows and Linux; the macOS one is published by Sappharad. The latest stable release is v26.03.28.0 (March 28), which added a file browser for importing mods, more skippable cutscenes, and pause and Act Select menus written in scripts, and test builds have followed since, the latest on August 15. The repository also includes, from the game and the series, music from the Sonic 3 prototype, the Sonic 1 and Sonic 2 boss themes, Sonic 2’s Super Sonic theme, and Sonic CD’s peel-out sounds.
You needA compatible ROM from your own copy of Sonic 3 & Knuckles, such as the one from Sonic 3 & Knuckles on Steam (part of SEGA Mega Drive & Genesis Classics), which is no longer sold. Plus Windows (32- or 64-bit) or Linux; on macOS, Sappharad’s build.
Super Mario World (snesrev)
snesrev/smw
smw: a reverse-engineered reimplementation of Super Mario World in C, by the author of zelda3. It reimplements every part of the original game and is playable from start to end. It also reimplements part of what the Lunar Magic level editor adds to ROMs, so it accepts some ROMs edited with it; mods that use ASM hooks don’t work, except wall jump. It uses LakeSnes’s PPU and DSP, with many speed optimizations, and while you play it runs an emulated version and compares RAM every frame; on a mismatch it saves a snapshot to send to the authors. It has snapshots that keep the input history so playthroughs can be replayed, turbo mode, two gamepads, and OpenGL output with shaders. The same repository holds Super Mario Bros. and The Lost Levels, reimplemented from Super Mario All-Stars: with your ROM of that game they’re extracted and played with the same program. Version 0.1 (August 16, 2023) includes a Windows executable that patches your ROM at startup; if you build it yourself, the assets are extracted once and the ROM is no longer needed.
You needYour own unheadered US Super Mario World ROM (smw.sfc, SHA-1 6B47BB75D16514B6A476AA0C73A683A2A4C18765). For Super Mario Bros. and The Lost Levels, your US Super Mario All-Stars ROM, the one without Super Mario World (SHA-1 c05817c5b7df2fbfe631563e0b37237156a8f6b6), and Python with zstandard. The 0.1 executable is for Windows; to build it, SDL2 and Python, with TCC, MSYS2, or Visual Studio on Windows, or make on Linux and macOS.
Dragon Ball Z: Budokai Tenkaichi 3
z3xox/Tenkaichi3Decomp
Native PC port built on BT3-Decompiled, the matching decompilation of the US release (SLUS-21678): it’s the game’s own code compiled for PC, with a new renderer, sound, and input layer underneath, not an emulator. The whole loop works (boot, opening movie, menus, saving, fights, and split screen), with a Vulkan renderer that keeps the PS2’s effects (outline, glow, depth tint, and distance blur), each one toggleable, plus an OpenGL 3.3 fallback. Internal resolution from 1x to 8x, and widescreen up to 21:9 and beyond without stretching the fights.
You needYour own disc image of the US release (SLUS-21678). The repository holds no game data: setup reads it from your disc and it stays on your machine.
⑂ Fork of PrimeDecomp/prime
Metroid Prime
Odrannnn/MetroidPrimePort
Native Linux, Windows, and Android port compiled straight from the source decompiled by PrimeDecomp, which has its own catalog entry, and rendered through Aurora on SDL3 and WebGPU. No emulator involved. It adds 4:3, 16:9, or window-following widescreen, with the HUD spread to the edges and the menus, pause, and map screens aspect-corrected.
You needYour own Metroid Prime disc image (GameCube, GM8E01_00, US version 1.00).
The Legend of Zelda: Ocarina of Time 3D (TriAevum)
coccofresco/TriAevum
TriAevum: an ahead-of-time static recompilation of the 3DS remake, with its own NRI/Vulkan renderer, a single-screen interface, and graphics options. It doesn’t recompile the N64 original but Grezzo’s version. It leans on code from mature projects (Azahar, Ship of Harkinian, NRI), and its author states that the TriAevum-specific work is entirely AI-assisted, under human direction. In alpha.
You needYour own Ocarina of Time 3D ROM (European or US version), decrypted and in .3ds or .cci format. Windows x64 and a Vulkan-capable GPU.
Fable II (himdo)
himdo/Fable-2-Recomp
Recompilation of Fable II on the ReXGlue SDK: the PowerPC code is translated to C++ at build time. A separate project from the other Fable II recomp already in the catalog, which uses XenonRecomp. Its author says they started it to gauge what a local, open-source AI (Qwen3) could do, that it got the game booting within an hour, and that the rest was human trial and error until it could be completed. It adds an uncapped frame rate, keyboard and mouse support, and Lua scripting. 15 of its last 100 commits list Claude as a co-author.
You needYour own copy of Fable II for Xbox 360 (US or European GOTY edition, title 4D5307F1).
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).
⑂ Fork of GetLostIn/CTR-NitroFueled-PC
Crash Team Racing Nitro-Fueled (Ryu7w7)
Ryu7w7/OCTR-NitroFueled-PC
An online-play fork (OCTR) of CTR-NitroFueled-PC, the Windows build of SacredFire, T3CHNOLOG1C’s native Linux port. The game’s x86-64 code runs directly on the processor, a small runtime replaces the PS4’s system libraries, and a renderer derived from shadPS4 translates the GPU work to Vulkan. It adds public races, private rooms, groups, friends, and the Pit Stop through the community RyuNET server, with your own nickname and Discord invites. The README states the Windows status as playable: menus, Adventure and Arcade, races, sound, cutscenes, controllers, saving, the community patches (60 FPS, no motion blur), and the game’s DLC from your own packages. Version 0.7.1 (October 29) is the latest release; 0.7 added native Vulkan (experimental). 88 of its last 100 commits list Claude as a co-author.
You needYour own dump of Crash Team Racing Nitro-Fueled for PS4 (CUSA13795, v1.21) and its 1.21 update, in either build: the one for firmware 5.05 (the reference) or the one for 6.72 and later; its documentation also covers loader support for the European package CUSA14876 01.21. DLC is optional, from your own packages. Windows 10 or 11, or Linux.
⑂ Fork of doldecomp/melee
Super Smash Bros. Melee (melee-pc)
999sian/melee-pc
Native Melee port (NTSC-U 1.02) built from the doldecomp/melee decompilation on aurora (a GX compatibility layer with a WebGPU backend) and SDL3. By the same author as Project Picori. It’s in declared beta: it ships LAN play, internet friend codes, and best-of-three matchmaking, with rollback netcode still in development. The decompiled game code isn’t licensed; only the port code is (GPL-3). 18 of its last 100 commits list Claude as a co-author.
You needYour own Super Smash Bros. Melee disc image (NTSC-U 1.02). No game data is distributed.
Donkey Kong 64
Rainchus/Donkey-Kong-64-Recompiled
DK64 Rekongpiled: a static recompilation of the US release, built with N64Recomp and with RT64 as its renderer. It isn’t based on the decompilation, though it uses its headers and some functions for its patches. It runs at any frame rate (your monitor’s by default) without changing game speed, and at any aspect ratio, ultrawide included, with an option to keep the HUD at 16:9. It adds in-game settings menus you can use with mouse, controller, or keyboard, longer draw distance, mouse and gyro aiming, adjustable deadzone and axis inversion, near-instant loading, and low input lag. It supports mods and texture packs, with an in-game page to discover mods. It fixes the bug that kept Hideout Helm medals from being collected if you left without picking them up, and since modern performance changed some timings, it slows down the second Fungi Forest rabbit race and the harder Krazy Kong Klamour so they stay fair. There are builds for Windows, Linux (also as a Flatpak and for ARM64), and Apple silicon macOS. 1.0.0 came out on August 29 and the latest, 1.0.3, on September 30.
You needYour own US 1.0 Donkey Kong 64 ROM for N64; if it isn’t a .z64 it’s converted automatically, and no other ROM is accepted. Plus a graphics card with Direct3D 12.0 (Shader Model 6) or Vulkan 1.2 (at least a GeForce GT 630, Radeon HD 7750, or Intel HD 510) and a CPU with AVX.
Monster Hunter Portable 3rd HD
TeamGDB/Yakumo
Yakumo: a native port by static recompilation, with Vulkan and SDL3. The game’s PSP code is translated ahead of time into C++, compiled for your machine, and run on a reimplementation of the PSP system software. Its README is emphatic in both directions: it isn’t an emulator, since there’s no interpreter or JIT at its core, and it isn’t a decompilation either. On YouTube, Video Game Esoterica covered it as the first 100% complete PSP recomp. 66 of its last 100 commits list Codex as a co-author.
You needThe files from your own copy of Monster Hunter Portable 3rd HD Ver. (NPJB-40001). The installer checks your copy and accepts only the original release.
⑂ Fork of pmret/papermario (Paper Mario DX)
Paper Mario (PaperBoat)
HarbourMasters/PaperBoat
Paper Mario 64 port by Harbour Masters, the Ship of Harkinian team, built on the Paper Mario DX decompilation. It’s a decomp port, not a static recompilation, unlike the other Paper Mario project in the catalog, which does recompile the binary. A compatibility checker lets you verify your dump is supported before you start.
You needYour own copy of Paper Mario (N64, US version; SHA-1 3837f44cda784b466c9a2d99df70d77c322b97a0).
Banjo-Kazooie (Lighthouse)
HarbourMasters/Lighthouse
Harbour Masters’ port of Banjo-Kazooie, from the Ship of Harkinian team. It ships no copyrighted assets. Its README says the project has used AI assistance for information gathering, particularly when the decomp documentation was younger, and accepts AI-assisted contributions within HarbourMasters’ policy.
Super Smash Bros. (BattleShip)
JRickey/BattleShip
Port of the N64 Super Smash Bros. to PC, Mac, and Linux, with full modding support.
Super Mario Galaxy (Nebula)
keepvaibin/nebula
Nebula: a static recompilation of Super Mario Galaxy for Windows, with macOS and Android planned. The installer translates the game’s PowerPC code to C++ and compiles it on your PC from your own copy, so the download contains nothing from Nintendo; the runtime renders with Direct3D 12. It supports 4:3 to 32:9, internal resolution up to 16x, keyboard and mouse, Xbox controllers, and the Switch and Switch 2 Pro Controllers, which aim with the gyro. It’s playable from the start, but the author still calls it a work in progress: some areas drop below 60 fps on weaker hardware, and bugs remain.
You needYour own copy of the US version (RMGE01, revision 0) as an ISO, RVZ, or extracted folder, plus 64-bit Windows 10 or 11, a Direct3D 12 graphics card, and an internet connection for the first install.
⑂ Fork of sp00nznet/burnout3
Burnout 3: Takedown (xenophobentx)
xenophobentx/takedawn
Takedawn: native Mac, Windows, Linux, and Steam Deck port by static recompilation. The original Xbox x86 executable is translated to C and compiled for x86-64 and arm64, and a runtime draws the NV2A graphics commands with Metal or Vulkan. Adds render scale up to 4x, a widescreen HUD fix, ultrawide, your own music, and 5.1 surround.
You needYour own copy of the North American (NTSC-U) Xbox disc. The project ships no game files.
⑂ Fork of nathanialf/ico
ICO
nathanialf/ico-pc
Native port of the PS2 ICO to Windows, Linux, the Steam Deck, 64-bit ARM handhelds, and Android, built on the same author’s decompilation, which is also in the catalog. It runs the game’s own code, so it plays and sounds like the PAL original. The extras (sharper picture, widescreen, smoother motion) stay off until you turn them on, and the frame rate is only locked to the PS2’s if you pick Original.
You needYour own copy of the PAL ICO disc. The game isn’t included in the repository or in the downloads.
Nanosaur
jorio/Nanosaur
A port of the Nanosaur source code that Pangea Software released in 1999, updated for macOS, Windows, and Linux with Pangea’s permission. To carry it over, the author wrote Pomme, a partial reimplementation of the Macintosh Toolbox API; the first release rendered with a fork of Quesa (an implementation of QuickDraw 3D) and since 1.4.2 it has its own renderer. It adds arbitrary resolutions and fixes gameplay bugs without changing the game’s design. Unlike almost every project in the catalog, the repository includes the Data folder with the game’s audio, models, images, and movies, released by its owner. The code is licensed CC NC-BY-SA 4.0. The latest version is 1.4.4 (February 5, 2023), with packages for macOS, Windows, and Linux (x86-64 and ARM64 AppImages).
You needNo copy of the game is needed: the data comes with the port, released by Pangea Software. Just macOS, Windows, or Linux.
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.
Tekken 6 (Ekspym)
Ekspym/Tekken6-native-online
Tekken 6 Native Online: Tekken 6 for Xbox 360 recompiled for Windows, with no emulator, rollback netcode (on the GGPO principle), and an online lobby in the launcher. The launcher checks your disc image, copies the game data, translates the game’s code from your copy, and compiles it on your PC in about 3 to 10 minutes, depending on the CPU. It’s built for online matches: the game starts straight into the fight, the first player to win three rounds takes the match, and there’s MMR-based ranked matchmaking, a leaderboard, a history of your last 100 matches, and custom character looks. Since 2.3.2 it has a practice mode, and 2.3.4 (October 20) added Tekken 8-style frame data and the move list. The launcher updates itself, and most updates don’t require rebuilding the game. The source code is published in a separate repository (Ekspym/tekken6-native-online-source), without the full history: each release is added as one commit. Its author credits mahmoud-mess’s Tekken 6 recompilation for faster recompiled code. 3 of its 4 commits list Claude as a co-author.
You needYour own Tekken 6 Xbox 360 disc image, the USA and Europe release, revision 1 (.iso or the extracted disc folder); the launcher refuses other versions. Plus 64-bit Windows 10 or 11, a DirectX 12 graphics card, and about 10 GB of free space (6.7 GB of game data plus the build). Both players must use the same version.
Crash Team Racing (ctr-native)
CTR-tools/ctr-native
Native port that came out of the Crash Team Racing decompilation project, by the CTR-tools team.
Gran Turismo 4
moesuito/gt4-staticrecomp
A static recompilation of Gran Turismo 4 (NTSC-U) for Windows x86-64: the game’s code is translated ahead of time into C++ and compiled to native code, including every VU1 and VU0 microprogram, and the PS2 hardware is reproduced in software. It is what the README calls a hybrid recompilation: the image goes out through Vulkan with PCSX2’s GSdx renderer in a separate process, which the launcher downloads, while an in-house one (CoreGS 2.0) is in development. It advertises a locked 60 FPS at 100% game speed in the scenes it tests, 1080p by default and up to 8K, widescreen and ultrawide, custom texture packs, a crash-safe memory card, and gamepads through SDL3. It ships an installer and a launcher that set the game up from your disc. Version 1.3.0-rc6 (October 26) is a test build; 1.2.5 is from the same day. 51 of its last 100 commits list Claude as a co-author.
You needYour own .iso image of Gran Turismo 4 USA v2.00 (SCUS-97328). 64-bit Windows 10 or 11, a processor with SSE4.1, a graphics card with Vulkan 1.2, and about 6 GB free (the launcher keeps a 5.3 GB copy of your image).
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).
inFAMOUS
whompay/inFAMOUSreborn
An unofficial native Windows port of the European PS3 release (BCES00220), by static recompilation with ps3recomp: the PowerPC and SPU code is translated to C/C++ and graphics go through Direct3D 12. An installer takes your disc image or folder, checks for Python and the C++ build tools and offers to install them, regenerates the recompiled code from your copy, and builds it on your machine. Updates download only what changed. It plays with a controller, as on the console, or with keyboard and mouse, and F10 opens the settings for VSync, frame cap, and resolution. On CPUs without AVX2, the installer builds a slower compatibility version. Version 1.0 came out on October 18.
You needYour own European copy of inFAMOUS for PS3 (BCES00220), as an image (if encrypted, with its .dkey next to it) or a folder with PS3_GAME; if you only have the encrypted EBOOT.BIN, RPCS3 to decrypt it. Plus 64-bit Windows 10 or 11, a Direct3D 12 graphics card, a CPU with SSE4.1, Python 3.10 or later, the Visual Studio 2022 Build Tools with Clang, about 10 GB of free space, and 16 GB of RAM.
GoldenEye 007 (Project Midas)
murkantor/Project-Midas
Project Midas: a work-in-progress GoldenEye 007 port for Windows and Linux built on the N64 decompilation. It reads the game data from your own US cartridge. It has widescreen, mouse look, modern controller support, and in-game settings, plus player profiles, lifetime multiplayer stats, and custom multiplayer weapon sets. Co-op, netplay, and mod loading are in development. Its author states that Claude was used to make it.
You needAn image of your own US GoldenEye 007 cartridge. There are builds for Windows, Linux, and Steam Deck; the Linux one needs 32-bit SDL2 and OpenGL.
Super Mario Strikers
new-coke/strikers
Native port to Windows, macOS, Linux, and Nintendo Switch built on the community decompilation. Its own repository is explicit: it’s ported from decompiled code, not a recompilation. It adds a high frame rate with configurable limits and VSync, widescreen and ultrawide with an expanded view of the pitch and corrected aspect ratios, and configurable controls, with attention to performance on both powerful and low-power hardware.
You needThe game data from your own copy of Super Mario Strikers (GameCube). No assets are included.
Street Fighter III: 3rd Strike (3SX)
crowded-street/3sx
3SX: a native port of Street Fighter III: 3rd Strike, a continuation of 3s-decomp, the matching decompilation of the PS2 version. It’s neither a recomp nor emulation: it’s C code running directly on your machine, with SDL3. It aims to be the ultimate version of 3rd Strike, with first-class support for Windows, macOS, and Linux, rollback netcode through GekkoNet, and an option to restore the arcade balance that the PS2 version changed (still in development and unstable). You can set fullscreen, how the internal 384×224 buffer is scaled (sharp pixels, integer, or square pixels for CRTs), a scanline filter, and drawing the characters in front of the HUD, as in Street Fighter IV. The goals for 1.0 are a stable PC experience, easy online play, automatic updates, and the arcade ROM as the only dependency. In October it kept restoring arcade behavior and fixing training mode and CPU matches. Right now there are no releases on GitHub, so you have to build it. The repository includes data tables taken from the game, written as C code, among them those of its sound system (about 2.5 MB).
You needYour own copy of Street Fighter III: 3rd Strike or Street Fighter Anniversary Collection for PS2: the startup wizard asks for it, or you copy THIRD/SF33RD.AFS from the disc into the resources folder by hand. Arcade balance also needs the arcade ROM, sfiii3nr1.zip. Plus Windows, macOS, or Linux.
The Darkness (portingpete)
portingpete/The-Darkness-Recomp
Native Windows x64 port: the Xbox 360 executable is translated to C++ ahead of time and built into DarkRecomp.exe, with its own D3D11 renderer and no emulation at run time. Playable today from start to finish, with mouse look, controller support, video settings (resolution, FOV, gamma, bloom, frame cap, and VSync), XMA audio, and saves.
You needYour own The Darkness dump (Xbox 360): the original default.xex plus the Content and System folders. The repository ships no game code, assets, or binaries.
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).
Star Wars: TIE Fighter
elyosh/OpenTIE
OpenTIE: an open-source reimplementation of Star Wars: TIE Fighter for Windows, macOS, and Linux that runs on the original game’s data. It supports the 1995 Collector’s CD-ROM edition for DOS and the 1998 Windows release, and with both installed it can combine the 1995 menus, cutscenes, and adaptive iMUSE music with the 1998 flight engine and 3D models, the combination it recommends; each part is chosen separately. It reimplements the iMUSE soundtrack, which shifts with what happens in the mission, and can play it on an emulated Roland SC-55 (with your own ROMs), with OPL3 FM synthesis, or with FluidSynth and a SoundFont of your choice. It has a classic and a modern graphics mode, toggled with TAB; the modern one adds shadows, ambient occlusion, bloom, motion blur, MSAA, FSR 3.1.4, and HDR. Flight can be simulated at up to 240 Hz, or with each edition’s original timing, and is played with mouse and keyboard (including a virtual-stick mode), gamepad, joystick, or HOTAS, with remappable keys. It imports your existing pilot files. Version 0.0.7 (October 4) rewrote much of the code to follow the original more closely and fixed an original bug that kept Star Destroyer turrets from firing. It’s still in development, and bugs and differences from the original are still possible.
You needA complete installation of your own copy of Star Wars: TIE Fighter, the 1995 Collector’s CD-ROM or the 1998 Windows release, or both; the Special Edition is sold on GOG and Steam. For music on the emulated Roland SC-55, its ROMs too. Plus a 64-bit system with a modern graphics card: x86-64 Windows (Direct3D 12 or Vulkan), macOS 13 or later (Metal; the published build is for Apple silicon), or x86-64 Linux with glibc 2.35 or later (Vulkan).
Sly Cooper and the Thievius Raccoonus (ProjectCane)
theclub654/ProjectCane
Playable port of the NTSC release, rebuilt through reverse engineering. It started as a map viewer and grew into a complete port, the opposite route to the other Sly Cooper project in the catalog, which recompiles the PS2 binary and is still stuck before graphics. Windows only for now, with Linux planned. You build it in Visual Studio 2022, and it ships a file extractor you drag your own ISO onto.
You needYour own NTSC ISO of Sly Cooper and the Thievius Raccoonus (PS2) and Visual Studio 2022 with the Desktop C++ workload.
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).
Dragon's Crown Pro
saulob/dragons-crown-pro-pc
An unofficial native port of Dragon’s Crown Pro, Vanillaware’s PS4 beat ’em up, to Windows and, experimentally, to Linux and the Steam Deck. It belongs to the Bloodborne port family: the game’s original x86-64 code runs directly on the CPU, with a runtime that replaces the PS4 system libraries, and the graphics go to Vulkan through a renderer derived from shadPS4; according to the README, its loader, runtime, and video core come from gow3_pc (now SpartanPort) and its descendants. The launcher installs the game straight from your .pkg file after checking the version and the eboot.bin hash, and looks for new releases of the port. It offers render resolutions from 480p to 4K, aspect ratios from 16:10 to 32:9 (which for now stretch the picture, since the game is laid out for 1280×720), SMAA, anisotropic filtering, FSR 1 with RCAS sharpening, windowed or borderless mode, a choice of menu and subtitle language, Japanese NPC voices on the US release, offline local trophies, cheats, local multiplayer with up to four controllers, and Xbox button prompts; the game runs at its own 60 fps and has no online play. v0.7.0 (October 21) added an arachnophobia mode that redraws the giant spiders, keyboard rebinding, and the US 1.01 update. The Xbox prompts and the redrawn spider are applied by two patches bundled with the port that modify textures inside the game’s archives in your installed copy. The project states that AI tools were used for code analysis, development, debugging, and documentation, and 3 of its 69 commits list Claude as a co-author.
You needYour own decrypted Dragon’s Crown Pro PS4 .pkg file, from a supported release: US (CUSA10454) 1.00, with the optional 1.01 update; Japanese (CUSA07001) 1.00, 1.02, or 1.03; or Asia and Hong Kong (CUSA10209) 1.00 or 1.02. US 1.00 is the most tested. About 6 GB of free space for the installed game and, to see the trophy list, your own Trophy Key. Plus 64-bit Windows 10 (1903 or later) or 11, or x86-64 Linux with glibc 2.31 or later (experimental), and a Vulkan 1.3 graphics card. No game files are included.
Conker's Bad Fur Day (sciaschi)
sciaschi/CBFD-Recompiled
Native port of the US version, statically recompiled with N64Recomp starting from the game’s decompilation. Ready-to-play builds are available for Windows, Linux, and Apple Silicon macOS: unpack it, run it, and pick your ROM in the launcher the first time. The package contains nothing from the game; everything is extracted from your ROM, on your machine, during the build.
You needYour own Conker's Bad Fur Day ROM (N64, US version).
Monster Hunter Generations Ultimate
morerokk/MHGURecomp
A native PC port of Monster Hunter Generations Ultimate (Switch version 1.4.0), made by statically recompiling the game’s 32-bit ARM code to C and running it on a host runtime: the Switch’s system services and the NVN graphics API are reimplemented on Windows, with Vulkan for rendering. The README describes it as fully playable, with possible bugs, and says multiplayer also works. It adds graphics settings (resolution, MSAA, FXAA, supersampling, VSync), any widescreen aspect ratio, a frame rate cap from 30 to 240 fps, support for almost any controller, experimental keyboard and mouse controls, mod support, and cheat codes in the Ryujinx and Atmosphère format. Online multiplayer arrived with 0.11.2 on October 29, the first public release to include it. 72 of its last 100 commits list Claude as a co-author.
You needYour own copy of Monster Hunter Generations Ultimate for Nintendo Switch, version 1.4.0 (title ID 0100770008DD8000; the main executable’s build ID starts with FB08F1D20FD1204F), with the exefs and romfs folders and the updates already applied. 64-bit Windows 10 or 11, or Linux, an AVX2 CPU (2014 or newer), a GPU with Vulkan 1.2 and at least 1 GB of VRAM, and 4 GB of RAM.
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).
F-Zero X
Zorkats/G-Diffuser
G-Diffuser: a native F-Zero X port with no emulator in the loop. It’s a full source port on top of the inspectredc/fzerox matching decompilation and the libultraship runtime (the same engine behind Ship of Harkinian and Starship). On top of the original game, it adds true widescreen, an in-game enhancements menu, quality-of-life features, texture-pack modding, and full 64DD Expansion Kit support, including Course Edit and the DD cups.
You needYour own F-Zero X ROM (N64) and, for the 64DD content, your own Expansion Kit dump as well. The repository ships no ROM, disk, IPL, or extracted assets.
GoldenEye 007 (jkdansereau)
jkdansereau/goldeneye-pc-port
A native GoldenEye 007 port for Windows, Linux, and Steam Deck built on the N64 decompilation (n64decomp/007), which its repository starts from: the game’s reconstructed C code is compiled for your PC, and a software RSP adapted from the Perfect Dark port translates its graphics to OpenGL. On first launch it extracts textures, audio, models, levels, and text from your ROM. According to its author it’s fully playable, with a few known issues: all 20 missions and the credits run without crashes, and the whole campaign was played start to finish on 0.4.0. It has native widescreen with the HUD at the screen edges, a steady 60 fps even on an Intel HD 3000, 2–4 player split-screen on every multiplayer map, mouse aiming in N64 or FPS style, modern controllers with rumble, rebindable controls, the N64’s and the Xbox release’s control styles, adjustable field of view and draw distance, up to 16x MSAA, an “Original N64” mode, and an in-game options menu, and it loads saves from emulators such as Project64. Version 0.5.0 (October 7) added split-screen and brought fog, water, and zoom closer to the N64. Its author states it was developed with AI coding agents (Claude Code and a local open-weight model) directed by one person, and that the project is also a study of that process. Like the decompilation it starts from, the repository includes the game’s level data (geometry, collision, and mission scripts) and all of its text as C code, about 25 MB.
You needYour own US (NTSC-U) GoldenEye 007 ROM for N64 in .z64 format (SHA-1 abe01e4aeb033b6c0836819f549c791b26cfde83), copied as data/ge007.ntsc-final.z64; European and Japanese ROMs don’t work yet. Plus 64-bit Windows 10 or 11 or x86-64 Linux with glibc 2.31 or later (Steam Deck included), and a graphics card with OpenGL 3.0. There’s no macOS build yet.
⑂ Fork of projectPiki/pikmin
Pikmin
SSunnKing/Open-Nectar---Pikmin-Native-PC-Mobile-Port
Open Nectar: a native, open-source (CC0) port of Pikmin for Linux and Windows, built on the projectPiki decompilation. It runs the game code directly on the host and translates GameCube GX. Most of the game is playable from start to finish, at 30, 60, or 120 fps, with the original JAudio engine on a software DSP, true widescreen (HUD and culling at 16:9, not stretched), both retail discs (US Rev 1 and the European release in five languages), and optional post-processing. 54 of its last 100 commits list Claude as a co-author.
You needYour own Pikmin disc (GameCube): US Rev 1 or European.
Gravity Rush Remastered
LucaPazienza/gravityrush_pc
A native Windows port of Gravity Rush Remastered for PS4 (CUSA01113). It isn’t an emulator: the game’s original x86-64 executable runs directly on the processor, a runtime written for this port replaces the PS4 system libraries, and the graphics go to Vulkan through the shadPS4 video core. With 0.1.8 (October 23, 2026) the whole story has been played from start to finish, with sound and saves. It renders at up to 4K, with high-quality shadows, anisotropic filtering, and FXAA, TAA, FSR 3.1, or DLSS for anti-aliasing or upscaling. It supports controllers through SDL3, keyboard and mouse, the touchpad, and the DualSense gyro, which steers the gravity camera as on the PS4. The launcher comes in English, Italian, French, German, and Spanish, and finds and installs new versions by itself. It builds on the God of War III port and grew out of a fork of the PS4 MediEvil port. It has only been tested on Nvidia graphics cards, and trophies aren’t saved yet. The first preview came out on October 17, and the first official release, 0.1.2, on the 18th.
You needYour own copy of Gravity Rush Remastered for PS4, as an unpacked game folder (eboot.bin, sce_module, and sce_sys) that you prepare with your own tools; no game files are included. It was tested with the European release CUSA01113, version 01.00, and the resolution and shadow patches only apply to that one. Plus 64-bit Windows 10 (1903 or newer) or 11 and a graphics card with Vulkan 1.3.
Luigi's Mansion
rob646464/luigis-mansion-recompiled
Luigi’s Mansion Recompiled: a native port for Windows and Linux. On first launch it asks for your disc image, and its own recompiler translates the game’s main.dol to C++ and compiles it with the bundled clang in about 20 to 60 seconds; function boundaries come from the lm-decomp decompilation’s symbol map, and the GameCube SDK functions are replaced with host implementations on Aurora. It runs at any resolution, in Hor+ widescreen and ultrawide with the HUD anchored to the screen edges, and keeps game logic at 30 updates per second with interpolated in-between frames up to 320 fps, VRR-aware. It reproduces GameCube rendering accurately (EFB copies, depth textures, real-time shadows, indirect effects, 6-bit blending) and precompiles shaders before the game starts. It adds optional enhanced lighting (per-pixel and colored lights, soft shadows, a realistic flashlight, bloom), the European Hidden Mansion with its boss changes if you also supply the European disc, restored unused content that’s off by default (the two-player mode is unfinished), a model viewer, and difficulty settings. Version 1.1 (October 21) added automatic updates, new ambient occlusion, and a CRT filter with several signal types. 554 of its 641 commits list Claude as co-author.
You needYour own Luigi’s Mansion disc image for GameCube, US (GLME01) or European (GLMP01), or both, which is recommended to get all the content; ISO, GCM, RVZ, WIA, GCZ, CISO, NFS, and TGC are accepted, and other revisions or modified images are rejected. Plus 64-bit Windows 10 or 11 with Direct3D 12, or x86-64 Linux with glibc 2.34 or later and Vulkan, and about 2 GB of free space.
Quest 64 (Rainchus)
Rainchus/Quest64-Recomp
Native recompilation of the N64 RPG (Holy Magic Century in Europe), playable from start to finish (v0.1).
You needA Quest 64 ROM (N64, US version 1.0).
Donkey Kong Country (DKC1Recomp)
elliotttate/DKC1Recomp
Static recompilation of the original Donkey Kong Country (US version 1.0) on a snesrecomp fork, following the DKC2Recomp template. Unlike most recomps, it didn’t have to discover the code blind: it starts from Yoshifanatic1’s disassembly, which rebuilds the ROM byte for byte, and derives every instruction and jump table from it. It generates 100% of the game’s code, with native Windows and macOS hosts, continuous audio, and an optional 342×224 widescreen mode.
You needYour own Donkey Kong Country ROM (SNES, US version 1.0).
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).
Condemned 2: Bloodshot
psxrestore/Condemned2Recomp
Static recompilation of Condemned 2: Bloodshot, made with ReXGlue.
You needYour own copy of Condemned 2: Bloodshot (Xbox 360).
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.
Metroid Prime Hunters
mstan/MetroidPrimeHuntersRecomp
Public alpha of the Metroid Prime Hunters recompilation built on ndsrecomp. Not a finished port: expect crashes and rendering and audio issues, and the multiplayer is in early access. 32 of its last 100 commits list Claude as a co-author.
You needYour own Metroid Prime Hunters ROM (Nintendo DS).
Namco System 21 / 22 / 23
spacestate1/namco22-decompile
Namco 2x Systems: 1990s Namco arcade games from the System 21, 22, and 23 boards, rebuilt to run on an ordinary PC, on Linux or Windows. It covers ten games from 1993 to 1997: Prop Cycle, Rave Racer, Tokyo Wars, Dirt Dash, Armadillo Racing, Time Crisis, Ace Driver, and Cyber Commando on System 22; Cyber Sled on System 21; and Time Crisis II on System 23. All of them are playable (Prop Cycle from start to finish), the Time Crisis games support a mouse or a light gun, and Rave Racer and Cyber Sled have online play. Prop Cycle was hand-decompiled from Ghidra’s output; the others are translated to C by the project’s own tool and checked against MAME. You supply each game’s files yourself, from a MAME 0.271 or later ROM set. 56 of its 79 commits list Claude as a co-author.
Burnout Revenge (shipa-2)
shipa-2/Xerenge
Xerenge: a static recompilation of the Xbox 360 version. The PowerPC code is translated to C++ ahead of time and linked into a native executable, with no interpreter or JIT, on the project’s own fork of the ReXGlue SDK as its system layer; an earlier line, now frozen, used XenonRecomp with a runtime of its own. By default it draws with plume, the project’s own renderer, which takes the game’s Direct3D calls and uses its shaders translated ahead of time from your disc; Xenia’s GPU emulation remains available as a reference. According to the project, it’s fully playable: races at 60 fps (Crash mode at 30, as on the console), complete audio including the soundtrack, and the intro videos. It renders at the window’s resolution, in ultrawide, with optional FXAA, SMAA, and CAS sharpening, frame generation for 90–120 Hz displays, and an option to lift the frame cap. Online play works out of the box through a shared lobby server, or your own, and on a LAN without any server. There are installers for Windows, Linux, and Apple silicon Macs that ship the game already built and only ask for your disc image, plus an Android build. Version 0.4.7 (October 17) added the US release and fixed online games with three or more players. 194 of its 557 commits list Claude as co-author, and another 8 list Cursor.
You needAn image of your own Burnout Revenge Xbox 360 disc, the European release (SHA-256 34c1bd4d549c2c53f29d814fa5e5d1c04c533c5ca0c39e57b6c2538f44ff59b4) or the US one (SHA-256 7abf689f52b70666ba92052bd157cfcae9ed6290dae298fbf639baa1d169f92b); other regions and the beta aren’t supported. Plus a Vulkan graphics card, on Windows, x86-64 Linux, or an Apple silicon Mac; Intel Macs aren’t supported.
Diddy Kong Racing (DKR-R)
ThatGuyMcd/DKR-R
Diddy Kong Racing recompilation by ThatGuyMcd. A separate project from the sp00nznet recomp and the Golden Balloon ports. 2 of its last 100 commits list Claude as a co-author.
You needA Diddy Kong Racing ROM (N64).
Peter Jackson's King Kong
TekRantGaming/king-kong-recompiled
A native Windows port of the Xbox 360 version, by static recompilation with the ReXGlue SDK, with a launcher made for the couch. It gets past the “VENTURE” freeze that stops Xenia. It offers up to 8K, any frame rate up to 240 or uncapped, FSR 1 and NIS, ambient occlusion, the original Xbox 360 look or a modern one, up to a 110° field of view, keyboard and mouse, all ten cheats as switches, achievements with pop-ups, and an Add to Steam button. Since 2.0.0, from October 30, it also has a native Linux and Steam Deck build, experimentally. It’s in active development and a full play-through hasn’t been confirmed yet. Its author states it was made almost entirely with Claude Code.
You needAn image of your own Peter Jackson's King Kong Xbox 360 disc, USA/Europe release (Title ID 555307D3, the original version). Plus 64-bit Windows 10 or 11, a DirectX 12 graphics card, and about 7 GB of free space.
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).
Pokémon: Let's Go, Pikachu! / Let's Go, Eevee!
raulzrrs/letsgo-recomp
Let’s Go Recomp: a native Windows port of Pokémon: Let’s Go, Eevee! and Let’s Go, Pikachu! (Switch), made by static recompilation on top of Peiikai’s LAS Recomp: the game’s ARM64 code is translated to C and compiled for your PC, and a runtime of its own stands in for the console (system services, NVN graphics on Vulkan, audio, and controllers). The README warns that the game hasn’t been completed from start to finish on this port yet. Version 0.7.0 (October 24, 2026) has internal resolution up to 4K, SMAA, TAA, or AMD FSR 3.1, ambient occlusion and global illumination, the game’s 30 fps or experimental 60 and 120 fps, frame generation, a 2x-resolution interface, keyboard and mouse, controllers, and LayeredFS mods such as fan translations; it includes catching during wild battles (experimental) and an option to skip the controller selection screen. Online features, the Poké Ball Plus, and the second player aren’t supported. Code under the MIT license.
You needYour own dump of Let’s Go, Eevee! or Let’s Go, Pikachu!, from any region, at version 1.0.0 (the 1.0.1 and 1.0.2 updates are accepted but less tested and lack some options); .xci and .nsp files must be extracted first, and you point it at the folder with exefs and romfs. 64-bit Windows 10 or 11, an x86-64 CPU with SSE4.2 (AVX2 recommended), a Vulkan 1.3 GPU, about 4 GB of RAM, and 6 GB of disk.
Tekken Tag Tournament 2 (tekken-tag-tournament-2-pc)
shihabal3amri/tekken-tag-tournament-2-pc
A native Windows port of the Xbox 360 version, by static recompilation with XenonRecomp, with graphics, audio, and online code written for PC. An installer builds the game on your PC from your disc image and Title Update 3. It renders from 720p to 4K at 60 fps, has all 59 fighters unlocked, including the 10 that relied on Namco’s servers, and offers online Player Match over Steam, in beta. By default it removes the 2 frames of input delay the original game adds in offline modes. Leaderboards, World Arena, and replays relied on servers that no longer exist. All 10 of its commits list Claude as a co-author.
You needYour own Tekken Tag Tournament 2 Xbox 360 disc image (USA, Europe) and its Title Update 3. Plus 64-bit Windows 10 or 11, a DirectX 11 graphics card, and about 13 GB of free space; for online play, Steam running and signed in.
Dragon Ball Z: Budokai 3 (HD Collection)
novapowers0/DBZ-Budokai-3-HD-Collection
A native Windows and Linux port of Budokai 3 as it comes in the Xbox 360 HD Collection, built with the ReXGlue SDK: the PowerPC code is statically recompiled and linked into an executable with its own launcher and a mod system. A single executable carries recompilations of both the US and European releases, recognizes yours by its checksum, and can play straight from the ISO. It adds FSR 1, CAS, FXAA, MSAA, and internal resolution applied live, DLSS and FSR 3 in beta, a frame cap and VRR, an in-game quick menu (F1), rebindable keyboard controls, and a five-language launcher you can drive with a controller. Mods replace or add entries in the AFS archives without touching the originals, which allows model swaps and new characters in their own slots on the select screen; a kit imports characters from Budokai 1, Budokai 2, and Infinite World from your own PS2 ISOs. It also adds modes of its own, all in beta or experimental: the Dragon HUB, tag team fights, online play, a hero mode, and Infinite World and Budokai 2 campaigns that read those ISOs. The latest release is 1.5.1.3 (October 20). The launcher’s Nova’s Mods tab downloads on request, from a private GitHub repository of the author’s, an HD pack by SSGPrinceVegeta with about 5,300 upscaled game textures and some twenty characters and costumes, several with models, moves, and voices taken from other games in the series (Budokai 2, Infinite World, Shin Budokai: Another Road, and Super Dragon Ball Heroes); a separate pack with seven new characters, with models by @ArielPVB, is downloaded from Google Drive. 45 of its 199 commits list Claude as co-author.
You needThe files from your own copy of Dragon Ball Z: Budokai HD Collection for Xbox 360, US or European release: the full ISO, or the Budokai 3 executable (default.xex) and your region’s data files (the .afs archives and the .sfd videos); baserom.md lists their sizes and SHA-256 hashes. Mods need the extracted folder, and the new characters need the US release. To import characters or play the PS2 campaigns, your own Budokai 1, Budokai 2, or Infinite World ISOs. Plus 64-bit Windows or Linux, an x64 CPU with SSSE3, and a Direct3D 12 or Vulkan graphics card.
MediEvil (PS1)
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.
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).
Mega Man X
mstan/MegaManXSNESRecomp
Mega Man X recompiled with snesrecomp. This is the original Super Nintendo Mega Man X, separate from the PlayStation X4, X5, and X6 recomps. 31 of its last 100 commits list Claude as a co-author.
You needYour own Mega Man X ROM (SNES).
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.
Naruto: Rise of a Ninja (naruto-rise-recomp)
jorjbarbosa/naruto-rise-recomp
A static recompilation of the Xbox 360 version for 64-bit Windows, built with the ReXGlue SDK. It has two renderers: a native Direct3D 12 one, the default, which translates the game’s graphics calls and presents at 60 or 120 fps by interpolating between logic steps, which keep their original rate; and Xenos, the SDK’s Xbox 360 GPU emulation, as the alternative, with 21:9 and 32:9 ultrawide support. It adds 1x–4x internal resolution, MSAA, FXAA, FSR, DLC, language selection, and a launcher and installer in seven languages that imports your ISO. It’s still in development and its author warns of bugs, crashes, and visual issues. It states that AI tools assist development and that the maintainer reviews every change.
You needThe files from your own copy of Naruto: Rise of a Ninja for Xbox 360, including default.xex, or its ISO. Plus 64-bit Windows, a Direct3D 12 graphics card, and the Visual C++ x64 redistributable.
Dab's Mod (Perfect Dark)
DabDavis/perfect-dark-dabs-mod
A fork of the Perfect Dark PC port that adds movement the N64 game never had: jumping, a combat roll, melee combos, and a third-person camera. It raises the Combat Simulator’s simulant cap from 8 to 80, keeps bodies where they fall, and adds a free-flying spectator camera, a screenshot key, and a video recorder. Everything lives in the executable: no levels or assets are bundled, and other mods drop in. For Windows, Linux, and macOS. 77 of its last 100 commits list Claude as a co-author.
You needYour own Perfect Dark ROM, US Rev 1 (“ntsc-final,” US V1.1), named pd.ntsc-final.z64. PAL and Japanese ROMs don’t work with this fork.
Jet Set Radio Future (JuMatt)
JuMatt/JetSetRadioFuture-Unleashed
JSRF Unleashed: a static recompilation of the US Xbox release on xboxrecomp. The game’s x86 code is translated into C, and the graphics and audio hardware come from xemu’s models. The main build is for Apple Silicon Macs (with Metal or OpenGL); there are also builds for Linux, Windows (tested only under Wine), iPhone and iPad, and Android (tested only in the Android emulator). Its author calls it playable but early: the opening, the tutorial, and Dogenzaka Hill are the most tested parts, and later areas have seen little testing. It has unstretched 16:9 widescreen, a 1x–4x internal resolution, and SDL controller support. 11 of its last 100 commits list Claude as a co-author.
You needYour own US (NTSC-U) Jet Set Radio Future disc, as an extracted folder with default.xbe or as an ISO image; other regions’ discs won’t work. On Mac, macOS 12 or later on Apple Silicon; on Windows and Linux, OpenGL 3.3.
Diddy Kong Racing (Golden Balloon)
akratch/goldenballoon
Golden Balloon: a native and browser port of the 1997 Nintendo 64 kart racer, built from the decompilation. Bring your own ROM.
Resident Evil (PC, 1997)
ecruells/resident-evil-pc-decomp
Decompilation of the 1997 PC Resident Evil, reverse-engineered from a Ghidra decompilation of the original executable and rebuilt on a modern rendering layer, for Windows with Direct3D 11 and Linux with SDL2 and OpenGL. Both builds share every line of game logic; only the platform layer and the rendering backend differ. The port is functionally complete: the whole game is playable, with every room, enemy, cutscene, FMV, menu, and ending.
Final Fantasy Tactics Advance (Jorge262007)
Jorge262007/FFTARecomp
FFTARecomp: a native recompilation of Final Fantasy Tactics Advance for Windows, Linux, Steam Deck, and Android, based on JRickey’s gba-recomp. A one-click installer recompiles the game from your ROM, and no console BIOS is needed. It adds widescreen (16:10 to 32:9), zoom, video and audio options, fast forward with three audio modes, a redesigned menu, adjustable text bubbles, XInput gamepad support, and, experimentally, mouse and touch controls. Version 3.0 (October 18) brought the Android build, European ROM support, and a much lighter installer. It’s still a work in progress. One of its 29 commits lists Claude as a co-author.
You needYour own Final Fantasy Tactics Advance ROM, US or European release. Plus Windows 10 or 11, x86-64 Linux, a Steam Deck, or Android.
ModernGekko
ExpansionPak/ModernGekko
Runtime for recompilations of GameCube games.
Eternal Sonata
birabittoh/EternalSonataReprise
“Eternal Sonata: Reprise,” a static recompilation of the Xbox 360 version built with the ReXGlue SDK. It runs on the data from either the Xbox 360 or the PS3 version, from any region; since 1.3.1 (October 16) it accepts every PS3 version, and with that data Crescendo and Serenade join the party and fight in battle. Since 1.2.0 (September 18) it uses its own renderer instead of Xenia’s, with builds for Windows, Linux, and macOS, plus an experimental Android one. It offers any resolution and aspect ratio, an unlocked frame rate, keyboard and mouse, local multiplayer with several controllers, and its own launcher with a mod manager. It can also be installed from Goopie, the same author’s launcher.
You needYour own copy of Eternal Sonata, Xbox 360 or PS3, from any region (PAL, US, or Japan). Building the executable yourself requires the Xbox 360 PAL version.
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/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).
Animal Crossing: New Horizons
Nycolazs/ACNHRecomp
ACNHRecomp turns the AArch64 code of Animal Crossing: New Horizons into C++ ahead of time and compiles it for your computer; it is not an emulator. The system services the game calls are reimplemented natively and its NVN graphics calls are translated to Vulkan. It is built on the SuperMarioWonderRecomp framework. According to the README, boot, character creation, the opening movie, and free roaming on the island work at 30 frames per second; the first save hasn’t been verified in a full playthrough, native 60 fps isn’t done, and online features are unavailable. Builds exist for Windows, Linux, macOS (Apple Silicon), and Android. The latest, 0.6.0 (October 29), is presented as ready to play with ACNHRecomp-Importer. The README states that nearly all the new code was written by Claude, directed and tested by a person. 81 of its last 100 commits list Claude as a co-author.
You needA folder with the executables and files of your own copy of Animal Crossing: New Horizons for Nintendo Switch (title ID 01006F8002326000; version 3.0.2 recommended, 3.0.3, 2.0.7, and 1.0.0 supported), prepared by you. The project does not decrypt or unpack the game’s containers.
Super Paper Mario (New Super Paper Bros.)
josiahg2502-glitch/NewSuperPaperBros
New Super Paper Bros.: a native Windows and Linux port by static recompilation with WiiCompiled, which translates the game’s PowerPC code to C++; the runtime reimplements the Wii’s libraries, and graphics go through Aurora, on Direct3D 12 or Vulkan. It goes up to 4K (borderless 1080p by default), with 16:9, a cinematic 2.39:1 mode, or the original 4:3, 120 fps frame interpolation, Xbox, PlayStation, and Nintendo controllers and keyboard with remappable controls, and the Wii Remote pointer (Tippi, the HOME menu) on the right stick or the mouse. On-screen buttons follow your controller, it supports mods that replace files or textures, and the launcher installs the game from your disc image and imports saves from a Wii or Dolphin. Version 1.0.3 (October 18) added the Linux build and the European disc in five languages. All 19 of its commits list Claude as co-author. The download comes with two community mods built in: the game’s music at higher quality, from the “SPM High Definition Audio” mod (its authors took the tracks from the khinsider website), and a 4x HD texture pack converted from “SPM Textures v1.0”, which is always on.
You needYour own copy of Super Paper Mario for Wii, US disc (R8PE01, revision 0) or European disc (R8PP01), as .iso, .ciso, or .wbfs. Plus 64-bit Windows 10 or 11 and a DirectX 12 or Vulkan graphics card, or 64-bit Linux with glibc 2.35 or later and Vulkan drivers.
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.
Dune II (Dune Dynasty)
gameflorist/dunedynasty
Dune Dynasty: an enhanced version of Dune II, Westwood Studios’ real-time strategy game, built on the engine OpenDUNE recreated through reverse engineering. It isn’t a remake: it keeps the original’s look and behavior and adds Command & Conquer-style controls, such as a scrollable sidebar with build queues, selecting several units with a rectangle, control groups, rally points, and mouse-wheel zoom. It has high-resolution widescreen graphics, with separate scaling for the menu bar, sidebar, and map, aspect-ratio correction, optional smoother animation, and touchscreen support. It includes skirmish and multiplayer for up to six human or AI players, with three extra factions (Fremen, Sardaukar, and Mercenaries), custom alliances, and random maps. It offers optional gameplay enhancements, such as health bars, fog of war, a tougher AI, or higher unit and structure limits, supports fan-made campaigns, and plays music through emulated AdLib, MIDI, or FluidSynth. It also supports music sets the player adds separately, such as recordings of the original soundtrack on different sound cards, the Mega Drive and Amiga soundtracks, or music from other Dune games and films; the README links to where to get them. David Wang created it, and its last release back then was 1.5.7 (2013); gameflorist picked it up in 2023, merging the improvements from other forks. There are builds for Windows (32- and 64-bit and ARM64), macOS (Intel and Apple silicon), and Linux (x86-64 and ARM64, also as a Flatpak). The latest is 1.6.4 (May 31, 2025), and the repository still gets fixes, most recently in October. 7 of its last 100 commits, from a contributor, list Claude as a co-author.
You needThe .PAK files from the European 1.07 release of your own copy of Dune II (the full list is in FILELIST.TXT). Plus Windows, macOS, or Linux; on Linux, with the regular package, the Allegro 5, ENet, FluidSynth, and libmad libraries.
Gran Turismo 3: A-Spec
matt-pulsipher/GT3-revisited
An open-source reimplementation of the Gran Turismo 3 A-Spec engine for Windows, macOS, Linux, Android, and Meta Quest (VR), called GT3 Revisited. It contains no game data or assets: at run time it reads your .iso image and decodes the assets without extracting them to disk. The README says the whole game is playable: GT Mode with dealers, garage, tuning, licenses, championships, and endurance races with pit stops, Arcade (single race, time trial, 2-player split screen), replays with the TV cameras, movies, music and sound, with the physics checked against the original. It adds online battle for up to 6 players with session codes, and saves that can be imported from and exported to the PS2 original. Version 0.4.1 is from October 29. 18 of its 19 commits list Claude as a co-author.
You needYour own .iso image of Gran Turismo 3 A-Spec. The NTSC-U releases (SCUS-97102 and the PBPX-95503 bundle disc) are verified; other regions are untested. Only .iso images are read. Linux needs a Vulkan driver.
⑂ Fork of FelipePrado0/SpartanPort
The Order: 1886 (JulioCacko)
JulioCacko/The-Order-1886_pc
A native port of the PlayStation 4 version for Windows and Linux, forked from SpartanPort. The original x86-64 executable runs on the PC’s processor, the PS4’s system interfaces are reimplemented, and a video core derived from shadPS4 translates the graphics commands and shaders to Vulkan. The README calls it a development preview: the title, menus, cinematics, and gameplay show from copied saves, at about 53 frames per second in the courtyard and 38 in the hotel lobby fight (RTX 3070, 60 FPS mode), but full progression and long-session stability are not accepted yet. On Linux it reaches the menu using software Vulkan. It includes a launcher written in Go, FSR 1 and, on Windows, FSR 3.1 or NVIDIA DLAA. Version 0.2.4 (October 28) is the latest release. 64 of its last 100 commits list Claude as a co-author.
You needYour own dump of The Order: 1886 for PS4 (CUSA00076), with or without update 1.02. Plus Windows or Linux and a Vulkan-capable graphics card.
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.
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.
⑂ Fork of AngheloAlf/drmario64_recomp
Dr. Mario 64 (theboy181)
theboy181/drmario64_recomp_plus
“Plus” build of Nintendo’s puzzle game: 60 fps, four players, and a CRT filter, built on AngheloAlf’s recomp base (v1.0.0).
You needA clean Dr. Mario 64 ROM (N64, US version).
Call of Duty: Finest Hour
crazyriddler/FinestHourRemastered
Finest Hour Remastered: a native Windows port of Call of Duty: Finest Hour for the original Xbox, with a new renderer. The game’s x86 code is statically recompiled to C++, and Direct3D 8, DirectSound, and the Xbox kernel are replaced by Direct3D 12 (or Vulkan), XAudio2, and Win32. The renderer adds per-pixel lighting, dynamic shadows and lights, physically based materials, reflections, and volumetric fog without changing the art direction, and models can be set to the original, smoothed, or remastered ones. It supports the game’s four languages and adds Portuguese text. On Linux and Steam Deck it runs through Proton. Version 1.0 came out on October 17 and an update followed on the 24th. The downloads, about 5 GB, also include the AI-remastered textures and the models remade from the game’s own.
You needYour own copy of Call of Duty: Finest Hour for Xbox, the European PAL release (title 4156002A, version 3, default.xbe SHA-1 938a7b1e17928de49cb3c5834d61abcd3d9081c8), as files, an ISO, or an XISO: the installer reads it from there. Plus 64-bit Windows 10 or 11, a Direct3D 12 or Vulkan 1.3 GPU with at least 4 GB of video memory, and about 10 GB of free space.
Conker's Bad Fur Day (Reloaded)
DahSidiAbdallah/ConkerBFDReloaded
Conker’s Bad Fur Day: Reloaded: a native Windows and Linux port of the US release, statically recompiled with N64Recomp from the mkst/conker decompilation, with RT64 as its renderer. It builds on CBFD-Recompiled, sciaschi’s recomp also in the catalog, taking its mouse and gyro aiming, rumble, and several fixes, and adds a lot of its own. One switch picks between Classic mode, true to the N64 (4:3, 30 fps, the original camera and controls, only at a higher resolution), and Modern mode: widescreen with no black bars in menus and cutscenes too, your display’s refresh rate with the logic at 30 fps, a free camera on the mouse or right stick that doesn’t clip through walls, twin-stick aiming, a crosshair, and other options such as skipping any cutscene by holding L, grabbing ledges, or an underwater air meter. It accepts ROM hacks that keep the game’s code, such as the uncensored version and the French, German, and Russian translations, and loads RT64 texture packs and N64Recomp mods. It also publishes, as an optional download, an HD icons pack based on GameBeast92’s 4K Ultimate Texture Pack. The Linux build is experimental and there’s no macOS build. Version 1.4.1 came out on October 17.
You needYour own US Conker’s Bad Fur Day ROM (SHA-1 4cbadd3c4e0729dec46af64ad018050eada4f47a, as a .z64). Plus 64-bit Windows 10 or 11 with a DirectX 12 or Vulkan graphics card, or 64-bit Linux with glibc 2.35 or later, a Vulkan driver, and SDL2, GTK 3, and FreeType.
⑂ Fork of FelipePrado0/SpartanPort
Uncharted: The Nathan Drake Collection (zorde23)
zorde23/Uncharted_Collection_PC
An unofficial port of Uncharted: The Nathan Drake Collection (PS4, 2015) for Windows 10 and 11, forked from a God of War III port that itself comes from the Bloodborne Windows port. According to the README it is not a source port or a classic emulator: the original PS4 executable, which is x86-64, runs directly on the PC’s CPU on top of a layer that replaces the console’s system libraries (memory, threads, files, audio, video, controller, saves) and translates the GPU commands and shaders to Vulkan through the shadPS4 video core. Uncharted 3 can be played start to end at 60 frames per second in 1080p, though some areas drop below 60 and there is one crash in a whole playthrough; Uncharted 2 and Uncharted 1 are playable, with some crashes. It ships a launcher that updates the port, display options, and keyboard and mouse controls. Version 0.3.7 was published on October 28. 97 of its last 100 commits list Claude as a co-author.
You needA dump from your own PS4 of the collection: CUSA02344, version 01.00 with the 01.02 update (the update folder is found automatically when it sits next to the game’s). Windows 10 or 11.
Skies of Arcadia Legends
ogdanimal/SkiesOfArcadiaLegends-Recomp
“Skies of Arcadia Legends: Recompiled,” a native port to Windows, Linux, Apple Silicon macOS, and Android, made by statically recompiling the game’s PowerPC code with DolRecomp; the GameCube’s graphics, sound, and input come from Dolphin’s hardware code. It’s in beta (0.60, October 20). It adds 16:9 widescreen with the HUD at the screen edges or any shape up to 32:9, 60 fps by interpolation, internal resolution and anti-aliasing, camera control, battles up to 4x faster and cutscenes and sailing up to 3x faster, an adjustable random encounter rate (including off), EXP and gold multipliers, invincibility, save states, save import from Dolphin or a GameCube, and romhack support. Keyboard and controller are rebindable, and Android has touch controls. The launcher checks and imports your disc once. 100 of its last 100 commits list Claude as a co-author.
You needYour own Skies of Arcadia Legends GameCube disc, US (GEAE8P) or European (GEAP8P), as RVZ, ISO, GCM, GCZ, WIA, or CISO; the Japanese release isn’t supported. Plus 64-bit Windows 10 or 11, x86-64 Linux with Vulkan or OpenGL, macOS 13 or later on an Apple Silicon Mac, or 64-bit Android 7.0 or later.
Yu-Gi-Oh! Forbidden Memories (PSXRecomp)
Unchiga/YuGiOhForbiddenMemoriesRecomp
A static recompilation of the US release (SLUS-01411), built with PSXRecomp: the game’s MIPS code is translated to C ahead of time and compiled into a native executable. The download is a setup program holding the recompiler and the runtime source, with nothing from the game: on first run it checks your disc by CRC32, downloads a compiler if needed, and builds the game on your machine in a few minutes. There are Windows, Linux, and macOS builds, the last one experimental. It adds the FM Editor, which changes cards, drop tables, fusions, dialogue, and CPU duelists without touching the disc and exports the result as a .ygomods package; a card shop with passwords, packs, and selling; netplay through an online lobby, LAN, or a direct address, with the opponent’s hand hidden; a live duel-rank meter, a fusion assistant, adjustable drops of 0–99 cards, a way to get the 82 cards missing from every stock drop table, an experimental widescreen duel field, and cheats. It also has save states, rewind, turbo, fast loading, and a mode that keeps the picture at 59.94 fps while the game runs sped up. The last version, 0.6.2, came out on September 20: development moved to Yu-Gi-Oh! Forbidden Memories Recompiled, a native port built from the decompilation, and this repository stays up without updates. Of its 297 commits, 244 list Claude or Codex as a co-author.
You needYour own disc image of the US release of Yu-Gi-Oh! Forbidden Memories for PS1 (SLUS-01411), verified by CRC32; preferably a .cue with its .bin, though .bin, .img, .iso, and .car also work. PAL, Japanese, and Greatest Hits releases aren’t supported. Plus Windows, Linux, or macOS; the first build downloads a compiler if you don’t have one.
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).
Tekken 3 (fabioap-cpu)
fabioap-cpu/Tekken3Recomp
Tekken 3 (US version) recompiled with psxrecomp.
You needA Tekken 3 disc image (PS1) and the SCPH1001.BIN BIOS.
Castlevania: Legacy of Darkness
fliperama86/cvlod_recomp
Recompilation of the N64 Castlevania: Legacy of Darkness, currently focused on stabilizing gameplay (v0.2.x). 11 of its last 100 commits link a Claude Code session.
You needAn unmodified Castlevania: Legacy of Darkness ROM (N64).
Syphon Filter
Madxbio97/SF-pc-port
Unofficial Windows runtime for the NTSC-U 1.1 release of Syphon Filter (SCUS-94240): it combines the original PlayStation gameplay code with a native host for rendering, input, menus, audio, and FMV.
Serial Experiments Lain
Y0oshi/lain-psx-decompiled
A decompilation of Serial Experiments Lain, Pioneer LDC’s 1998 PlayStation game, and a native client for Windows, macOS, and Linux built from it. All 321 game functions are rewritten in C and, compiled with the original PsyQ toolchain, rebuild the retail executable byte for byte (the PsyQ libraries link from their original code); progress can be followed on decomp.dev. The client runs a 64-bit copy of that code on a reimplementation of the PlayStation SDK based on PsyCross, with no emulator, and according to the project it plays the whole game: both sites, every voice session and movie, the disc swap, and all four endings; game logic and pacing were measured on real hardware. It adds resolution scaling, fullscreen, optional 60 fps motion interpolation at the original speed, subtitle (.srt or .ass) and dub packs, memory card image saves that work in emulators, cheats, a tab showing disc content the game never uses, and, since v0.2.0 (October 1), mods: replacing pictures, text, voices, movies, and game data, HD texture packs, Lua scripts that hook any game function, and native plugins. The launcher can download the laingame.net English fan subtitles from their source; none are bundled. A full playthrough in a single run, real controllers, and Linux on real hardware are still untested.
You needYour own dumps of both discs of the Japanese release (SLPS-01603 and SLPS-01604) in Redump format (.cue + .bin); the client verifies them and copies them to its data folder. Plus 64-bit Windows 10 or 11, Apple silicon macOS, or x86-64 Linux with glibc 2.35 or later and OpenGL 3.2. Building the decompilation requires Python 3 and Docker.
Rage Racer
khasinski/rage-racer-pc
Native PC port of Rage Racer.
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 (Phase Distorter)
TheRunaway5/Phase-Distorter
Phase Distorter: a native Linux and Windows port of EarthBound (US) and Mother 2 (Japanese), written in C++20. The 65816 program is translated to C++ from the ebsrc disassembly, keeping the original’s file names and line numbers so every part can be traced back; the game’s assets are imported from your own ROM. It ships 16:9, 21:9, and 32:9 widescreen with expanded scenery, an optional CRT filter, controller support, persistent saves, and a settings window.
You needYour own EarthBound (US, English) or Mother 2 (Japanese) ROM. Neither ROMs nor extracted asset packs are included.
Vampire Savior: The Lord of Vampire
tmcleroy/cps2recomp
An unofficial native port of Capcom’s arcade game (CPS-2 board) for Windows, macOS, and Linux (Steam Deck included), by static recompilation: the 68000 program is translated to C++ ahead of time, and the parts its new features touch (the camera, the stages, hit tests, and the fight’s rules; 123 routines so far) were rewritten by hand as readable C++. The board’s video, QSound chip, and sound CPU are the project’s own code, not an emulator. It has a full training mode (hit boxes, frame data with a frame meter, input display, and a dummy that records, replays, and guards), optional 16:9 widescreen showing a third more of the stage, survival, endless battle, and ring-out modes, stage and model viewers, a character color editor that also takes PalMod colors, save states, the board’s operator settings, and a “Pure” mode that plays exactly like the board. It started in its own repository and on October 16 moved into CPS-2 Recomp, the same author’s launcher that gathers their ports of other CPS-2 and CPS-1 games, updates itself, and adds the board’s original timing with its slowdowns, run-ahead, and custom soundtracks; the latest release is 0.4.0-beta.3 (October 19). It’s in beta: the game can be played from start to ending, but it has been tested on few machines. About 150 of its 180 commits list Claude as a co-author.
You needYour own dump of the board as the vsavj ROM set (Japan, 970519) with its key file (vsavj.key), zipped or as a folder; the launcher checks every file and refuses sets from other regions and revisions. Plus 64-bit Windows 10 or 11, macOS 13 or later (Apple silicon or Intel), or x86-64 Linux or SteamOS. A gamepad or six-button stick is recommended.
Dragon Ball Z: Budokai (HD Collection)
WistfulHopes/DBZ1
Early recompilation (v0.0.2) of the first Budokai as included in the Xbox 360 HD Collection.
You needYour own copy of Dragon Ball Z: Budokai HD Collection (Xbox 360).
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).
Valkyrie Profile
Ed1z19/ValkyrieRecomp
Static recompilation of tri-Ace’s RPG, built on psxrecomp and recomp-ui. It supports both discs (SLUS-01156 and SLUS-01179), selected from the launcher, optional 16:9 widescreen over the original 4:3, OpenGL or software rendering, and controller and memory card support. Its author calls it a work in progress, in compatibility testing. Its README says it may use AI-assisted tools for development, documentation, artwork, or other materials, always reviewed before inclusion.
You needYour own disc images for both Valkyrie Profile discs (US NTSC-U edition). It uses OpenBIOS through psxrecomp, so you don’t need a console BIOS.
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).
Star Wars: X-Wing
elyosh/OpenXW
OpenXW: an open-source reimplementation of X-Wing for Windows, macOS, and Linux, by the author of OpenXWA, that runs on the original game’s data. Its code follows the executable of the 1998 Windows release: every function and global variable is tagged with its address in it. It supports that release and the 1994 Collector’s CD-ROM; with both installed, it recommends combining the 1994 menus, cutscenes, and adaptive iMUSE soundtrack, which it reimplements, with the 1998 flight simulation and 3D assets. Each part can be chosen separately, and an extracted 1993 installation with the B-Wing expansion adds the original flight graphics and missions. For music it emulates the Roland MT-32 and SC-55 synthesizers (with ROMs you supply), AdLib, and OPL3, and it can also use FluidSynth with a SoundFont. It has a classic graphics mode and a modern one (toggled with Tab in flight) that, with the 1998 graphics, adds shadows, ambient occlusion, bloom, motion blur, anisotropic filtering, up to 8x MSAA, FSR, and HDR; the DOS graphics can be drawn at higher resolutions with MSAA. Flight can run with unlocked timing for smoother motion, or with the original timing, and you can play with mouse and keyboard, a gamepad, or a joystick. The latest release is 0.0.3 (September 29).
You needA complete installation of your own copy of Star Wars: X-Wing, from the 1994 Collector’s CD-ROM, the 1998 Windows release, or, better, both; for 1998, pick the main folder, the one with X-Wing Data, IVFiles, and MUSIC. For the 1993 graphics and missions, an extracted installation of that version with the B-Wing expansion, and to emulate the MT-32 or SC-55, their ROMs. Plus a 64-bit system with a modern graphics card: x86-64 Windows (Direct3D 12 or Vulkan), macOS 13 or later (Metal), or x86-64 Linux with glibc 2.35 or later (Vulkan), with GLib and GThread.
Pokémon Stadium
mstan/PokemonStadiumRecomp
Recompilation of Pokémon Stadium (US version 1.0) with N64Recomp, with Transfer Pak and GB Tower support. Part of the R.A.I.D. ecosystem. 83 of its last 100 commits list Claude or Codex as a co-author. Its author archived the repository in August 2026: it can still be downloaded but gets no further changes.
You needA Pokémon Stadium ROM (N64, US version 1.0, .z64).
Metroid Prime Remastered
gminustwo/primerecomp
PrimeRecomp runs Metroid Prime Remastered, from the Nintendo Switch, natively on Windows, macOS (Apple Silicon), and Linux, including the Steam Deck. The game’s code is statically recompiled from the Switch’s ARM64 to C and compiled for your PC, and the console’s system services and NVN graphics are reimplemented with Vulkan; no emulator runs. It is built on Peiikai’s LAS Recomp, which the README credits for nearly everything that makes it possible. It offers mouse aiming that aims directly, ultrawide and any aspect ratio, 30, 60, or 120 frames per second, Steam Deck presets, gyro aiming, and skippable cutscenes. The README warns of numerous graphics issues. The latest release, 0.0.4 (October 29), is an early beta. 97 of its last 100 commits list Claude as a co-author.
You needYour own copy of Metroid Prime Remastered for Nintendo Switch, version 1.0.0 (no updates), dumped from your console and extracted into a folder holding exefs and romfs. 64-bit Windows 10 or 11, 64-bit Linux with glibc 2.35 or newer, or a Mac with Apple Silicon and macOS 15 or newer; on Windows and Linux, an AVX2 CPU and a GPU with a Vulkan 1.3 driver. About 15 GB free.
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).
⑂ Fork of yquake2/yquake2
Quake II (Yamagi Quake II Remaster)
yquake2/yquake2remaster
Yamagi Quake II Remaster: an experimental fork of Yamagi Quake II with ongoing work to add support for Quake II Enhanced (the Quake II Remaster), a version with many non-trivial changes; the README warns that your mileage may vary. It also supports many model, texture, sprite, map, sound, and package formats from id Tech family games, such as Quake, Quake 2, Half-Life, Hexen 2, Daikatana, SiN, Anachronox, Heretic 2, and Quake 3. There are alpha binaries for 64-bit Windows; the save format is unstable, and the macOS build has only been checked to compile. Version 8.71RR16 (September 22) is the latest release, with 32-bit and 64-bit Windows binaries.
You needThe files from your own copy of Quake II (or of whichever supported game you want to play); the README doesn’t detail them. 64-bit Windows for the published binaries.
Dragon Ball Z: Burst Limit
iExplosiveRage/DBZ-Burst-Limit-Recompiled
A native Windows port of the US Xbox 360 release, by static recompilation with the author’s own fork of the ReXGlue SDK carrying this game’s changes. On first launch it installs the game from your ISO, then opens a start screen in the game’s style with mods, settings, and updates. Since 0.7.0 (October 21) it defaults to a native renderer that sends the game’s draw calls straight to Direct3D 12 instead of emulating the Xbox 360 GPU, with resolutions from 720p to 8K. It adds 30 fps to uncapped, 21:9 and 32:9 ultrawide with the HUD at the edges, a 50–200% field of view, DLSS, DLAA, FSR 4, and FSR 3.1.5, lower offline input latency, a free camera, PlayStation and Switch button icons, and an in-game settings menu (F1). It brings back four costumes and three stages only used in Z Chronicles, lets you start a fight transformed, and, if enabled, charge ki with L3. Online play works without a VPN through the project’s lobby server, with ranked matches and leaderboards. It supports mods, new characters made with its ModKit, and texture packs. The Linux and Steam Deck build runs it through Wine or Proton. It’s still in alpha. 28 of its 30 commits list Claude as a co-author.
You needYour own US (NTSC-U) copy of Dragon Ball Z: Burst Limit for Xbox 360, as an ISO or extracted; the default.xex must be that release’s (7,983,104 bytes, SHA-1 aec598f88cf51181fc377b148e0b1ad30db4485c). The European and Japanese releases don’t work. Plus 64-bit Windows 10 or 11 with a Direct3D 12 graphics card, or Linux with Wine or Proton (the Linux package bundles vkd3d-proton and DXVK).
Mario Strikers Charged
previouslevelgames/recharged
Recharged: a native port for Windows, Linux, Steam Deck, and macOS (Apple silicon and Intel) built on mscharged-decomp, the same author’s decompilation, whose code produces the same machine code as the retail game when built with the original Wii compiler. It’s neither an emulator nor a recompilation of the PowerPC binary: that code is compiled for PC with several hundred reviewed patches that only adapt it to a modern compiler and to 64-bit, and Recharged supplies what the Wii used to: graphics go through Aurora and Dawn on Vulkan, DirectX 12, or Metal, the DSP audio is processed natively, and the disc is read straight from the image. Every offline mode is there, with up to four players in any mix of keyboard and mouse, gamepads (with gyro as the pointer), and real Wii Remotes over Bluetooth or a DolphinBar. It renders 3D at the window’s resolution, in 16:9 or 4:3 with an optional wider view for wider screens, with MSAA, FXAA, or SSAA, and runs at 60, 120, or 144 fps, your monitor’s refresh rate, or uncapped without changing game speed; it loads Dolphin HD texture packs. It fixes four bugs of the original and has optional tweaks, all off by default except one that settles loose-ball contests fairly: skip the intro, fast menus, no Mega Strikes, unlock everything, CPU vs. CPU, mirror matches, and robot goalies, among others. A launcher checks your image, keeps every setting in one place, and updates the program. Online play isn’t in the published releases yet: a 1.1.0 test build (October 22) enables the game’s original online code. The latest release is 1.0.14 (October 21).
You needYour own copy of Mario Strikers Charged for Wii as an .iso, .rvz, or .wbfs image: the US release (R4QE01, revision 1) or the European one, Mario Strikers Charged Football (R4QP01, revision 1 or 2); the Japanese and Korean releases don’t work yet. The optional Super Team also needs your Super Mario Strikers image for GameCube. Plus 64-bit Windows 10 or 11, x86-64 Linux (the regular package is built on Ubuntu 26.04; the Steam Deck one works on older distributions), SteamOS 3.7 or later, or macOS on Apple silicon or Intel (macOS 15 or later), and a graphics card with Vulkan, DirectX 12, or Metal.
Ridge Racer 6
Sirhalo23/RidgeRacer6-Recompilation
Fan-made native Windows version: the Xbox 360’s PowerPC program is translated to C++ and compiled into a Windows executable. Its author calls it an early test. It’s the third Ridge Racer in the catalog, and all three are different games: the PS1 original, Revolution, and this one. 38 of its 68 commits list Claude as a co-author.
You needYour own copy of Ridge Racer 6 for Xbox 360 (US disc, title ID 4E4D07D3). The repository holds no game code or data: tracks, cars, sound, and video all come from your own disc image.
Crash of the Titans (CrashRecomp)
VitoMiguelF/crashott-pc
CrashRecomp: a Definitive Edition of Crash of the Titans for Windows, made by statically recompiling the Xbox 360 version’s PowerPC code to x86-64 with XenonRecomp, plus a runtime that replaces the console’s graphics, audio, input, files, and saves. It plays at the original 30 fps or unlimited, windowed or fullscreen, with internal resolutions up to 4K, DLSS and DLAA (RTX) or FSR 3.1, FXAA and SMAA, rebindable keyboard and mouse, and Xbox and PlayStation (DualSense) controllers. It adds a Brazilian Portuguese translation and subtitles for all dialogue and cutscenes. Version 1.04 (October 24) draws the scene in one pass instead of the console’s three tiles, runs the game’s Direct3D command building as native code, and compiles shaders at install: in the heaviest scene it went from about 180 to about 500 fps on a Ryzen 7 5700X with an RTX 5080. Version 1.0 (October 22) also offered, as an option, an “HD AI Remaster” pack of about 3.3 GB with AI-upscaled textures and smoothed models. The installer builds everything on your PC from your copy, installing nothing on the system. All 31 commits in the repository list Claude as a co-author.
You needYour own copy of Crash of the Titans for Xbox 360, as the game folder (default.xex, default.rcf…). Plus 64-bit Windows; version 1.03 and later bundle their own build tools. DLSS needs an NVIDIA RTX card; FSR works on any GPU.
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).
Disney's Hercules
obaidr1/hercules-recompiled
Hercules Recompiled: a native Windows and Linux port of all five European releases of the game (English, French, German, Italian, and Spanish), built with psxrecomp plus eleven changes of its own to the framework, along with the decompilation it draws on, which covers the main executable and its overlays and rebuilds byte for byte. The game logic runs unchanged as statically recompiled code and only the platform layer is replaced: 1080p, true 16:9 (the game also draws the scenery, background, HUD and, since 0.5.4, the characters and objects in the side margins), HD sprites, level textures, and HUD, a CRT simulation, save states, and a launcher styled after the game’s menus, in five languages, that boots straight into the level you pick. Esc opens an in-game menu where everything changes live. Since 0.5.5 (October 18), the PAL releases run at the US release’s speed by default, with 30 pictures per second instead of 25; 60 fps isn’t possible, the author explains, because the game waits two frames per step. The launcher updates itself. After your first game it offers to download the HD pack for your release (about 1.6 GB, with the game’s graphics upscaled) from a release in the project’s own GitHub repository, or to leave it for later; if there’s no pack for your disc, it makes one on your PC from it in about 4 hours. 118 of its 120 commits list Claude as co-author.
You needYour own disc image (.cue with its .bin) of one of the PAL releases: SCES-00891 (English), SCES-00892 (French), SCES-00893 (German), SCES-00894 (Italian), or SCES-00895 (Spanish); the US and Japanese releases don’t work. Plus 64-bit Windows 10 or 11, or x64 Linux with glibc 2.35 or later (Ubuntu 22.04, Debian 12, Fedora 36, or newer). Making the HD pack on your machine needs 6 GB of free space while it runs.
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).
Nanosaur II: Hatchling
jorio/Nanosaur2
Nanosaur II: Hatchling, Pangea Software’s 2004 Mac game, updated for Windows, macOS, and Linux by Iliyas Jorio with Pangea’s permission. It continues the first Nanosaur’s story, but this time you fly a pterodactyl loaded with weapons: there’s a three-level adventure mode where you shoot down enemy dinosaurs and rescue eggs, and six two-player levels with racing, capture the flag, and battle. It’s a port of the original Mac version; compared with Pangea’s last release, 2.0.7 from 2008, it improves widescreen, mouse, and controller support, makes terrain texturing seamless, adds optional story subtitles, revamps the menus, lets you scale the status bar, fixes minor gameplay bugs, and shows the story slides in high resolution. The only release is 2.1.0 (December 17, 2022); since then the code has moved to SDL 3, fixed animation hiccups at high frame rates, and gained a Russian translation, not yet in a release. The downloads, on GitHub and, free or pay-what-you-want, on itch.io, include the whole game, which the author publishes under the CC BY-NC-SA 4.0 license with permission from Pangea Software.
You needNo copy needed: the game is published in full with permission from Pangea Software, and each download already includes its data. Plus Windows (x64), macOS, or Linux (x86-64 or ARM64).
Dead Rising 2: Case Zero
wivi514/Dead_Rising_2_Case_Zero_Xenon_Recomp
Native port of the Xbox 360 (XBLA) exclusive prologue to Dead Rising 2 for Windows, Linux, Steam Deck, and Apple Silicon Macs. The game’s code, 57,822 PowerPC functions, was translated ahead of time with XenonRecomp and XenosRecomp, and runs on a purpose-built engine with a Vulkan renderer, real XMA audio, and keyboard and mouse with key icons in the on-screen prompts; any controller SDL recognizes also works, with vibration. Its author calls it finished with version 1.1.3 (October 14): it’s playable from start to finish, solo or in two-player online co-op, a mode the Xbox build carried in its code but never showed, which works through the XenonLive launcher. It raises the level cap from 5 to 50 with all fifteen skills, surfaces the game’s hidden 60 fps mode, and revives the PC options menu the game shipped dormant, with resolutions up to 5K, shadow quality, and, since 1.1.3, longer draw distance for zombies, buildings, and shadows. It adds 21:9 ultrawide, 2x MSAA, an adjustable field of view, and, optionally, the developers’ debug menu. The Mac build is an early one. The author has stopped development and leaves the code and documentation for anyone who wants to carry it on. Nearly all of its commits (1,709 of 1,738) list Claude as a co-author.
You needYour own copy of Dead Rising 2: Case Zero: the Xbox 360 XBLA package (about 825 MB, no file extension, under Content/0000000000000000/58410A8D/000D0000/). Neither the repository nor the downloads include any game data. Plus a Vulkan 1.3 graphics card, about 2 GB of free space, and x86-64 Windows 10 or later, x86-64 Linux with glibc 2.35 or newer, a Steam Deck, or an Apple Silicon Mac on macOS 13 or later. Online play needs the XenonLive launcher.
The Legend of Zelda: Oracle of Ages / Oracle of Seasons
kirby-letsgo/oracles-decomp
A native Windows, Linux, and macOS port of the two Game Boy Color Zelda Oracle games, rebuilt in C from the games’ own code; there’s also an Android version. There’s no emulator underneath: all of Oracle of Ages and 99% of Oracle of Seasons are readable C, shared between the two where they agree and written separately where Seasons differs, and the rest is generated from the community disassembly (oracles-disasm), which also supplies the symbols. On first launch it reads your ROM, keeps the graphics, sound, and data, zeroes the code bytes, and never needs the ROM again. To check that it behaves like the original, it replays full playthroughs (two console-verified TASes) and compares every C routine with the code it replaces. It adds 16:9 widescreen, which shows the neighboring rooms, read from the ROM, at the sides, four save-state slots with thumbnails plus a resume state, save and state sync across devices with a 16-digit code and no passwords, rebindable keyboard and controller input, fast-forward, screen filters (scanlines, LCD grid, CRT, xBRZ and hqx, and true Game Boy Color colors), a portable mode that keeps everything next to the app, and Lua mods that read the game and draw on top of it; gameplay changes such as fast text, quick item swap, and four item slots are off by default. The European ROMs play in English, French, German, Italian, or Spanish. There are only nightly builds, rebuilt on every change; the latest is from October 22. Its author states it was made with help from generative AI, specifically Claude Opus. The repository includes C code generated automatically from the European ROMs for the routines that differ from the US ones (about 2.5 MB).
You needYour own ROM of The Legend of Zelda: Oracle of Ages, Oracle of Seasons, or both for Game Boy Color, US or European release, which the app checks; it can be loose (.gbc or .gb) or inside a .zip or .gz. Plus 64-bit Windows 10 or 11, x86-64 Linux, or macOS 11 or later (Apple silicon or Intel).
Fatal Racing / Whiplash
FatalDecomp/ROLLER
ROLLER: a port of Fatal Racing (Whiplash in North America) made by reverse engineering the original executable, using the names from the debug symbols it kept and replacing DOS functions with SDL; the decompilation that matches the original instruction for instruction lives in a separate repository, ROLLER-matching. It extracts the data and the music tracks from an image of your CD, and music can play from those tracks or as MIDI. Besides the software renderer it has a GPU one, controller support in game and menus, community tracks made with its track editor, and, since late September, new netcode for online play: the host is authoritative and clients predict their own car, with LAN discovery, a service on fatal.racing for finding games online, a relay fallback, and a dedicated server; the original lockstep network mode is still available. The ` key opens extra settings. It publishes automated development builds for Windows, macOS, and Linux (and Android); the latest is 0.1.1-dev.20261019 (October 19). It can also be played in the browser at play.fatal.racing. That browser version carries the data from the Whiplash playable demo that Interplay distributed, downloaded from its Internet Archive copy and served from the project’s site; for the full game you import an image of your disc. The native builds include no game data.
You needAn image of your own copy of the game’s CD (CUE/BIN or ISO), from which it extracts the data on first launch. Plus x86-64 Windows, macOS (Apple silicon or Intel), or Linux (x86-64 or ARM64).
New Super Mario Bros. U
nsmbu-recomp/nsmbu-recomp
A static recompilation of the Wii U version for Windows, Linux (x86-64 and ARM64), and Apple silicon macOS. It builds on the Wind Waker HD recomp: the PowerPC code is translated to C ahead of time, the Cafe OS libraries the game uses are reimplemented natively, and GX2 graphics go straight to Vulkan, or to Metal on macOS. On first launch the installer extracts your copy, translates the code, compiles it, and links it with the runtime, which takes a few minutes. It works with the US and European 1.3.0 releases, the un-updated US disc (without mods), and the packs that also include New Super Luigi U. It has a settings menu (the ` key or F12) with TV or GamePad audio output and remappable controls, save states in five slots, and support for Lua mods and Cemu content packs. The latest version, 0.5.0, came out on October 19. The project states it’s made with the help of AI agents, and 182 of its 451 commits list Claude as co-author.
You needYour own copy of New Super Mario Bros. U for Wii U, US or European: a .wux or .wud image with its disc key, the Wii U common key, and the 1.3.0 update; a Cemu .wua archive; or an extracted folder with 1.3.0 applied. The un-updated US disc (without mods) and the packs with New Super Luigi U also work; the Japanese release doesn’t yet. Plus x86-64 Windows 10 or 11 with Vulkan, x86-64 or ARM64 Linux with glibc 2.35 or later and Vulkan, or macOS 14 or later on Apple silicon.
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.
Mischief Makers
ThiagoLira/trouble-makers-pc-recomp
Native recompilation of Mischief Makers (Yuke Yuke!! Trouble Makers in Japan) for PC, with 60 fps, high resolution, and optional widescreen. 38 of its last 100 commits list Claude as a co-author.
You needA Mischief Makers ROM (N64, .z64).
Mother 3
josiahg2502-glitch/Mother3Recomp
MOTHER 3 Recomp: a recompilation for Windows, Linux, Steam Deck, and Android, built with gbarecomp and recomp-ui, with support for fan translation patches. It has its own launcher showing the party walking through the crossroads outside Tazmily, drawn from your ROM, which also handles first-time setup. It adds true 16:9 widescreen in the field, battles, and cutscenes, on-screen buttons that match your controller or keyboard, window, scaling, and color options, high-quality audio mixing, and mods as .ips, .bps, or .ups patches. Version 1.0.7 came out on October 18. The download contains no game art: everything comes from your ROM. 34 of its 86 commits list Claude as a co-author.
You needYour own Japanese MOTHER 3 ROM and your Game Boy Advance BIOS; to play in another language, a fan translation patch. Plus x64 Windows, x86-64 Linux, or Android.
Dead or Alive 3
parkerallan/doa3-recomp
A native Windows port by static recompilation: the original Xbox’s x86 executable is translated to C and built as a 64-bit program. It’s made with xboxrecomp, sp00nz’s recompilation kit, and follows sp00nz’s Burnout 3 port, from which it takes the translator from NV2A graphics to Direct3D 11. According to its author, every game mode is fully playable. It adds an online mode for single and tag matches against another player: the host shares a code, no router setup is needed, and both machines run the same match with a small input delay, with no prediction or rollback. It’s capped at 60 fps, windowed or borderless fullscreen, in 4:3 or 16:9, with internal resolution scaling up to 1440p (3x). The Esc key opens a menu with online play, controller mapping, and settings, and since 1.0.4 (October 18) an updater. On first launch it extracts the files from your disc image. The latest version, 1.0.6, came out on October 19.
You needYour own US copy of Dead or Alive 3 for Xbox, as an .xiso image. Plus 64-bit Windows. For online play, the host PC needs an inbound Windows Firewall rule, and behind a symmetric NAT a network such as Tailscale or ZeroTier is needed.
Ape Escape (mstan)
mstan/ApeEscapeRecomp
Native recompilation of Ape Escape (US version) for PC, made with psxrecomp and shipped with its own launcher. Part of the R.A.I.D. ecosystem. 39 of its last 100 commits list Claude as a co-author.
You needA disc image of Ape Escape (PS1, US version).
Resident Evil: The Umbrella Chronicles
solleo95/reuc-recomp
The Wii game running natively on Windows, with very fast loading, unlocked frame rate, native ultrawide, mouse, gamepad, light gun, and Wii Remote aiming, DLSS and FSR, frame generation, ray-traced shadows, HDR, mods, and online co-op. The game’s code is translated (recompiled) from your disc and the launcher unpacks the image with Wit, which is built in. The README warns that it is a very early build, with very active development and testing only on the author’s hardware, and that multiplayer is still quite raw. Only the North American release (RBUE08) is supported, because the translated code is tied to that edition’s exact main.dol. Version 0.0.12 is from October 29.
You needYour own disc image of Resident Evil: The Umbrella Chronicles for Wii, NTSC-U region (game ID RBUE08), as an .iso, .wbfs, .ciso, .wdf, or .wia (Dolphin’s .rvz is not supported). 64-bit Windows 10 or 11 and about 4 GB free.
Xenogears (Weltall)
Roman215/Weltall
A native port of Xenogears rebuilt in Unreal Engine 5 (it is called Weltall), which aims to feel like a modern PC release without changing the gameplay; according to the README, the game’s behavior has been checked against the original code. It reads your disc images at run time and the repository includes no game data. Both discs are playable, with field exploration, character and Gear battles, the world map, menus, the Battling arena, and movies; the author has about 25 hours of play without a hang, and automated tests ran every map and story battle. It adds high resolutions and widescreen up to 32:9, smooth motion at any refresh rate, a free camera, per-pixel depth sorting, 3D Gears on the field and world map, 2x and 4x battle speeds, balance options, and keyboard, mouse, and gamepad support. Fan translations that only change text, pictures, and movies also play, such as the Spanish one by Romhack Hispano and the French one by Atelier Traduction. There are builds for Windows, Linux, and Android; version 0.8.5 is from October 26.
You needYour own copy of the USA release or a supported English undub, as disc images in the Games folder. BIN/CUE and CHD keep the movie audio; ISO/IMG also work, but the movies are silent. Japanese retail discs aren’t playable. You can start with disc 2 alone, or add it during play when the game asks for it.
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.
⑂ Fork of sp00nznet/reo
Resident Evil Outbreak (Ninjacornix)
Ninjacornix/reo
A native PC port of Resident Evil Outbreak (Biohazard Outbreak), made by static recompilation and a PS2 compatibility runtime; it is not an emulator. It is a fork of sp00nznet/reo, with 52 commits of its own ahead of the original. According to the README, Outbreak File #1 is fully playable (menus, scenarios, movies, audio, and saves) on Windows x64, while File #2 is only a placeholder in the launcher. It adds online co-op for up to 4 players with the bundled openSNAP server, a Randomizer mode, cheats (including a subset of PCSX2 .pnach files), DualSense and Xbox controllers, and video up to 4K. The launcher checks your ISO, builds the game on your PC, and deletes the generated code afterwards; game files and generated code are not included. Version v1.0.19 is from October 24 (there is a testing prerelease, 1.0.20-rc0, from the 28th). 45 of its 78 commits list Claude as a co-author.
You needYour own Resident Evil Outbreak File #1 NTSC-U v2.00 ISO (SLUS-20765). Windows x64 with the .NET 8 Desktop Runtime and a Vulkan graphics driver; the first build needs internet and about 10 GB free and can take over an hour.
Super Smash Bros. for Wii U
josiahg2502-glitch/Smash4PC
A native Windows port made by static recompilation of the game’s PowerPC code: it is translated ahead of time to C++ and runs as x86-64 code on a reimplementation of the Wii U’s system libraries, with its graphics commands and shaders translated to Vulkan; it is not an emulator. It plays from the update (v304, with all fighters and stages) or the game’s own v1.0, with optional DLC, and includes 8-Player Smash. It draws at up to 4K and 5K, at 60, 120, or uncapped frame rates (above 60 the frames are interpolated), supports XInput, PlayStation, and Switch Pro controllers, mods (Sm4shExplorer, SDCafiine, Cemu graphic packs), online play on Pretendo Network, and its own launcher. Version 0.1.1 (October 29) is the latest release; the first was 0.1.0 on October 25. All 5 of its commits list Claude as a co-author.
You needYour own dump of Super Smash Bros. for Wii U (USA) made with Dumpling, in the folders Cemu uses: the game (0005000010144F00), the update (0005000E10144F00, recommended), and the DLC (0005000C10144F00, optional). Online play needs your console’s files and your Pretendo ID. Plus 64-bit Windows 10 or 11 and a graphics card with Vulkan 1.3.
The Last Guardian (SulphurS16)
SulphurS16/TLG-Port
An unofficial port of the PlayStation 4 version for Windows, written in Rust. It is not built from the game’s source code: it runs your copy’s PS4 program on a compatibility layer made for this game. The x86-64 code runs directly on the processor, without CPU emulation, the PS4’s system libraries are reimplemented for Windows, and the graphics commands and shaders are translated to Vulkan. It offers resolutions from 1280x720 to 3840x2160, 30 frames per second, 60, or uncapped, mouse camera, and DualShock 4, DualSense, and Xbox controllers. The README lists limits: the game has not been played through at 60 fps, it was only tested with NVIDIA graphics, and it sometimes closes with an error just after an area starts loading. Version 0.7.2 (October 25) is the latest release. 87 of its last 100 commits list Claude as a co-author.
You needYour own copy of The Last Guardian for PS4 (US CUSA03627 or European CUSA03745) at version 01.00 with update 01.03, as decrypted folders (eboot.bin, sce_module, sce_sys, and the trico_*.psarc archives), and about 25 GB of disk. Plus 64-bit Windows 10 or 11, a graphics card with Vulkan 1.3 and about 4 GB of video memory, and a processor with high single-core speed.
Einhander
strider973/Einhander-Recompiled
Recompilation of Einhander, Square’s shoot ’em up for PlayStation. 6 of its 12 commits list Claude as a co-author.
You needAn Einhander disc image (PS1) and the SCPH1001.BIN BIOS.
Ridge Racer V
danisandoval/fukami
Fukami: a native port of the US PS2 release (SLUS-20002) for Windows, Apple silicon macOS, and the Steam Deck, made by static recompilation: the game’s MIPS code is translated ahead of time to C++, on top of PS2Recomp’s runtime, and the GS and SPU2 come from PCSX2. The VU microcode and the hottest functions are compiled ahead of time too, with no JIT. It runs at 60 fps progressive without changing the game’s timing, with up to 8x internal resolution, anti-aliasing, FXAA, CAS sharpening, anisotropic filtering, and true widescreen (16:9, 16:10, and 21:9) where the camera sees more, plus optional extra full-detail cars, longer draw distance, and faster loading. It has controller support with rumble, keyboard, two players, and an in-game settings menu; controls can’t be remapped yet. The releases carry the game’s code already translated and, on first launch, take the files they need from your disc. Three of its nine commits list Claude as a co-author. Version 1.1.0 (October 14) added Windows, with Direct3D 11 or Vulkan.
You needYour own dump of the US Ridge Racer V disc (SLUS-20002) as a CHD or .cue/.bin; only that release is accepted, and its SHA-256 hashes are checked. Plus about 500 MB of free space and, depending on the system, 64-bit Windows 10 or 11 with a Direct3D 11 or Vulkan graphics card and the Visual C++ Redistributable (x64); an Apple silicon Mac with macOS 27 (what 1.1.0 was built on); or SteamOS 3.7 or later. Other Linux distributions are untested.
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.
Splatterhouse
0c0de/splatterhouse-decomp
“Splatterhouse Recompiled”: a native Windows port of the 2010 Xbox 360 version, by static recompilation with the ReXGlue SDK. Despite the repository’s “decomp” name, it isn’t a decompilation: the original XEX is translated into about 208 C++ files that are compiled for your PC. The author calls it playable end to end, with the full campaign and DLC. You just drag your ISO onto the installer, which extracts it and decrypts the executable. It runs at 60 fps with the Xenia Canary community’s patch, scales the image with FSR, CAS, or FXAA, renders natively at 21:9 and 32:9, shows the text in other languages (voices stay in English), and unlocks every chapter. The port’s options are on a separate screen (F5), labeled in Spanish for now. DLC (Survival Arenas, masks) installs itself when dropped into a dlc folder. The first visit to an area can stutter if the shader cache is incomplete, and combat is heavier on AMD and Intel cards, so the installer picks 720p for them. Version 0.3 (October 20) improved performance and added ultrawide.
You needYour own copy of Splatterhouse for Xbox 360 as an ISO (title ID 4E4D07F0). Plus 64-bit Windows 10 or 11, a graphics card with Direct3D 12 and Rasterizer-Ordered Views (NVIDIA GTX 900 or later, AMD RX 400 or later, Intel Arc), and an Xbox-compatible controller.
Dead or Alive 2 Ultimate
NoRain211/doa2u-re
A native Windows, macOS, and Linux port of Dead or Alive 2 Ultimate, the second disc of Dead or Alive Ultimate (Xbox), by static recompilation, with the stated goal of rewriting it later into readable source. The DOA2 executable is lifted to C with a static recompiler and linked against a hand-written runtime that replaces the Xbox kernel imports and the game’s Direct3D 8, DirectSound, and input libraries (XDK 5849) with Direct3D 11, XAudio2, and SDL3; on macOS and Linux the same runtime renders through SDL_GPU (Metal or Vulkan). According to the README boot, menus, character select, Story, Watch, and the attract demo work, and every stage and every ending have been played; it is bring-up alpha software, many modes and characters have not been tried, and a draw the port cannot render yet stops the game with a message in the log. It offers 480p to 4K, the game’s own 16:9 widescreen camera, MSAA up to 32×, SMAA, 60 frames per second, and stereo or 5.1 sound. Version 0.1.8 Alpha (October 29) is the latest, with Windows, macOS, and Linux packages. Licensed GPL-3.0-or-later.
You needYour own copy of Dead or Alive Ultimate for Xbox (USA), its Disc 2, as an ISO image; the launcher builds the game from it and refuses any other executable. 64-bit Windows 10 or 11, Python 3.12 or newer, CMake 3.20 or newer, about 6 GB free, and an internet connection for the first build (it downloads the 190 MB llvm-mingw compiler).
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.
Star Fox Adventures
JackPriceBurns/foxhollow
Foxhollow: a native port of Star Fox Adventures built on its decompilation and the Aurora library. It tries to stay true to the original, bugs included. Its author calls it fully playable on Windows, macOS, and Linux; there are no plans to release it for iOS or Android. You play it through an official launcher that keeps it up to date, manages your saves, and offers a mod library.
You needYour own legal copy of Star Fox Adventures; according to the author, any version works. No game assets are included.
Street Fighter Alpha 3
TechnicallyComputers/Street-Fighter-Alpha-3-Recomp
Street Fighter Alpha 3 recompiled with psxrecomp. Part of the R.A.I.D. community. 2 of its 80 commits list Claude as a co-author.
You needA Street Fighter Alpha 3 disc image (PS1) and the SCPH1001.BIN BIOS.
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).
Road Rash 64
linkssy2/RoadRash64Recompiled
Windows port, with experimental native Linux support, built with N64Recomp, N64ModernRuntime, RT64, and RecompFrontend. 60 fps output, maximum level of detail, widescreen, custom music, and still-experimental online multiplayer. Its author devotes a README section to stating that AI was used extensively (code, debugging, documentation, and part of the launcher artwork), and to saying they’d rather admit it than imply the work was entirely hand-written. 7 of its 27 commits list Claude as a co-author.
You needYour own Road Rash 64 ROM (N64, US version 1.0). Neither the ROM nor the soundtrack is distributed.
Super Street Fighter II Turbo HD Remix
saulob/ssf2t-hd-remix-recompiled
A native Windows port of the Xbox Live Arcade version, by static recompilation with the ReXGlue SDK, with the TRG launcher and an experimental Linux AppImage. It runs at its original 60 updates per second, with up to 4x resolution, aspect ratios from 4:3 to 32:9, anti-aliasing and filtering, local saves, the 12 achievements kept on the PC, five languages, Xbox controllers with no setup, and keyboard play. There’s no online play. Its author states that AI tools were used and that every change was reviewed.
You needYour own Super Street Fighter II Turbo HD Remix Xbox Live Arcade package (Title ID 584108A4, version 0.0.1.3). Plus 64-bit Windows 10 or 11 with DirectX 12, or x86-64 Linux with Vulkan.
Wario Land: Shake It!
santiagovalencia109/Wario-Land-Shake-It-Native-PC
WarioRecomp is an unofficial native PC port of Wario Land: Shake It! (Wii, 2008, US release RWLE01). The game’s PowerPC code is statically recompiled to C++ with WiiCompiled and runs as a regular Windows program, not in an emulator: the Wii system libraries are replaced with native code. It supports render resolution from 480p to 1440p, true 16:9 widescreen, windowed and fullscreen options, Direct3D 12 or Vulkan, frame interpolation to 120 FPS (experimental), gamepad and keyboard, and Wii Remote motion through L2/R2 (shake) and L1/R1 or the stick (tilt), plus the DualSense accelerometer. An experimental option removes the side panels in levels. The README calls it a testing build: it boots, saves, and is playable, but parts of the game are untested. Version 0.2.0 is from October 27. One of its 3 commits lists Claude as a co-author.
You needYour own copy of Wario Land: Shake It! for Wii (USA, RWLE01, unmodified; main.dol with SHA-256 053BE60D…912A) as an .iso, .wbfs, .ciso, .rvz, .wia, or .gcz, or already extracted to a folder with sys and files. 64-bit Windows 10 or 11, about 3 GB free for the build (plus 4.4 GB if the launcher extracts the image), and 16 GB of RAM or more recommended while building.
Mega Man X6
mstan/MegaManX6Recomp
Native recompilation of Mega Man X6 (US version) for PC with psxrecomp. It boots from the BIOS and reaches the stages. Part of the R.A.I.D. ecosystem. 20 of its last 100 commits list Claude as a co-author.
You needA disc image of Mega Man X6 (PS1, US version).
⑂ Fork of Xenoveritas/abuse
Abuse (apancik)
apancik/Abuse_2025
Abuse 2025: a modern port of Abuse, Crack dot Com’s run-and-gun platformer, updated for current systems, with high-resolution graphics, gamepad support, and other improvements. It continues Xenoveritas’s SDL2 port and the Abuse 1996 project, and the README says the source code was released under open licenses, the assets as non-commercial freeware, and the original shareware content is public domain. You can play the whole campaign solo or in co-op, load community content, create levels with the built-in editor, and play LAN deathmatches; multiplayer between different platforms and on Windows is not supported for now. The repository includes all the data files needed for the base game, and the author warns that they come from sources with different licenses. Version 2025.1.0 (January 17, 2025) provides builds for Windows x64 and universal macOS.
You needNo copy needed: the repository includes the base game’s data files, which Crack dot Com released as non-commercial freeware (the original shareware content is public domain). Windows x64 or macOS for the published builds.
Skate 2 (christianortel)
christianortel/skate2-recompile-pc
A community Windows port of the Xbox 360 version, built with ReXGlue 0.10.0 and its own patches to the SDK: the PowerPC executable is translated to C++ and compiled as native code, and the Xenos graphics are turned into Direct3D 12 by the GPU plugin ReXGlue took from Xenia. The earlier Skate-2-Team recompilation served as an analysis reference, without carrying over its runtime code. It’s released as a prebuilt package: a script copies and checks your files once, and a launcher starts the game with the default profile, 2x internal resolution and an unlocked frame rate, with 1x and (experimental) 4x profiles and 60–240 fps caps. Free Skate, the campaign, replays, saves, controllers (USB DualSense directly), and audio output selection work. It has been tested on a single PC, with an hour of the campaign free of glitches, without finishing the game; there’s no ultrawide support. Version 0.1.1 (October 12) added an .exe launcher for shortcuts and Armoury Crate.
You needThe extracted files from your own copy of Skate 2 for Xbox 360 (title ID 4541087F, media ID 6ADB5821, executable 0.0.0.2): the folder with default.xex and data. default.xex must have the SHA-256 116ba3ee37fcf0d8db60b7d47c971fdb6d3eb2a7a4d3cfc3611a06704a588ae5, and an ISO or compressed archive must be extracted first. Plus 64-bit Windows 10 or 11, a Direct3D 12 graphics card, Windows PowerShell 5.1 (included with Windows), the Visual C++ x64 runtime, and a controller.
Tomba!
mstan/TombaRecomp
Tomba! driven end to end through psxrecomp. It reaches real gameplay (jumping, grabbing, quests), but with audio timing glitches and softlocks. 20 of its last 100 commits list Claude or Cursor as a co-author.
You needA Tomba! disc image (PS1) and the SCPH1001.BIN BIOS.
Jet Force Gemini (TK22-26)
TK22-26/JetForceGemini-Recomp
A native recompilation for 64-bit Windows. Version 1 is complete: the campaign plays from start to finish, along with the original local multiplayer and optional content. It comes prebuilt: you import your ROM once in the launcher and click Play. It adds modern controls, still experimental, with mouse and keyboard or dual sticks and a visual controls editor, plus high-refresh rendering with interpolation, adjustable motion blur, and adjustable fog. It also has a live map and inventory as companion tools. Version 1.3.0 came out on October 19. It states it was written with the help of AI (Codex), with human direction, review, and playtesting.
You needYour own US Jet Force Gemini ROM in .z64 (big-endian) format, and 64-bit Windows.
Mario Kart: Super Circuit
mstan/MarioKartSuperCircuitRecomp
Static recompilation of Mario Kart: Super Circuit for Windows, with optional 60 fps and adaptive widescreen mods. A byproduct of building gbarecomp: the game is the proving ground, and the reusable framework is the real goal. 9 of its 74 commits list Claude as a co-author.
You needYour own Mario Kart: Super Circuit ROM and the GBA BIOS.
Sin and Punishment
wootbeer/snprecomp
Native PC port of Sin and Punishment (Tsumi to Batsu: Hoshi no Keishousha), made with N64Recomp, N64ModernRuntime and RT64. The latest release is 0.2.1 Beta (October 24, 2026). It offers widescreen with the HUD anchored to the screen edges (experimental), framerates above 30 fps (experimental), high resolutions, mouse aiming (absolute or relative) or analog stick aiming, remappable twin-stick controls, RT64 and Rice texture packs, screen filters, and unlocks and cheats in the settings. You can keep a Japanese ROM and an English-translated one at the same time, each with its own saves. The Linux and Steam Deck build is untested. 67 of its last 68 commits list Claude as a co-author.
You needA Tsumi to Batsu - Hoshi no Keishousha ROM (Japan, SHA-1 581297b9d5c3a4c33169ae0aae218c742cd9cbcf) or an English translation patched onto it (.z64, .n64 or .v64). No game data is included. Windows; Linux and Steam Deck untested.
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.
Mario Party 4 (Party Board, zeranemesis)
zeranemesis/Marioparty4
Party Board: a native port of Mario Party 4 (GameCube) built on the game’s decompilation; it isn’t an emulator. It runs on Windows (through the CubeShelf manager or from a zip), Linux (AppImage), macOS (Apple silicon and Intel), Android phones, and Meta Quest, in stereo 3D and mixed reality; the Switch homebrew version builds but hasn’t been run on a console yet. The game starts from a disc image (ISO, RVZ, WIA, or GCZ) that is checked by hash. It supports 60 to 240 fps without speeding the game up, an adaptive widescreen HUD or a locked 4:3, adjustable internal and shadow resolution, several graphics backends (Direct3D 12 and 11, Vulkan, Metal, OpenGL…), gamepad, keyboard, and mouse, an on-screen touch controller, a turbo key, a speedrun mode, unlocking minigames without touching your save, RetroAchievements, and mods applied on top of the image without rewriting it (through CubeShelf). It has online play for two to four players from Windows and Android, on a local network or in private and public rooms, with a lockstep simulation and a state comparison every tick, and a relay for anyone who can’t open ports. Version 0.20.0 (October 16) is the latest, marked as a pre-release. The README thanks the GameCube and Wii decompilation community, the Aurora and Dusk developers, and the contributors to mariopartyrd/partyboard, another Party Board repository. The dist/ folder holds a 30.7 MB ZIP with a backup of a Windows build (the executable and DLLs of the game code and the interface, with no game data). 83 of its last 100 commits list Claude as a co-author.
You needYour own copy of Mario Party 4 for GameCube as a disc image (ISO, RVZ, WIA, or GCZ): the US GMPE01 (revision 0 or 1) or the European GMPP01; the Japanese GMPJ01 is recognized but not supported yet. To play online, all players need the same disc (US revision 1 or the European one). Plus Windows, Linux, macOS, Android, or Meta Quest.
Chrono Trigger (DS)
power-pudu/egg-of-time
A native PC port of the Nintendo DS version of Chrono Trigger, for Windows, Linux, and macOS. It is a static recompilation: every function of the game’s code is translated to C and compiled into a native program, with a small runtime standing in for the DS hardware; it is not an emulator. The game is built on your computer from your ROM on first start, which takes a few minutes. It offers widescreen, high resolutions, higher frame rates, gamepad support, and mods. According to the README it is playable from the start (tested through the opening, the Millennial Fair, the first time warp, battles, and Game Over) with sound, music, and cutscenes; Wi-Fi, the microphone, and the DS 3D engine are not implemented. It states that it was developed with Claude through Claude Code, which did the reverse-engineering analysis and wrote the recompiler, the runtime, and the documentation under the repository owner’s direction. Version 0.2.3 (October 29) is the latest, with a Windows zip. 13 of its 19 commits list Claude as a co-author.
You needYour own Chrono Trigger ROM for the Nintendo DS, US release (game code YQUE, English and French, SHA-1 11f9e8204e484eab42181b210c9f214584be75bf); the Windows release refuses any other file. Plus Windows or Linux; on macOS the runtime compiles, but a full game build has not been tested.
RalliSport Challenge 2
Mortify7612/RallisportChallenge2-decomp
A static recompilation of the NTSC Xbox release (title 0x4D530039) for Linux and Windows, built with xboxrecomp plus its own runtime work: a Linux platform layer, a Vulkan renderer for the NV2A GPU, sound, input, and kernel fixes. Boot, intro movies, menus, profiles, career mode, stage loading, and racing work. It renders at up to 6x internal resolution, with the game’s own 16:9 widescreen mode and frame rates above 60 (the game keeps time by the clock), and adds MSAA, anisotropic filtering, ambient occlusion, and HDR output. Sound goes through SDL2 with the game’s per-environment reverb (tunnels, forest, valleys, in the car), though the Xbox audio DSP isn’t emulated. It supports keyboard and controllers with rumble, and a pre-game launcher sets resolution, aspect ratio, GPU, display mode, frame rate limit, audio, and controls, and can add the game to Steam. The code translated from the executable is generated on your machine from your default.xbe. The Windows build was tested on real Windows from 0.5.1 on; the latest release is 0.6.0 (October 17). All 73 of its commits list Claude as a co-author. The source also includes one function translated from the executable, the controller-reading function of the Xbox development kit’s XInput library, which the port uses to record and replay input.
You needThe files from your own NTSC copy of RalliSport Challenge 2 for Xbox (the folder with default.xbe, Layer0, Layer1, Media, Movies…), in a game folder next to the program. Plus 64-bit Windows 10 or 11 with a Vulkan 1.3 graphics driver; the released Linux build needs an up-to-date Arch-based distribution (glibc 2.43 or later, SDL2, glslang 16…), and on other distributions you have to build it.
Shin Megami Tensei IV
Invictus-potens/smt4-recomp
A static recompilation of the US 3DS version for 64-bit Windows: 3dsrecomp translates the game’s ARM code to C ahead of time, which is compiled into a program of its own, and Zakuro serves as the runtime for everything else (kernel, services, GPU, and sound). The game’s code runs natively, without an emulator’s interpreter or JIT. On top of that it adds 16:9 and 21:9 widescreen (a wider 3D scene, not a stretched picture), x2, x3, and x5 multipliers for Macca, hero and demon EXP, and App Points, easy recruiting, 60 and 30 fps, and community cheats, all from the game’s cheat menu; from Zakuro it inherits Vulkan or OpenGL, screen layouts, filters, save states, and controller support. A launcher written in Rust finds the ROM, installs missing tools with winget, downloads and updates the project, builds the game with a progress bar, and starts it. The project calls itself a beta: it was played for more than 10 hours from a new game with no crash, but the rest of the game hasn’t been played yet. Version 0.1.5 (October 23) added updates from the launcher. Linux should work too, but hasn’t been tried.
You needYour own decrypted dump of Shin Megami Tensei IV (USA), title ID 00040000000E5C00, as .3ds or .cci. Plus 64-bit Windows 10 or 11, a graphics card with Vulkan (or OpenGL 3.3), about 10 GB of free space, and 8 GB of RAM for the build, which takes 20 minutes or more. The tools (Rust with the GNU toolchain, MinGW-w64, and git) are installed by the launcher through winget.
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).
The Legend of Zelda: Ocarina of Time 3D (OTPR26)
OTPR26/Ocarina-ReTuned
A native, single-screen recompilation of OOT3D for Windows, Mac, Linux, Android, iOS, Apple TV, and experimentally Nintendo Switch, called Ocarina ReTuned. It is a substantially modified fork of TriAevum that integrates the Ocarina ReFramed gameplay with its own interface and its own ROM-preparation flow. It adds optional dual-screen support on Android, manual jump on X or ZR, a PAK loader for player models, customizable touch controls, adjustable internal resolution with frame interpolation (including 60), texture packs, and bundled HD dialogue fonts. Shaders are generated on your machine from your game’s data. Preview 0.5.7 (October 27) is the latest release and the README warns of rough edges.
You needYour own decrypted ROM of the USA version, in .3ds or .cci format; other regions and revisions are not supported. The first time, the program prepares it on your machine, and optional texture packs are supplied separately.
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).
Rush 2: Extreme Racing USA
bryantmh/rush2recompiled
Recompilation of the 1998 racer with widescreen and ultrawide; high frame rates interpolated over the original 30 fps, including a variable refresh mode that follows your display; a HUD you can keep at 4:3 or push to the edges; a level of detail you can switch off so nothing pops in; redrawn fonts that stay sharp; and optional HQ2x/HQ4x texture upscaling that leaves the menus and HUD alone. 11 of its last 100 commits list Claude as a co-author.
You needYour own copy of Rush 2: Extreme Racing USA (N64). Nothing from the original cartridge is included.
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).
King's Field
Voicedrew11/verdite2
Verdite2: a PC port of King's Field (US edition SLUS-00158) built on RecompOne. It adds 16:9, 16:10, and 21:9 widescreen with adjusted culling, perspective-correct textures, a fix for vertex wobble, modern twin-stick controls, keyboard and mouse, and an automatic save reload on death. Its author describes it as an AI-driven attempt and calls it playable from start to finish, with occasional issues. 74 of its last 100 commits list Claude as a co-author.
You needYour own King's Field dump (PS1, North American edition SLUS-00158), as .cue/.bin or .chd.
Knack II
Hyant4/Knack-II-pc-port
An experimental unofficial port of the PlayStation 4 version for Windows, with Vulkan graphics, its own launcher, and local two-player co-op. The project owner reports that it is playable from beginning to end, but the README states that the automated tests and hands-on checks do not certify the full campaign or all hardware, and that graphical defects, Vulkan device loss, and crashes may occur. It offers QHD and 4K internal resolutions; ultrawide is experimental and cutscenes show blue areas at the sides. The README’s download link is 0.17.5; the most recent version, 0.17.7-rc5 (October 29), is a release candidate. 37 of its last 100 commits list Claude as a co-author.
You needYour own Knack II dump for PS4: CUSA08014 (US, version 01.01), the primary target, with eboot.bin, game.elf, sce_sys, and sce_module; the European edition CUSA07670 has experimental support and only a short boot was checked. Plus a recent 64-bit Windows, a Vulkan-capable graphics card with up-to-date drivers, and two controllers for local co-op.
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).
Hard Corps: Uprising
saulob/hard-corps-uprising-recompiled
A native Windows port of the Contra spin-off for Xbox Live Arcade, by static recompilation with the ReXGlue SDK, with the TRG launcher and an experimental native Linux and Steam Deck AppImage with Vulkan. 0.6.0 added native aspect ratios from 4:3 to 32:9, which show more of the scene at the sides instead of stretching the picture, a 50–100% internal render resolution, and a graphics card choice on Windows; it also has 1x–4x resolution, FXAA, 2x or 4x MSAA, and up to 16x texture filtering. The launcher installs the Harley Daniels, Sayuri, and Leviathan DLC characters from your own packages and offers an intro skip and seven cheats, which can also be changed in game with F10. The 12 achievements and the leaderboards work offline with your own scores, and two players can play with two Xbox controllers; there’s no online play. Linux is still experimental: 0.6.1 (October 16) made the AppImage start where it can’t be mounted with FUSE, not yet confirmed on SteamOS. Its author states that AI tools were used and that the maintainer directed, tested, and reviewed the changes.
You needYour own Hard Corps: Uprising Xbox Live Arcade package (Title ID 58410A18, version 0.0.0.3; default.xex with SHA-256 530EDE8ED5271051A2AB19C077A97FB167E4F30B094C292E8F59D37D0D2069DC); other versions are rejected. Optional DLC characters also from your own packages. Plus 64-bit Windows 10 or 11 with DirectX 12, or x86-64 Linux with Vulkan and glibc 2.31 or newer.
Mega Man X5
mstan/MegaManX5Recomp
Native recompilation of Mega Man X5 (US version, SLUS-01334) with psxrecomp, at an early stage. 22 of its 46 commits list Claude as a co-author.
You needA disc image of Mega Man X5 (PS1, US version).
Rampage: Total Destruction
jjmhalew/RampageRE
A native PC port of Rampage: Total Destruction that plays from your own disc; the repository includes no game files. It has two halves: a base recompiled with PS2Recomp, which runs the real game logic and serves as the reference, and a reimplementation whose formats are documented in docs/ and checked byte for byte against every file on the disc, with readable native code for scripts, data, the renderer, and the game systems. The README says it can be played from start to end in the native port, with the front end, the campaign’s seven cities, bosses, credits, the other modes, and one or two players, and that it has been played on Windows; the Switch, Vita, and phone builds have not yet been tried on real hardware. Optionally, with the files from your own Wii disc, it adds that version’s ten extra monsters. Version 1.2.1 is from October 28. All of its last 100 commits list Claude as a co-author.
You needYour own copy of Rampage: Total Destruction for PS2, European (SLES-53800, SLES_538.00 version 1.00) or American (SLUS-21323, SLUS_213.23 version 1.01), which hold the same game byte for byte; as an .iso image, or with the files extracted from the disc. There are builds for Windows (RampageRE.exe), Linux, Android, Switch, and Vita.
Resident Evil Gaiden
sergiomanzur/regaiden-recomp
A static recompilation of the US Game Boy Color release, built with gb-recompiled: the cartridge code is translated to C and linked with a runtime on SDL2, OpenGL ES 3, and Dear ImGui. It boots looking like an unmodified Game Boy Color (10:9, original colors), and every enhancement is optional or adjustable from the F10 menu: true 16:9 (256×144) or 21:9 (336×144) widescreen that widens the view instead of stretching it; an optional sprint at 125–250% speed that switches off in battles and menus; a flashlight with dynamic lighting; image filters (vignette, film grain, CRT scanlines, and five color grading profiles); PNG HD texture packs; replacement music in OGG or WAV with loop points; cheats and GameShark codes; and ten save-state slots. There are Windows and Android builds, with Linux in the works. Version 0.4.1 (September 16) restored the zombie voices and added loop points. Five of its 26 commits list Claude as co-author, and the README warns that the bundled HD pack is AI-generated placeholder art meant to be replaced.
You needYour own US Resident Evil Gaiden ROM for Game Boy Color, “Resident Evil Gaiden (USA).gbc,” 2,097,152 bytes with SHA-256 9a97678cbd8da02c8763e977674e17f460c06ea8b73bad35c52fe6817f506d44; on Windows it goes next to the executable. Plus 64-bit Windows.
Vandal Hearts
HalmyLyseas/VandalHearts-PcPort
A native PC port of the PlayStation Vandal Hearts, built on byte-exact matching decompilations of the game: the US executable (SLUS_004.47) and, since 2.0.0, the Japanese one (SLPM_860.07), which the build reproduces and which is verified on every change. The console’s interfaces (GPU packets, GTE math, CD-ROM and XA audio, SPU, MDEC video, and pad input) are replaced with portable equivalents using SDL2, Metal or OpenGL, and OpenAL. One executable recognizes the US, Asian, and Japanese discs. On top of the faithful game it adds, optionally, reworked controls with an enemy threat overlay, an options and save-management overlay, a “Tactical Mode” that rebalances the game, an exact software rasterizer with internal-resolution supersampling, fast-forward, a translation framework (a community Spanish pack exists, hosted by its author), and HD packs with upscaled backgrounds and movies. 2.1.0 is from August 31. There are Windows and Linux (AppImage) builds; the macOS build is experimental and compiled from the source. The repository includes the game’s decompiled C code and a few functional game-data tables, and the releases publish two HD packs of about 330 MB (one per region), with upscaled backgrounds and movies that the project describes as derivative art. 84 of its last 100 commits list Claude as a co-author.
You needYour own Vandal Hearts disc image (.bin): US (SLUS-00447), Asian (SCPS-45183), or Japanese (SLPM-86007), in a game/ folder beside the executable; without it the download does nothing. Plus Windows 10 or 11, or Linux with glibc 2.34 or later and FUSE2 for the AppImage, or macOS 11 or later building from the source.
The Lost World: Jurassic Park
snicolast/LostWorldNative
A native PC port of Sega’s 1997 arcade light-gun game, for the Sega Model 3 board. The README says it is not an emulator: the original code, PowerPC recompiled to C++, with a modern Vulkan renderer. It offers true widescreen (16:9 or 21:9), ray-traced sun shadows, ambient occlusion, distance haze, bloom, new rain and lightning, a flashlight in the night stages, MSAA or NVIDIA DLAA, HD textures, smooth motion at 120 or 144 Hz, mouse, gamepad (with gyro), or two mice for two players, and new modes (Random Spawns, Boss Fight, Survival) with achievements and stats. The repository publishes no releases: it is built with Python and the Visual Studio 2022 Build Tools. The code is under the MIT license. 62 of its 91 commits list Claude as a co-author.
You needYour own copy of the arcade ROM lostwsga.zip, the Japan Rev. A set (Sega Model 3 Step 1.5), with files such as epr-19936.20 and mpr-19918.1; other versions will not work. Plus 64-bit Windows 10 or 11, a Vulkan graphics card, Python 3, and the Visual Studio 2022 Build Tools with the C++ workload.
Wipeout XL
NJH-1001/Wipeout2K97XL
Wipeout XL Recompiled: an unofficial psxrecomp project for the US release (SCUS-94351) of the game known in Europe as Wipeout 2097. Each download is a setup kit: a wizard can fetch CMake, Ninja, and Clang, generates the game code from your disc, and compiles it on your machine, with the free OpenBIOS. There are kits for Windows 10 and 11, x64 Linux, and macOS 15 (Intel and Apple Silicon); racing and controllers have been tested on Windows, the author has tested the Linux build on Steam Deck, and on macOS only the build and launcher have been checked. The controller always emulates a NeGcon, with a configurable dual-stick preset: analog steering and throttle, with pitch and air brakes on the right stick. The visual mods, off by default, add 16:9 with OpenGL (since 0.1.1, from October 20, with an option to move the race HUD out to the edges), longer draw distance for the track and the enemy ships, and CRT filters inspired by JVC and Sony Trinitron TVs. The default renderer is OpenGL at 4x internal resolution. Netplay isn’t enabled.
You needYour own US Wipeout XL disc image (SCUS-94351) in Redump style: the .cue and all 12 .bin tracks (track 01 MD5: bee4ab5e4835235ccf6f16bc8caea5e6). Other regions and revisions aren’t supported. Plus Python 3.11 or later and room for the disc and a local build, on 64-bit Windows 10 or 11, x64 Linux, or macOS 15.
Pokémon Black
Project-Holon/eidos
A native PC port of Pokémon Black, built from the aletheia decompilation: it compiles the game’s decompiled C and runs it natively, without emulating the DS, and reads the game data from your own ROM. It has an SDL platform layer, a 2D engine, a 3D engine drawn on the GPU at a higher resolution with fog, edge marking, and anti-aliasing, fast forward, remappable keyboard and gamepad controls, and a mod loader. It plays from the title screen into the opening hours (new game, the first battles, the field menu, saving, and continuing); crashes are expected further on, multiplayer beyond syncing positions is experimental, and Pokémon White is listed as a later milestone. Version 0.1.7 (October 29) provides Windows, macOS, and Linux builds and a launcher that installs and updates the game.
You needYour own copy of Pokémon Black (USA or Europe) for the DS, from which the program reads and extracts the data on first start. Plus Windows, macOS, or Linux.
Naruto: The Broken Bond (Auremana666)
Auremana666/Naruto-The-Broken-Bond-PC-Port
An unofficial PC port of Naruto: The Broken Bond (Xbox 360), made by statically recompiling the original game with the ReXGlue SDK and adding a full PC options menu. Version 2 is built on jorjbarbosa’s recomp: its recompilation, audio fixes, and native Direct3D 12 renderer are his work, and this port adds its own features, such as the options menu, key and controller remapping, field of view, ultrawide view, mouse camera, and, in 2.5, weather, a free camera, Hokage skins, and Steam Deck fixes. Version 2.5 (October 26) runs on the Steam Deck through Proton. 40 of its 87 commits list Claude as a co-author, and the README credits Claude with the code of the PC features and of the version 1 recompilation.
You needYour own copy of Naruto: The Broken Bond for Xbox 360 as an ISO image, placed in the assets folder or next to the executable. Windows; on the Steam Deck, through Proton.
Star Wars: Shadows of the Empire (N64)
GTTeancum/SotE-Recomp
A static recompilation of the Nintendo 64 version, built with N64Recomp, for Windows 10 and 11. It targets the US 1.2 (Rev 2) release and checks the ROM by SHA-256; v64 and n64 byte orders are converted automatically. It includes modern and classic control schemes with rebindable keyboard, mouse, and gamepad, modern aiming with shot convergence and optional aim assist, an adjustable camera, and cheats. Optionally, if you copy the ILB*.WAV files from your PC installation into the Sdata folder, Leebo’s 31 communicator messages play with the PC voices, and the .SAN files from that version play its movies; without them it uses the ROM’s. The 0.9.6 zip (October 22), about 460 MB, also bundles two texture packs: the community V1 pack by interceptor427 and AI upscales, both loaded automatically and falling back to the original texture where no replacement exists. Still being worked on, per the project: flickering on the Steam Deck and freezes when switching to the Traditional control preset.
You needYour own US ROM of Star Wars: Shadows of the Empire (Rev 2, .z64; SHA-256 e7085e01…8642c), named sote.us.v1.2.z64 beside the executable. Optionally, the voice (ILB*.WAV) and movie (.SAN) files from your PC copy. Plus 64-bit Windows 10 or 11; the executable bundles SDL2 and the Visual C++ runtime.
Mega Man X2
mstan/MegaManX2Recomp
Static recompilation of the US edition on snesrecomp, with a pre-boot launcher. Its stated status is honest and narrow: it reaches the intro cutscenes, verified with screenshots through the debug interface (correct background layers, sprites, palettes, and text, and progress between scenes). Broad gameplay coverage and audio verification are still pending. 39 of its 65 commits list Claude as a co-author.
You needYour own Mega Man X2 ROM (SNES, US version). Dumps with a 512-byte copier header are fine: it’s stripped automatically.
Strike Remastered Collection HD
Icedomega13/StrikeHDCollection
Native PC versions of the three Sega Genesis Strike games: Desert Strike: Return to the Gulf, Jungle Strike, and Urban Strike. Each game’s original code is statically recompiled to C and verified instruction by instruction against the Musashi 68000 core in lockstep tests; sound (YM2612 and PSG) is emulated with ymfm. It adds widescreen from 16:10 to 32:9, HD graphics packs with a built-in builder (4× upscaling with xBRZ), a status HUD, a minimap, a pause menu with save slots, cheats, rewind, autosave, gamepad rumble, stats, and a launcher with a game picker. A difficulty prototype for Desert Strike and a work-in-progress Amiga edition that uses your own Amiga disks round out the list. Version 0.8.1 is from October 26, with an installer and a portable zip for Windows; the README also documents building on Linux. The recompiled code is generated on your PC and is not in the repository. 7 of its 9 commits list Claude as a co-author, and the README says development relied heavily on AI.
You needYour own copies of the Mega Drive/Genesis cartridges (US or Europe) for the games you want to play, checked by SHA-1: Desert Strike d7e7d8c358eb845b84fb08f904cc0b95d0a4053d, Jungle Strike 7a7568e39341b1bb218280ee05c2b37c273317b5, and Urban Strike 897a8f6a08d6d7d6e5316f8047532b3e4603e705. Windows, or Linux by building from source.
The Nightmare Before Christmas: Oogie's Revenge (josiahg2502-glitch)
josiahg2502-glitch/OogiesRevengeRecompiled
A native Windows port of Tim Burton’s The Nightmare Before Christmas: Oogie’s Revenge (Xbox, USA), by static recompilation of the x86 code to C++ with xboxrecomp; no emulator. According to the README the whole executable is recompiled and runs its own game logic at a steady 60 frames per second with sound; Direct3D 8 is replaced by a Direct3D 11 renderer that translates the game’s vertex and pixel shaders to HLSL, and the intro, menus, a new game, and the first level (Town Square) render correctly at 4K. The game’s own menu, drawn with its art from the disc, serves as the launcher (it copies your disc on the first start and offers Play, Settings, Controls, and Mods; F1 opens it during play). There are options for resolution up to 4K, aspect ratio, 120 frames per second with intermediate frames, ray-marched ambient occlusion, and support for mods that replace disc files. Version 1.0.1 (October 23) is the latest. All 4 of its commits list Claude as a co-author.
You needYour own disc of The Nightmare Before Christmas: Oogie’s Revenge for Xbox, USA version (title ID 42560004), as a Redump .iso, an xiso, or an extracted folder; the first start checks default.xbe against its SHA-256. 64-bit Windows 10 or 11; to build from source, Python 3.
Automobili Lamborghini
alondero/automobililamborghini-recomp
Static recompilation of Automobili Lamborghini for N64, still in development: it boots, shows the menus, and gets into a race. 3 of its last 100 commits list Claude as a co-author.
You needAn Automobili Lamborghini ROM (N64, .z64).
Pilotwings 64 (gcsmith)
gcsmith/Pilotwings64Recomp
Recompilation of the N64 launch-title flight sim: playable but unpolished (no widescreen yet).
You needA Pilotwings 64 ROM (N64).
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.
Buffy the Vampire Slayer: Chaos Bleeds
KaikoClanworth1/buffy-chaos-bleeds-pc
A native Windows port of the Xbox version, with the game’s code translated to C using xboxrecomp and built as an ordinary program: it is not an emulator. It draws with Vulkan by default, or Direct3D 11, at 720p, 1080p, 1440p, or 4K as well as the original 4:3 sizes, at a steady 60 fps or up to 360 with the game still at its own speed. A launcher installs, configures, and starts the game, switches mods on and off with a checkbox without changing the game files, and supports a second player in the campaign, in two windows or split screen, and HD texture packs, with a dump of the game’s textures as in Dolphin and PCSX2. The same base runs on Android with touch controls. Version 1.0.2 (October 2) added more texture pack formats on PC and made them work on Android. The README itself says Claude Code wrote most of the port with its author directing and testing, and all 15 commits in the repository list Claude as a co-author. The repository does not include the game.
You needYour own copy of Buffy the Vampire Slayer: Chaos Bleeds for Xbox (European or North American release), as a disc image (.iso or .xiso). Plus 64-bit Windows with a Vulkan or Direct3D 11 graphics card and, if you want to use a controller, an XInput controller.
Futurama
hiburn8/Futurama-The-Game-The-Recomp
A native Windows port of Futurama (original Xbox, 2003) in which the game’s code was rewritten in C++ function by function from the machine code of the Xbox version, with “// orig:” comments pointing back to the original. It is neither an automatic translation of the executable nor a remake: the disc is only read for the models, textures, sounds, music, movies, level scripts, text, and some data tables inside default.xbe, and the Xbox’s audio DSP programs run on a tiny built-in emulation. It uses Direct3D 11, XAudio2, and an Xbox controller or keyboard. The aim is 1:1 fidelity: the README says the 701 functions the tests reach match the original, backed by almost 4,000 object tests, 60 level tests, and 38 rendering tests, and that one automated run goes from the start of level 1-1 into level 1-2; the final picture and sound have not been compared with a real Xbox. The author says it took about two weeks (October 12 to 25) with Claude Opus 5.5. Version 0.1.0 (October 25) is the only release; both of its commits list Claude as a co-author.
You needYour own copy of Futurama for the original Xbox, NTSC-U, as a disc image (.iso) or with the extracted files; the first time the program asks for the .iso or the default.xbe. 64-bit Windows 10 or 11.
Monster Hunter 3 Ultimate
BoyClinton/Cha-Cha
A native port of the Wii U version for Windows and Linux, made by static recompilation: the game’s PowerPC code is translated to C++ ahead of time and compiled for your PC, on a reimplementation of the Wii U system libraries of its own, with graphics on Vulkan and input and audio on SDL3; it is not an emulator and has no emulator code. Compared with the original it adds item sets like those of Monster Hunter Generations Ultimate, monster HP scaling when hunting in Port Tanzia with fewer than four hunters, downloadable event and challenge quests, and texture packs with texture dumping. Planned next are local network play and a lobby server of its own in place of Nintendo’s retired service. Version 0.1.0 (October 28) provides a Windows zip and a Linux AppImage. All 3 of the repository’s commits list Claude as a co-author.
You needYour own copy of Monster Hunter 3 Ultimate for the Wii U, US release with update v32 (the program checks the executable and reads the files where they are, without copying them). Plus 64-bit Windows 10 or 11, or x86-64 Linux with glibc 2.35 or newer, and a Vulkan 1.3 driver.
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.
Hydro Thunder / Offroad Thunder / Arctic Thunder (VCThunder)
mourix/VCThunder
A Windows host for Midway’s Quicksilver II (Hydro Thunder and Offroad Thunder) and Graphite (Arctic Thunder and Ultimate Arctic Thunder) boards. It is not an emulator: the original 32-bit x86 game code runs unmodified on the processor, and VCThunder replaces everything around it: the Phar Lap ETS kernel becomes Win32, the Glide 2.53 boundary is its own rasteriser, and the cabinet’s I/O boards, audio, timebase, and NVRAM are host implementations. According to the README, Hydro Thunder and Offroad Thunder are playable at a locked 30 frames per second, and both Arctic Thunders run at their own 60 but are in progress; link play between two copies is an early beta. Version 0.4 (October 28), the fourth public beta, is the latest. The author says the project was a challenge to see how far Claude Opus 5 could be taken; 4 of its 6 commits list Claude as a co-author.
You needYour own copies of the games as MAME CHDs next to VCThunder.exe; the importer checks the executable (Hydro Thunder v01.01b from 1999-02-27, Offroad Thunder from 2000-02-25, Arctic Thunder v1.002 from 2000-12-18, and Ultimate Arctic Thunder v1.9.5.0 from 2004-05-03, which comes from its update CD and also needs Arctic Thunder’s CHD). Plus Windows.
Strider 2
strider973/STRIDER-2-Recompiled
Static recompilation of Strider 2 (SLUS-01163) built on psxrecomp and recomp-ui.
You needA Strider 2 disc image (PS1, SLUS-01163) and the SCPH1001.BIN BIOS. 3 of its 6 commits list Claude as a co-author.
AeroGauge
alondero/aerogauge-recomp
Static recompilation of the N64 anti-gravity racer: it runs your own copy in a native window, with an in-game settings screen. There are builds for Windows 10 or later with Direct3D 12, Linux with Vulkan, and Android 9 or later on ARM64 with touch controls. macOS isn’t a supported target on this branch, and its author warns that building it on another system doesn’t prove the game works there. 19 of its 82 commits list Claude as a co-author.
You needYour own copy of AeroGauge (N64).
Gran Turismo 2 (OpenGTPS1)
GTTeancum/OpenGTPS1
OpenGTPS1: an experimental Windows x64 port that statically recompiles both US discs: the Simulation disc (SCUS-94488, revision 2) and the Arcade disc (SCUS-94455). It boots through the original game flow, renders menus and videos, supports controllers and memory cards, and can take a purchased and upgraded car through full races, championships, and replays. Its native race renderer is designed so it can be ported to the original Xbox in the future.
You needYour own US Gran Turismo 2 disc images (Simulation, Arcade, or both).
Klonoa: Door to Phantomile
TechnicallyComputers/Klonoa-Door-to-Phantomile
Static recompilation of Namco’s 2.5D platformer, built on psxrecomp and recomp-ui. It runs standalone from the release zip, or it can be managed with RetComM Launcher, by the same author, which automates updates, builds, and the ROM and BIOS setup. 2 of its 42 commits list Claude as a co-author.
You needYour own Klonoa: Door to Phantomile disc image (US edition). It uses OpenBIOS unless you supply your own SCPH BIOS.
Grandia III
GranasSabre/Grandia3-PC
A native Windows version of Grandia III made by static recompilation: the game’s MIPS code, its sound driver, and its VU1 geometry programs are translated ahead of time into C/C++ and compiled for x86-64. A small runtime stands in for the PS2 hardware (graphics via Direct3D 11, sound, DMA, memory cards) and nothing is interpreted at run time. It reads the disc images when you play, without changing or copying them, and the repository contains no generated code. It offers internal resolution up to 8x, real 16:9 and 16:10 widescreen or ultrawide (menus and text stay 4:3), 60 fps in the field and, optionally, in battles, savestates in 9 slots, skippable movies, automatic Steam Deck detection, original English text or a complete German translation, and separate unofficial HD texture packs (7.5 GB). Subtitles are experimental. It works on Windows 10 and 11 and on Steam Deck or Linux with Proton; v1.0.4 is from October 28. 12 of its 14 commits list Claude as a co-author.
You needYour own copy of Grandia III (USA): the ISO images of discs 1 and 2 (you can pick disc 1 at startup, or leave the images next to the executable as disc1.iso and disc2.iso). Windows 10 or 11 with a Direct3D 11.3 graphics card.
Yoshi's Story
wootbeer/dinotale
DinoTale: a static recompilation of the US release, built with N64Recomp and N64ModernRuntime, with RT64 as its renderer. It builds on the decompals decompilation (its ROM layout, symbol names, and overlay loader research) to find the game’s functions. It offers four aspect ratios: the original 4:3, stretched, an experimental hybrid that stretches the backgrounds and keeps the sprites in the middle, and Expand, also experimental, true widescreen up to 16:9 that shows more of each level, with the HUD at the window edges or in its original place. It adds screen filters (CRT, scanlines, LCD, and the xBR, xBRZ, and HQ2x upscalers), keyboard and controller support with remappable controls, and in-game settings menus. There are builds for Windows and Linux, Steam Deck included. Later pages and boss fights are still being tested, especially in Expand. 0.1.0 came out on October 11 and the latest, 0.1.6, on October 21. 80 of its 81 commits list Claude as co-author.
You needYour own US Yoshi’s Story ROM for N64, “Yoshi’s Story (USA) (En,Ja)”; any byte order works (.z64, .n64, or .v64), also inside a .zip or .7z, and it’s checked without being modified (SHA-1 of the .z64: B13072FEF6C6DF48C07D8822C01E5BC59036F6DA). Plus Windows or Linux.
Def Jam Vendetta
jcsix694/def-jam-vendetta-recomp
Def Jam Vendetta Recompiled: a native Windows port of the US PS2 release (SLUS-20639). The game’s code is translated to C++ with PS2Recomp and compiled on your machine, and the PS2’s graphics chip is drawn on your graphics card with Vulkan through paraLLEl-GS. A settings program checks your disc, installs Microsoft’s C++ build tools if needed, builds the game (20 to 30 minutes the first time), and updates itself. It offers 1x–16x resolution with AMD FSR scaling, 16:9 matches showing more of the arena (menus and movies stay 4:3), sharp 2D for the HUD, text, and menus, high-detail models in every match (the PS2 lowered them with three or four fighters), up to four players on controllers with the keyboard as any of them, rumble, WWF No Mercy and Wrestle Kingdom 2 camera styles, adjustable match speed (with No Mercy’s pace as an option), and an option to unlock everything without touching your save. Saves are kept as memory card files on your PC. Mod support is in development. Version 0.4.1 came out on October 17.
You needYour own US copy of Def Jam Vendetta for PS2 (SLUS-20639) as an .iso or .chd. Plus 64-bit Windows 10 or 11, a graphics card with Vulkan 1.3, about 8 GB of free space, and an internet connection once.
Super Mario Maker 2 (Apolinario-coder)
Apolinario-coder/MushroomMakerRecomp
Mushroom Maker Recomp is an experimental native Windows port of Super Mario Maker 2 (version 3.0.3), based on static AArch64-to-C recompilation. The game’s code is translated and compiled on your PC; a PC compatibility layer handles graphics (Vulkan, with resolution scaling, FSR 1 or NIS, and SMAA), input, audio, and operating-system calls. It offers 4K output, 120 FPS presentation (with simulation kept at 60 Hz), keyboard, mouse, and controller support, and integrates with Course World through the public MariOver service. The README warns that full-game compatibility has not been established and that crashes and visual differences may occur. Version 1.0 (October 26) is for Windows.
You needYour own complete Super Mario Maker 2 game files for Nintendo Switch with update 3.0.3 already applied (the update files alone are not enough). 64-bit Windows 10 or 11 with .NET Framework 4.8, a Vulkan 1.3-capable GPU, and an internet connection to fetch courses.
Castlevania Chronicles
Spicywonda/castlevania-chronicles-recomp
A native Windows, macOS (Apple silicon), and Linux port of the US PlayStation release (SLUS-01384), built with RecompOne, which translates the game’s MIPS code to C#, with the project’s own patches on top of its runtime. A launcher asks for your disc image, remembers it, and prepares the game code on first launch; the released builds include no disc or game data. F1 opens a menu to rebind keyboard and controller and to turn on cheats (invincibility, plus infinite health, hearts, or lives), which start off every session; falls and instant deaths still apply. The illustration gallery and the interview work, and you can import a raw 128 KB memory card. Widescreen is experimental and off by default: corrupted images and objects popping in and out at the side margins have been reported. All eight stages are registered, but a full playthrough hasn’t been validated yet, and a sound bug when defeating a boss and collecting the orb is still open. Version 0.3.10 (October 12) added automatic launcher updates.
You needYour own US Castlevania Chronicles disc image (SLUS-01384), as a .cue with its .bin files or as a .chd. There are builds for x64 Windows, Apple silicon macOS, and x64 Linux; all three include the .NET runtime. Linux needs glibc, OpenGL drivers, and GTK 3.
Super Robot Wars 64
dyzz/srw64-recomp
Marchwind 64: an unofficial static recompilation of the Japanese release of Super Robot Wars 64, built with N64Recomp and with RT64 as its renderer. It has full English and Chinese translations alongside the original Japanese, switchable in game; according to the 0.4.10 notes, both are mostly machine-translated with one polishing pass. It supports 4:3 to 16:9, extending the scenery to the sides without stretching the picture, re-typesets dialogue in a high-resolution font, and adds a history, auto-play and fast-forward, a pre-battle screen in the style of modern Super Robot Wars games, in-game settings, remappable controls, extra save slots and autosaves, a unit and character library, RetroArch filters (not on Windows yet), and fixes for bugs in the original that can be turned off one by one. There are builds for Windows, Linux (Steam Deck too), macOS, and Android; the Windows, Steam Deck, and Android builds are experimental. Version 0.4.10 came out on October 20; according to its notes, the whole game is playable, though it’s still rough. 743 of its 813 commits list Claude as a co-author. Separately, it offers an HD pack as an optional 509 MB download: the portraits, backgrounds, maps, and some cut-ins are generated with AI image models (Alibaba’s and OpenAI’s) from the original graphics, and the units, cut-ins, and battle grounds and skies are upscaled from the original pixel art. Without it the original graphics are used, and you can switch between the two at any time.
You needYour own Japanese Super Robot Wars 64 (Super Robot Taisen 64) ROM, revision 0 (NS4J), as .z64, .v64, or .n64; as .z64 its SHA-256 is ee5f4a21d8e5f7827d21199e27800edf250df9a8e4d10befb1a6992df597b13e, and no other revision is accepted. On Windows, 64-bit Windows 10 (2004) or 11, a graphics card with Direct3D 12 (Shader Model 6.0) or Vulkan 1.2 (at least a GeForce GT 630, Radeon HD 7750, or Intel HD Graphics 510), and an x86-64-v2 CPU; on Linux, 64-bit with glibc 2.35 or later (Ubuntu 22.04 or Debian 12) and Vulkan 1.2; on macOS, version 14 or later on Apple silicon.
Dragon Ball Z: Buu's Fury (mstan)
mstan/DragonBallZBuusFuryRecomp
Static recompilation of Dragon Ball Z: Buu’s Fury for Windows with gbarecomp. The US release boots, goes through the attract sequence, and gets into gameplay, and its tests cover attract mode, gameplay, and automated traversal routes in native code without falling back to the interpreter; even so, its author presents it as an experimental release that hasn’t been tested from start to finish. It has a launcher to pick the ROM and BIOS and set up video, audio, controls, and mods, sharp scaling or optional filtering, an in-game settings menu, and save states. It includes an optional adaptive widescreen mod that, as the window widens, expands the overworld and HUD up to 480×160 without stretching the image or moving the camera. Version 0.0.4 (October 18) updated the engine and launcher. 4 of its 15 commits list Claude as a co-author.
You needYour own unmodified US (revision 0) Dragon Ball Z: Buu’s Fury ROM (SHA-1 f1c4b07554d2a3b1ad2f325307051e775ce68087) and a dump of your Game Boy Advance BIOS (SHA-1 300c20df6731a33952ded8c436f7f186d25d3492). Plus 64-bit Windows.
The Legend of Zelda: Majora’s Mask 3D
Volpe34/MM3D-PC
An unofficial native port of The Legend of Zelda: Majora’s Mask 3D for Windows and Linux, built on TriAevum, the recompilation runtime and Vulkan renderer made for Ocarina of Time 3D. The game’s ARM code is translated to native code on your computer from your own ROM, and the 3DS GPU commands are drawn with Vulkan; the repository states that it contains no Nintendo code or assets. It adds higher resolutions, widescreen, frame interpolation above 30 fps, a single-screen layout that doesn’t need the touch screen, controller, keyboard and mouse support, English, French, or Spanish text, and an F1 menu with warping, cheats, and save states. The author warns that performance may be bad on some PCs and that he doesn’t know whether he will keep working on it. Version 0.1.9 (October 24) added an optional game-logic thread. 17 of its 18 commits list Claude as a co-author.
You needYour own decrypted dump of Majora’s Mask 3D, USA v1.1, as a .3ds or .cci. 64-bit Windows 10 or 11, or x64 Linux with glibc 2.38 or newer; a GPU with Vulkan 1.2, about 4 GB of disk space, and 8 GB of RAM. An internet connection is needed the first time: setup downloads a compiler (Python and llvm-mingw on Windows, zig on Linux), checks each download against a pinned SHA-256, and takes 10 to 40 minutes.
Sonic R
jnmartin84/sonic-r
Sonic R, Sega’s 1998 racing game for PC, rebuilt from its executable: the code was decompiled with Ghidra and translated from x86 to modern, portable C, which runs with SDL2 on Windows, macOS, and Linux and, sharing the same game code, on the Sega Dreamcast with KallistiOS. Version 1.0 came out on September 12 and 1.0-bugfix1 on September 15, mostly fixing graphical issues; the only published file is SONICR.EXE (9.7 MB), for 64-bit Windows 10 and 11 with no dependencies. On other systems you build it yourself with the repository’s guides, which also cover network play. The project says it was checked against WinDbg sessions on the original SONICR.EXE and by fan playtesting, and that the only single-player behavior differences it couldn’t attribute to something else come from moving from 80-bit x87 floating point to IEEE. It discloses its use of AI: the reverse engineering and translation were done with Ghidra and Claude Code. The repository carries only a few support files in DATA/ (the network icons and the pre-encoded sound effects).
You needYour own copy of Sonic R for PC (1998): the tracks, models, textures, and music come from it. 64-bit Windows 10 or 11 for the published SONICR.EXE; on macOS and Linux, you build it.
Dragon Ball GT: Final Bout (novapowers0)
novapowers0/DB-Final-Bout-Recomp
A static recompilation of the US release (SLUS-00493) for Windows, built with PSXRecomp and recomp-ui: the original MIPS code is compiled into native code in a standalone executable with a launcher, mods, and rendering settings. It has 16:9 or adaptive widescreen, which for now only stretches the picture; a software renderer as the reference and experimental Vulkan; a PGXP variant for more geometric precision; and netplay over LAN or direct IP, built in but not fully tested. Version 0.2.0 added two optional mods: “Combate renovado” (renewed combat), which adds input assistance, aerial follow-ups, and changes to movement, defense, hit-stop, and ki, with a slightly wider camera; and one that unlocks all 17 fighters. The latest, 0.2.1 (October 19), is an experimental pre-release that fixes a blocking wait, though intermittent exits in the original mode remain with no known cause; the latest stable release is 0.1.1, from September 26. Since 0.2.0 the download is ready to play: you only pick your disc. Its documentation includes reports from work sessions carried out by Claude.
You needYour own US copy of Dragon Ball GT: Final Bout for PS1 (SLUS-00493), with the data track as a .bin and its .cue; baserom.md lists its size and its MD5 and SHA-1 checksums. Plus 64-bit Windows.
NBA Jam: On Fire Edition
GTTeancum/OpenJam
OpenJam: a native Windows port of the Xbox Live Arcade release, by static recompilation with the ReXGlue SDK. It runs as the full version rather than the trial and is playable, with its 12 achievements. Its mod manager unpacks your copy on first run and then installs the PS3 scene’s mods, published as .pkg packages: it converts their textures to the format this version reads and keeps the 2013 roster update they bundle. All three that exist, johnz1’s 1990s, 2020s, and Legends editions, play, each with its own folder and saves. The main menu loses its Xbox Live entries and the JAMnet panel becomes the mod list, which you switch between from inside the game. It opens in a 1280×720 window. The author sees this PC version as a reference for a future original Xbox port. 1.0 came out on September 26. Of its 29 commits, 28 list Claude as co-author.
You needYour own Xbox Live Arcade copy of NBA Jam: On Fire Edition: the roughly 850 MB container file the console keeps on its hard drive (title ID 584111EC). Plus 64-bit Windows 10 or 11, a Direct3D 12 graphics card, about 1 GB of free space plus about 700 MB per mod, and a controller; the menus also take the keyboard.
NBA Street Vol. 2
luckvj/streetball-revival
A from-scratch rebuild, in Rust, of NBA Street Vol. 2 for PC, called Streetball Revival, with the online play the original never had: up to six players, three a side, over the internet or a home network. It is a reimplementation written to be compatible with the PS2 game, and it reads the data from your disc image at run time; the repository contains no discs, executables, art, models, music, or code from the original game. It is a public beta: according to the README, most of the game plays like the original, some things are still being matched, and online play is a work in progress that needs testing. There are builds for Windows and Linux; v0.1.4-beta is from October 27. The README declares that Claude wrote much of the code, and all of its last 100 commits list it as a co-author.
You needYour own .iso image of NBA Street Vol. 2 for PS2, US release (serial SLUS-20651).
Sonic and the Black Knight
yunophilia/BlackKnightRecomp
A static recompilation of Sonic and the Black Knight (Wii) to a native Windows x64 executable, in the spirit of UnleashedRecomp, with the goal of playing with a normal controller instead of the Wii’s motion controls. One executable holds the recompiled code of the USA, European, and Japanese releases, and the installed disc picks which one runs. The recompiler (tools/) decodes the Gekko/Broadway instructions and emits one C++ function per game function, and the game’s own operating system (Revolution OS) runs recompiled, with the hardware, IOS, and audio modeled on Dolphin’s behavior. The README says the game is playable from boot to gameplay, with graphics, audio, saves, and controller input working. There is no native Linux build; on the Steam Deck it works through Proton. The latest release, 1.0.1, is from October 23.
You needYour own disc image (ISO, RVZ, WIA, or WBFS) of Sonic and the Black Knight for Wii: USA (RENE8P), Europe (RENP8P), or Japan (RENJ8P). 64-bit Windows 10 or later.
Street Fighter EX2 Plus
strider973/Street-Fighter-EX2-Plus-Recompiled
Static recompilation of Street Fighter EX2 Plus (SLUS-01105), Arika’s 3D fighter, built on psxrecomp and the recomp-ui front end. 5 of its 9 commits list Claude as a co-author.
You needYour own Street Fighter EX2 Plus disc image (SLUS-01105, US edition).
⑂ Fork of RevoSucks/CV64Recomp
Castlevania 64 (DankZoneStudios)
DankZoneStudios/CV64Recomp
A Windows fork of the Castlevania 64 recomp by RevoSucks, also in the catalog, built with N64Recomp and with RT64 as its renderer. It adds a reproducible pipeline to generate the game code from your ROM, build and runtime fixes, and a restyled launcher. It runs at 60, 120 fps or higher without changing game speed, has widescreen, and loads texture packs and mods from the launcher, though mods have barely been tested. Version 0.6.1 (September 29) stopped objects from vanishing at the sides of the widescreen view: the visibility bounds, designed for the original’s 320×240, now adapt to the aspect ratio, and 4:3 mode keeps the original behavior. There’s only a Windows build, and the project describes itself as a work in progress.
You needYour own US 1.0 Castlevania 64 ROM (SHA-1 989A28782ED6B0BC489A1BBBD7BEC355D8F2707E); other regions and revisions aren’t supported. Plus 64-bit Windows and possibly the Visual C++ 2015–2022 (x64) redistributable. To build it, the game code is generated on Linux or WSL and needs the ROM as a .z64.
Enchanted Arms
IAndrewJJ/EnchantedArmsRecomp
EnchantedArmsPC is a fan-made PC version of the Xbox 360 RPG Enchanted Arms, built from your own copy of the game with the ReXGlue SDK. A Windows launcher asks for your ISO, builds the game on your PC, and lets you adjust settings and check for updates. It offers 30 or 60 frames per second, resolution, sharpening, and edge-smoothing settings, controller or keyboard and mouse with customizable buttons and camera, screenshots, an FPS counter, and optional cheats on Windows (health, ability energy, money, upgrades, and experience). There is also a Linux preview as an AppImage. The latest Windows release, 0.5.8, is from October 23.
You needYour own Enchanted Arms ISO for Xbox 360, of the USA or European release. Windows 10 or 11 and around 20 GB free beyond the ISO; the first setup needs an internet connection and takes several minutes.
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.
Hydro Thunder Hurricane
monscriser/HydroThunderPORT
An unofficial experimental port of Hydro Thunder Hurricane (Xbox 360) for Windows and Linux. The game is statically recompiled with ReXGlue and drawn by a Vulkan graphics backend, with Xbox 360 compatibility work informed by Xenia. It includes a configuration launcher (resolution, FSR 1 and experimental FSR 3.1 scaling, FXAA, frame-rate limit, save backup, Steam shortcut), remappable controller and keyboard controls, and persistent shader caches; on Windows it is a native executable and on Linux an AppImage. Local split screen is supported but still needs validation, and shader compilation can still stutter and some graphics issues remain, such as colored gate lights showing through scenery. Revision 9.1.0 (October 17) fixes a crash when leaving through the in-game menu and lighting showing through walls, and adds a controls tab.
You needYour own Hydro Thunder Hurricane files for Xbox 360 (game, DLC, and title update; the 0.0.2.1 title update configuration is supported), as extracted content or Xbox 360 content packages, chosen in the launcher. Windows (native executable) or Linux (AppImage), with a Vulkan-capable graphics card.
Sakura Wars
HekamiAeon/Sakura-Wars-PS4RT
An experimental, game-specific compatibility runtime for x86-64 Linux (tested on Fedora). It prepares and runs the original x86-64 code of the PlayStation 4 version, supplies implementations of the console’s services, and uses a Vulkan renderer derived from shadPS4; the README states it is not a general-purpose PS4 emulator. The launcher includes its own installer for the 1.01 update and for DLC, and graphics settings (resolution up to 4K, FSR 3.1 or FSR 4, sharpening, anisotropic filtering) are changed in the game. The README describes it as experimental and playable through Chapter 3, without a verified full playthrough. Version 1.0 (October 28) is the latest release.
You needYour own extracted, unencrypted CUSA16429 folder (with sce_sys/param.sfo, eboot.bin, and sce_module), version 1.00 or 1.01; version 1.01 is required to play, and if you have 1.00 the launcher asks for your own 1.01 update PKG and modifies the folder in place. Plus x86-64 Linux with glibc 2.35 or newer, Python 3, and a Vulkan 1.3 driver; ARM64 and CPU translation layers are not supported.
⑂ Fork of mstan/ApeEscapeRecomp
Ape Escape (NVDEMU)
NVDEMU/ApeEscapeRecomp-MacWindowsLinux
Ape Escape Recompiled - Enhanced Edition: a fork of mstan’s port, built with PSXRecomp from the US release (SCUS-94423), that adds macOS builds (Apple silicon and Intel) to the Windows and Linux ones and extends the launcher and the mods. Every mod is off by default: 16:9, 21:9, or adaptive widescreen, in-between frames, PGXP, skipping movies, quick gadget select, a Sky Flyer triple jump, infinite lives, health, and air, all gadgets unlocked, longer draw distance, quick retry and counters, challenges (timed hunts, no damage, limited lives), and a nightmare mode. The launcher adds save backups, a daily challenge, level cards, a Monkepedia with a caught-monkey checklist, a controller test, accessibility options, a modding kit, and an updater for Windows and macOS. It includes OpenBIOS, so the console BIOS is optional. Its README says it’s still in development, but that a 100% playthrough has been verified. Version 1.0.0 came out on October 17, and nightly builds have followed since. About 46 of its commits, all from the original project, list Claude as co-author. Its soundtrack player downloads the game’s songs from Archive.org, only when you pick a track; the project’s downloads don’t include them.
You needYour own US disc image of Ape Escape for PS1 (SCUS-94423), preferably as CUE/BIN, though CHD is accepted too. The SCPH-1001 BIOS is optional. There are builds for 64-bit Windows, Apple silicon or Intel macOS (ad-hoc signed, not notarized), and x86-64 Linux (AppImage).
Space Channel 5
ZoomiesZaggy/Space-Channel-5
An unofficial native port of the US Dreamcast release for Windows, Linux, and macOS. The game’s SH-4 code is translated ahead of time into native modules, with no interpreter or dynamic recompiler fallback during play, and Flycast provides the device, graphics, and audio components. The downloads already include the compiled modules: a launcher imports the files from your disc, and no compiler is needed. It keeps the original 4:3 framing by default and offers fit, crop, and stretch, plus an experimental expanded 16:9 geometry in which the prerecorded backgrounds stay 4:3. It adds optional 60 Hz geometry interpolation, which can add about 17 ms of visual delay, rebindable keyboard and controller input, a manual rhythm timing offset, texture packs, and an experimental native mod interface. An earlier Windows build was played through to the credits in assist mode; the Linux and macOS builds have only automated tests. Preview 2 (September 17) cut CPU overhead. Two of its 33 commits list Cursor Agent as co-author.
You needYour own US copy of Space Channel 5 for Dreamcast as a GDI with all its tracks, which must stay available while you play because music and video are read from it. Plus x64 Windows, x64 or ARM64 Linux, or macOS (Apple Silicon or Intel), and an OpenGL 3.3 graphics card.
Tom Clancy's Ghost Recon 2
ElKev118/ghostrecon2-recomp
A native Windows port of Tom Clancy’s Ghost Recon 2 (original Xbox, 2004). The game’s code is statically recompiled from default.xbe to C with the xboxrecomp toolkit (a fork of sp00nznet/xboxrecomp) and the Xbox hardware is replaced by native code: kernel, NV2A GPU on Vulkan, MCPX audio on XAudio2, controllers through SDL2, keyboard and mouse. The recompiled code is generated on your machine from your default.xbe. An options menu (Delete or Home) offers window mode, VSync, frame limit, internal resolution from 1× to 6×, aspect ratios, SMAA, FSR 1 upscaling, RCAS sharpening, volume, and reverb. Version 1.2 (October 26) is the latest. All 84 of its commits list Claude as a co-author.
You needYour own copy of Ghost Recon 2 for the original Xbox, with the disc’s contents (extracted ISO, including default.xbe) in the game folder. 64-bit Windows 10 or 11, a graphics card with Vulkan 1.3, and the Microsoft Visual C++ Redistributable 2015–2022 (x64).
Zombies Ate My Neighbors
moshferatu/zombies-ate-my-neighbors-pc-port
An unofficial PC port of the SNES game Zombies Ate My Neighbors. The game’s logic is being rewritten in C and validated against the original ROM’s execution, but part of the game is still emulated (it uses LakeSnes to emulate the hardware and check the port), and only a small portion of what runs natively has been translated into readable C. It adds widescreen (16:9, 16:10, and 21:9), smoother motion on high-refresh displays, USB controller support with twin-stick movement and aiming, quick save and load, optional larger hitboxes, optional cheats, and sound effects that the original doesn’t play or cuts off. The README describes it as fully playable but very much a work in progress, and states that every line of code was generated with Claude Code or Codex. The latest release (October 28) added a Linux build, still experimental, alongside the Windows one.
You needYour own Zombies Ate My Neighbors (USA) ROM, 1,048,576 bytes (MD5 23c2af7897d9384c4791189b68c142eb, SHA-1 1be79496d7a38b293d6a5d9fba0e16f3cb37d5ff). 64-bit Windows or 64-bit Linux (experimental); SDL2 is included.
WarioWare: Twisted!
mstan/WarioWareTwistedRecomp
Static recompilation of WarioWare: Twisted! for Windows and Android with gbarecomp, turning the cartridge’s built-in gyroscope into native controls. The game boots and runs with its menus, microgames, saves, and gyro stages; on desktop, all 223 of its microgames were tested, about ten seconds each, without falling back to the interpreter. On Windows, tilt comes from a compatible controller’s motion sensor, such as a DualSense, or, failing that, from dragging the mouse horizontally; on Android, from the phone’s own gyroscope, with touch controls. It has a launcher to pick the ROM and BIOS and set up controls and gyro sensitivity, fullscreen, and save states. Its author presents it as an experimental release. Windows 0.0.2 and Android 0.0.5 came out on October 18 and switched to the real recompiled BIOS by default. 10 of its 40 commits list Claude as a co-author.
You needYour own US WarioWare: Twisted! ROM (SHA-1 f0102d0d6f7596fe853d5d0a94682718278e083a) and a dump of your Game Boy Advance BIOS (SHA-1 300c20df6731a33952ded8c436f7f186d25d3492). Plus 64-bit Windows or Android 9 or later on ARM64; for tilt on Windows, a controller with a motion sensor, or the mouse.
Mega Man Zero
mstan/MegaManZeroRecomp
Static recompilation of Mega Man Zero for Windows with gbarecomp. The ROM’s ARM and Thumb code is translated to C++ ahead of time, and the console’s real BIOS is recompiled and run too. According to its README, it gets into gameplay with working controls, audio, and cartridge SRAM saves, and is comfortable to play; the tested routes through the opening mission run entirely as native code, and if the game reaches uncovered code, that stretch runs through an interpreter, gets logged, and can be compiled to native code. The BIOS boot animation is skipped by default. It has a pre-boot launcher to pick the ROM and BIOS and set up video, audio, and controls, save states, fast forward, and an optional widescreen mod that widens stages from 240 to up to 480 pixels, with Zero’s HUD and the boss gauge anchored to the edges; it’s experimental, and on untested routes enemies can pop in. Version 0.0.7 came out on October 18. 13 of its 32 commits list Claude as a co-author.
You needYour own US (revision 0) Mega Man Zero ROM (SHA-1 193b14120119162518a73c70876f0b8bffdbd96e) and a dump of your Game Boy Advance BIOS. Plus 64-bit Windows.
Mario Party 6
iirg4x/mp6-native-port
Starlit Party: an unofficial native port of Mario Party 6 for Windows, Android, and browser (iPhone), built on recovered game code, Aurora, SDL3, and Dawn/WebGPU; it is not an emulator. The decompiled source is consumed, not copied, from the matching decompilation repository. All six Party Mode boards, Solo Mode, Mini-Game Mode, Mic Mode, the Star Bank, the Option menu, and the opening, ending, and credits run, with widescreen support. Of the 81 minigames, 49 are playable and the boards skip the rest with an on-screen notice. Version 0.5.0 is from October 23. Models, textures, and audio are extracted from your disc when the game is built and are not in the repository. 2 of its 21 commits list Claude as a co-author.
You needYour own copy of Mario Party 6 for GameCube (USA), as a disc image or an extracted disc folder. Plus Windows (there are Android and browser versions as well).
1080° Snowboarding
thebradshaw/1080-Snowboarding-decomp
A native PC port of the Nintendo 64 version, made by static recompilation: the game’s code is recompiled to C and runs only alongside an unmodified ROM. It adds, all optional, widescreen, 60 and 120 frames per second, a longer draw distance, HD boards, and RetroAchievements. You unzip it, choose Load ROM, pick the ROM, and choose Start Game. The Linux build is new and, per the README, untested on real machines. Version 1.01 (October 28) fixes bugs and 1.0 came out on October 24; the project presents itself as the work of Vibe Slop Studios. 52 of its 54 commits list Claude as a co-author.
You needYour own unmodified 1080° Snowboarding (USA) ROM as a .z64 with MD5 fa27089c425dbab99f19245c5c997613. Plus 64-bit Windows 10 or 11 and a GPU with Vulkan or Direct3D 12; on Linux, a distribution about as new as Ubuntu 24.04 with Vulkan drivers, SDL2, and GTK 3.
Final Fantasy Tactics
NJH-1001/FinFanTacRecomp
FinFanTacRecomp: a PSXRecomp compatibility project for Final Fantasy Tactics (USA, SCUS-94221). Releases are setup kits that don’t include the game: you supply your disc, and the wizard generates and compiles the playable executable on your PC, using OpenBIOS instead of a Sony BIOS. There are kits for Windows, Linux, and macOS; the README says the Linux and macOS releases are initial ones and that gameplay validation is strongest on Windows. It offers an experimental 16:9 3D view and software or OpenGL rendering with 2x supersampling. Local verification covers boot, title and menus, character creation, the church scenes, first-battle movement and attacks, and the command menu; the README states this is not a full-game completion claim. Version 0.1.0 (September 3) is the only release.
You needYour own US disc of Final Fantasy Tactics (SCUS-94221) as a Redump-style CUE/BIN (data track MD5: b156ba386436d20fd5ed8d37bab6b624). Plus Python 3 and a CMake, Ninja, and Clang toolchain, which the wizard can download. x86-64 Windows 10 or 11, x86-64 Linux, or macOS 11 or later.
Monster Hunter Freedom Unite (Dudux42)
Dudux42/FreedomUnbound
A native Windows recompilation of Monster Hunter Freedom Unite, made by Team Wyvern Works on PortableKit. It offers a launcher of its own in English and Brazilian Portuguese, play at the original 30 frames with optional experimental interpolation, three save cards with backups and PSP save compatibility, configurable gamepad, keyboard, and mouse controls, a “Fill” aspect ratio that widens the 3D view, a mod manager (textures, text, and gameplay) with mods downloaded separately, and LAN play in the Gathering Hall. The README calls it a playable alpha: several Village Elder quests have been tested through ★3, but a complete playthrough hasn’t been verified, and internet play is unchecked. It discloses the use of AI-assisted workflows. Version 0.1.5-alpha (October 20) is the latest.
You needYour own legally obtained dump of Monster Hunter Freedom Unite for the PSP, US release (ULUS10391), in ISO format. Plus Windows x64, a Vulkan-capable GPU, an AVX-capable CPU, and the Microsoft Visual C++ x64 runtime.
Sega Superstars Tennis
m1ndcrap/Sega-Superstars-Tennis-ReMatch
A native Windows and Linux port of the Xbox 360 version of Sega Superstars Tennis, recompiled with ReXGlue SDK 0.10.0. The game’s code runs as native x64 and the graphics use a custom renderer (Direct3D 12 and Vulkan) that translates the Xbox 360 shaders; it is not an emulator. It adds a video page to the settings and the pause menu (internal resolution up to 2160p, FXAA and MSAA, shadows, bloom, shader quality, a 30 or 60 frames-per-second limit), aspect ratios from 4:3 to 32:9 with the 3D view widened, keyboard and mouse with rebindable keys, Xbox, PlayStation, or keyboard button prompts, and a quit option on the main menu. Online play is shown greyed out. The latest release is 0.6.1 (October 24), with Windows and Linux packages. The author states that AI was used to understand the Mac port and the Xbox 360 shaders and to debug, and that most of the code was handwritten.
You needYour own copy of Sega Superstars Tennis for Xbox 360; to build, the README asks for the extracted game in the assets folder so that assets/default.xex exists. Plus 64-bit Windows 10 or 11 with a Direct3D 12 graphics card, or 64-bit Linux with glibc 2.38 or newer and a Vulkan 1.3 driver.
Wipeout Pure
erreib/pure-recomp
A native port for Apple Silicon Macs and Windows, made by static recompilation: the game’s code is translated ahead of time into a program that runs directly on your machine, with graphics drawn by Metal on macOS and Vulkan on Windows; it is not an emulator. According to the README it includes the complete single-player game, with every mode, class, league, and circuit, plus the movies, music, and sound. Saves use the PSP’s format and the menu imports them from a memory stick or from PPSSPP. It offers optional enhancements: your display’s resolution, ultrawide, 60 frames per second in Time Trial, Free Play, and Zone (and your display’s refresh rate in races), and an HD texture pack. Version 0.2.0 (October 20) is the latest release. 100 of its last 100 commits list Claude as a co-author.
You needYour own disc image of Wipeout Pure, US Greatest Hits edition (UCUS-98612, version 2.00); the program checks it and refuses other editions and regions. Plus 64-bit Windows 10 or 11 with a graphics card with a Vulkan driver, or an Apple Silicon Mac (M1 or newer) with macOS 13 or later, and about 300 MB of disk.
BattleTanx: Global Assault (TheGh0stShip)
TheGh0stShip/BattleTanx-Global-Assault-PC-Port
Native Windows and Linux port by recompilation with N64Recomp, built on its matching decompilation and using N64ModernRuntime, RT64, and SDL2. The original menus and the campaign are playable, with graphics, sound, keyboard, and controller support, in any aspect ratio from 4:3 to 32:9; multiplayer and broader validation are still in development.
You needYour own legally obtained USA revision 0 (NBQE) BattleTanx: Global Assault ROM.
Tony Hawk's Project 8 (PS3)
MaxLeiter/project-8-plus
A PC port of Tony Hawk’s Project 8 built from the PS3 version. The game’s code is recompiled with ps3recomp (with the project’s own patch) and runs as a native Windows program or, experimentally, a Linux one; it is not an emulator. A launcher builds the port from your copy of the game (about 20 to 25 minutes, once) and uses RPCS3 during setup to decrypt the executable. It adds custom soundtracks, HD textures and models (about 5000, upscaled by an AI model on your own graphics card in the background), a Lua modding API with a level editor, uncapped FPS, ultrawide support, keyboard and Xbox controller support, and bug fixes for the original game. Version 0.9.2 (October 27), an early release, is published for Windows and Linux. The README says it was made by running Opus 5.5 in a loop for a few weeks; 10 of its 13 commits list Claude as a co-author.
You needYour own copy of Tony Hawk’s Project 8 for PS3, the US disc (BLUS30011, version 01.02), dumped to a folder, and RPCS3 during setup. Plus 64-bit Windows 10 or 11, a DirectX 12 graphics card, about 4 GB free, and an internet connection during setup.
Super Mario RPG: Legend of the Seven Stars
mstan/SuperMarioRPGRecomp
A static recompilation of Super Mario RPG: Legend of the Seven Stars built on the snesrecomp framework. The 65816 code is translated to C where analysis can prove it safe; the SA-1 coprocessor and the rest of the hardware (video, audio, DMA) are emulated. The README presents it as a preview: it boots, runs the attract loop, and holds up under an unattended soak test, but no complete start-to-finish playthrough has been done. Since 0.0.3 it has a built-in mods catalog, with widescreen as an option, and 0.0.4 added an experimental widescreen renderer. The latest release, 0.0.5 (September 22), is a packaging update and ships a Windows package; 0.0.4 also includes a Linux AppImage. 14 of its 26 commits list Claude as a co-author.
You needYour own Super Mario RPG: Legend of the Seven Stars ROM as smrpg.sfc, 4,194,304 bytes (SHA-256 740646f3535bfb365ca44e70d46ab433467b142bd84010393070bd0b141af853); with or without the 512-byte header. 64-bit Windows or Linux (AppImage).
Ridge Racer (PSP)
SpeedyJustice2/Ridge-Racer-PSP-Static-Recomp
A native PC port of Ridge Racer for the PSP, made by statically recompiling the game’s code; you build it on your own machine from your own copy. It is in beta and for now Windows only (Beta 1.0, October 26, with a Setup.exe installer). It renders with OpenGL 3.3 at a multiple of the PSP’s 480x272, with anti-aliasing, anisotropic filtering, and sharpening, at frame rates above the PSP’s 60 (tested up to 144), with Xbox, PlayStation, and Switch controllers and full sound and music through an ATRAC3+ decoder. It includes online Wireless Battle with a server browser, rooms with codes and passwords, and up to 8 players (tested with up to 3). The README declares that all the code was written by AI (Claude, in Claude Code), warns that the project is not actively maintained, and lists as known limits car LOD pop-in, some intro camera shots, and Time Attack on some tracks. 5 of its 8 commits list Claude as a co-author.
You needYour own copy of Ridge Racer for the PSP: a decrypted .iso disc image or the folder that contains PSP_GAME, whose executable PSP_GAME/SYSDIR/BOOT.BIN must be decrypted (it starts with ELF). Plus Windows 10 or 11.
⑂ Fork of saulob/geometry-wars-retro-evolved-2-recompiled
Geometry Wars: Retro Evolved 2 (omenhachi)
omenhachi/geometry-wars-2-pc-plus
A PC variant of Geometry Wars: Retro Evolved 2 (Xbox Live Arcade) built on saulob’s recompiled port, with the game’s code recompiled with the ReXGlue SDK; it is not an emulator. It adds real mouse aim, an animated crosshair, keyboard and mouse prompts and a controls screen, online leaderboards with your own player name, a list of nearby players in place of Xbox Live friends, a choice of interface colors, a results screen after every run, replays of your runs and of the world’s best, custom modes defined in text files, the Master Deadline and Master Evolved modes, and every mode open from the start. From the original port it keeps frame rates up to 240 or unlimited, render resolution up to 4×, ultrawide support, FXAA and MSAA, achievements, and optional cheats. An experimental Linux build exists that for now is built from source. The latest release is 1.1.1 (October 28). 57 of its last 100 commits list Claude as a co-author.
You needYour own Geometry Wars: Retro Evolved 2 package from Xbox Live Arcade (game version 0.0.1.2), which the launcher installs with “Install from package...”; it is one file with a long hexadecimal name and no extension. Plus 64-bit Windows 10 or 11, a DirectX 12 graphics card, and the Microsoft Visual C++ Redistributable (x64).
ClayFighter 64
djultra64/ClayFighter64
ClayFighter 64: a community port for 64-bit Linux and Windows that fuses ClayFighter 63⅓ and ClayFighter: Sculptor’s Cut, made by static recompilation with N64Recomp, N64ModernRuntime, RSPRecomp, and RT64. It keeps the 63⅓ foundation (recompiled code, rules, and combat system) and adds the four characters Sculptor’s Cut brings (High Five, Lady Liberty, Lockjaw, and Zappa), with portraits and biographies, up to sixteen slots in the selector. It adds keyboard and gamepad support with remappable combat controls and, since 2.0, a training mode and persistence of the original options. An installer validates both ROMs and generates the base ROM, the combined character image, and the biography data locally. Version 2.1.1 is from October 27. The README states the project was created with AI assistance.
You needYour own copies of both US Nintendo 64 ROMs: ClayFighter 63⅓ (SHA-256 357f26c6cd72559c5c05e8c2df46369624630dbcb1c02b3b6f3338f6ac79af07) and ClayFighter: Sculptor’s Cut (SHA-256 9ccebc317b7ee892be3bdc0d1c8ae46687995908ed51ebd58d6855e5e25abd7f), normalized to z64; one alone cannot install it. Plus 64-bit Windows 10 or 11, or Linux with X11 or XWayland and Python 3.10 or later.
Def Jam: Fight for NY (vh-ssantos)
vh-ssantos/DefJam-xbox-RE
An unofficial, free native port of the Xbox version of Def Jam: Fight for NY for Windows, made with XboxXBE-Recomp: the game’s code is recompiled to run directly on the PC, with Direct3D 12, XAudio2, and SDL for controllers; it is not an emulator. An installer (Instalar.cmd) builds the game on your PC from your ISO, in about 3 minutes on a fast PC, and installs Microsoft’s build tools if they are missing; the package never includes the game. It adds your monitor’s resolution and supersampling up to 300%, true 16:9 with adjusted menus, scoreboard, and cutscenes, 60 frames per second, ambient occlusion, anisotropic filtering, an options menu (F10) in Portuguese or English, EA’s hidden developer menu, the game’s own cheats, keyboard and mouse, Xbox, PlayStation, and Switch controllers (up to four in Battle), Discord, and automatic updates. Optional HD textures (4× Lanczos) are generated locally from your ISO. Online play is for now through Parsec. Version 0.5.0 (October 21) is the latest. 49 of its 50 commits list Claude as a co-author.
You needYour own copy of Def Jam: Fight for NY for Xbox, USA version, as an .iso image or an extracted folder (default.xbe); with another version the installer warns and the game probably does not work. Windows; about 3 GB for the ISO, under 1 GB for the build, and 5 to 8 GB for Microsoft’s tools if they are missing.
Hot Shots Tennis
FIZL0/opentennis
A from-scratch rewrite of Hot Shots Tennis (Everybody’s Tennis in Europe, Minna no Tennis in Japan) in Rust with the Bevy engine, called OpenTennis. It aims for the same game, with the same ball physics, rules, timing, and AI, ported from the original and checked frame by frame against the real game, with better rendering on top. It reads the game’s data from your disc image at run time, and the repository has no models, textures, sounds, or program code from the game. There are builds for Windows, Linux, Android, and iOS and a web version where you pick your own ISO; it includes online play with rollback and mods for characters, courts, umpires, and textures, with a mod store. The README describes it as a work in progress. Version 1.5.4 is from October 29. 52 of its last 100 commits list Claude as a co-author.
You needYour own .iso image of the PS2 Hot Shots Tennis, US release, version 1.00, serial SCUS-97610. The game checks the disc (the SCUS_976.10 boot file and the size and header of ZZBIN/GAME.BIN) and refuses any other with “unsupported disc”.
Dust: A Tale of the Wired West
twitchplayskh/Dust-a-tale-of-the-wired-west-Recomp
A native Windows x64 reconstruction, in C++20, of Dust: A Tale of the Wired West that reads the original game’s data files. It comes with a launcher offering windowed and borderless modes, 4K fit-to-height or integer scaling, audio preferences, captions, and optional character restoration. The README calls it a preview release: the campaign reaches its ending in scripted verification, with additional native-window checks, and some optional story paths, presentation details, and hardware configurations still need verification. Saves use the project’s own .dustsave files and are not compatible with the original game’s. The only release is preview 0.1.0 (October 25). The engine source is GPL-3.0, and the README states that it is a reconstruction, not a claim of clean-room independence.
You needYour own installed copy of Dust: A Tale of the Wired West: in the launcher you pick the folder containing DATA and MOVIES. 64-bit Windows.
Sexy Parodius
NJH-1001/SexyParoRecomp
SexyParoRecomp: a PSXRecomp compatibility project for Sexy Parodius (Japan, SLPM-86009). Releases are setup kits that don’t include the game: you supply your disc, and the wizard generates and compiles the executable on your PC, using OpenBIOS by default. There are kits for Windows, Linux, and macOS (Apple Silicon and Intel). The pad is locked to the original digital mode, Switch, PlayStation, and Xbox controllers are supported through SDL3, and there are two optional CRT display profiles. According to the README, a Windows build booted on OpenBIOS and reached the title screen and attract-mode gameplay; gameplay verification is limited to Windows and is not a full-game completion claim. Version 0.2.0 (September 3) is the latest release.
You needYour own dump of Sexy Parodius (Japan, SLPM-86009) as a Redump-style CUE/BIN. Plus Python 3 and a CMake and Ninja toolchain, which the wizard can download. x86-64 Windows 10 or 11, x86-64 Linux, or macOS 11 or later.
KoroKoro Post nin
elprogramadorloco-arch/korokoro-recomp
A native Windows static recompilation of KoroKoro Post nin (PlayStation, Japan, SLPS-03479, Media Entertainment, 2002), made with psxrecomp. The game code is translated to C and compiled into an .exe on your PC from your disc; run.bat downloads a portable toolchain, validates the disc, recompiles, and starts the game. According to the README, boot, title, menus, intro, stage 1 (with pause, time up, game over, and continue), and audio (SPU and CD music) work and were compared with DuckStation; stages 2 to 10, the memory card, and the ending are not verified yet. There is also an alpha Android version with widescreen and touch controls, where tilting the phone steers like a wheel. v0.1 is from October 1. All 4 of its commits list Claude as a co-author.
You needYour own copy of KoroKoro Post nin (Japan, SLPS-03479) as a .chd, or as a .cue with its .bin (data track of 88,131,792 bytes, MD5 6897e2c85262456a16c579a531435268). Plus 64-bit Windows 10 or 11, about 3 GB free, and an internet connection the first time (about 230 MB of downloads).
International Superstar Soccer 2000 (djultra64)
djultra64/ISS2000
ISS2000 Recompiled: a community native port of International Superstar Soccer 2000 for 64-bit Linux and Windows, made by static recompilation with N64Recomp, N64ModernRuntime, and RT64. It runs the English PAL release with Career, training, and the original football modes, in 4:3 or 16:9, with internal resolutions up to 2160p, 60 or 120 fps limits with interpolation, PC settings inside the original menu, optional 2D bilinear filtering, projected shadows, keyboard and four controller ports with Xbox, PlayStation, or Switch prompts, per-player rumble, and real player names in all 100 national teams. The author describes it as “in development” and with alignment issues. Version 0.7.1 is from October 22. The README states the project was created with AI assistance.
You needYour own copy of International Superstar Soccer 2000 for Nintendo 64, European (English and German), revision 0. Plus x86-64 Windows or Linux and a graphics card with Vulkan; the Linux build needs GLIBC 2.38 and GLIBCXX 3.4.32 or newer.
NHL ’94
1nputs/ninety-four
A hand-written C rewrite of NHL ’94 (Mega Drive/Genesis) for Linux, Windows, and macOS. According to its README, the game’s roughly 1,500 routines, with one C file per assembly module of the community’s byte-exact rebuild, have been checked against the original frame by frame; it emulates neither the 68000 nor the Z80 and uses the pulseman submodule for the VDP, PSG, and YM2612, with SDL2. It runs at 60 frames per second without the cartridge’s slowdown and adds rollback online play for two to four players, save states with rewind, custom rules, custom rosters of up to 32 teams, and the import of rosters from ROM hacks made on the 32-team template, which are exported as CSV and PNG. Version 0.3.6 is from October 22. All of its last 100 commits list Claude as a co-author.
You needYour own copy of the NHL ’94 cartridge for Mega Drive/Genesis (US or Europe), 1 MB (SHA-1 7b1489ab501258133bf03e5f0892b77d04312580). You pick it the first time in the game’s file browser, or with --rom. For online play, every machine needs the same release.
Pokémon Rumble
ToShredsYouSay/RumbleRecomp
RumbleRecomp turns your own copy of the 2009 WiiWare game Pokémon Rumble into a native Windows program. The game’s code is translated to C and compiled on your PC, then runs on a trimmed-down Dolphin-based runtime, so it plays at full speed with modern extras such as widescreen, save states, and texture packs. It supports fit-to-window, 16:9, 21:9, and 32:9, an in-game menu, offline achievements of its own, up to four players with controllers, the fan-made expansions Weekend Edition 1.5 and PATCH1 (built from your own copies of their patches), and an optional encounter randomizer. The first time, each version takes 20 to 40 minutes to build. Version 0.8.1 beta is from October 20. The README states that Claude wrote most of the code, and all 11 of its commits list Claude as a co-author.
You needYour own copy of the original USA WiiWare release of Pokémon Rumble (title WPSE01) as a .wad file; for the Weekend Edition you download its patch yourself. 64-bit Windows 10 or 11, a graphics card with Vulkan, and about 4 GB free.
Asuka 120% Final: Burning Fest. Final
elprogramadorloco-arch/asuka100-recomp
A static recompilation of Asuka 120% Final: Burning Fest. Final (PlayStation, Japan, SLPS-02074) for Windows x64, made with PSXRecomp. The game’s MIPS code is translated to C and compiled into a native executable on your own PC from your disc: run.bat downloads a pinned, SHA-256-verified portable toolchain (clang 22, CMake, Ninja, and Python), validates the disc, recompiles, and starts the game, with a launcher for video, controls, and memory cards. The README, in Spanish and English, doesn’t say which parts work. The only release is 0.1 (October 2), which publishes the source. Its only commit lists Claude as a co-author.
You needYour own Redump dump of the Japanese game (SLPS-02074) as .cue + .bin (the .bin is 291,095,280 bytes, SHA-1 d33f5e7f73a5a4d0c92f157c2106fe53c789358c). Plus 64-bit Windows 10 or 11, about 6 GB free, and an internet connection on first run (about 200 MB of tools).
Azure Dreams
PotionDweller/Azure-Dreams-HD-Recompilation
An unofficial native port of Azure Dreams for Windows, made by statically recompiling the game’s code to C with psxrecomp and the recomp-ui launcher; it is not an emulator. It works with the US release (SLUS-00614). It offers 16:9 widescreen (the interface panel and the dungeon minimap move to the edges; movies and menus stay 4:3), HD rendering up to 4x, PGXP, fast loading (about 2 to 3 seconds instead of 17 to 22), a bicubic filter for movies, and borderless fullscreen, all toggled from the launcher. It plays with a keyboard or SDL gamepads, in the original digital-pad mode. The repository distributes no game, no BIOS, and no recompiled code. Version 0.9.1 (October 19), a public beta, is the latest release. 32 of its 33 commits list Claude as a co-author, and the README says the port was made with its help.
You needYour own copy of Azure Dreams (USA, SLUS-00614) as a .cue/.bin image (the SHA-1s are listed in game.toml, under [prepare_disc]). Windows; the README tested it on Windows 10 and, to build from the repository, asks for Git and Python 3 (psxrecomp downloads the rest of the toolchain).
Saru Get You: Saru Saru Daisakusen
jackgllghr/bigmission-recomp
A recompilation of the PSP game built on the PSPRecomp framework, which reads the Allegrex/MIPS executable, emits C++, and runs it on a native runtime. It targets Windows, macOS, Linux, and Android with better performance and configurability, and aims to be a foundation for translating the game. The README lists as working all four platforms, resolution scaling, field of view, right-stick camera, movie subtitles, controller-specific prompts, and PSP save compatibility; interpolated 60 frames per second, HD texture packs, save states, and a machine-translated English pack are experimental. The game profile’s note warns that it is an early build, not verified end to end. The releases contain only the launcher, which builds the game on your machine from your disc; the latest, 0.2.1, is from October 25. 30 of its last 100 commits list Claude as a co-author.
You needYour own disc image of the PSP game, Japanese edition (disc ID UCJS10060, version 1.00). The launcher uses it to build the game on your machine (Windows x86-64, Apple Silicon macOS, or Linux).
Wayne Gretzky’s 3D Hockey
geno55/wg3d-recomp
A native Windows port of Wayne Gretzky’s 3D Hockey (US version 1.0), made by static recompilation: N64Recomp translates the game’s MIPS code to C, which runs on N64ModernRuntime and is rendered with RT64. Per the README, the game boots, renders, plays audio, takes keyboard and gamepad input (four ports), and saves to the Controller Pak; there is a launcher with settings and an in-game menu. A correctness pass is still in progress and there is a roadmap to 1.0.0. The ROM and everything extracted or generated stay out of Git. Version 0.8.1 is from October 25. All 23 of its commits list Claude as a co-author.
You needYour own copy of Wayne Gretzky’s 3D Hockey for Nintendo 64, US 1.0 (SHA-1 400aa84811f1f2f6c62c756b43b54d534d5a5ec8), as a .z64 or a byteswapped .v64. Plus 64-bit Windows with Direct3D 12.
Gunstar Heroes
1nputs/gunstars
A C rewrite of Gunstar Heroes (Mega Drive/Genesis, US release) for Linux, Windows, and macOS. According to its README, the cartridge’s roughly 4,400 routines, the 68000’s and the Z80’s, have been rewritten in C and checked one by one against the original using recordings of play made with Genesis Plus GX, which is only a development tool: the game emulates neither the 68000 nor the Z80, and uses the pulseman submodule for the VDP, PSG, YM2612, and pads, with SDL2. It runs at 60 frames per second without the cartridge’s slowdown, with two players, save states anywhere (eight slots), rewind, fast-forward, GIF capture, pixel filters, and online play with rollback. Still pending is, among other things, frame-by-frame lockstep against the original. Version 0.2.2 is from October 21. All 82 of its commits list Claude as a co-author.
You needYour own copy of the US Gunstar Heroes cartridge for Mega Drive/Genesis, 1 MB (SHA-1 7721e302555f16e3242ad4a47ed87a1de1882122). You pick it the first time in the game’s file browser, or with --rom.
Initial D: Street Stage
cassnadra/initialdpsponpc
A native Windows port of the PSP’s Initial D Street Stage (ULJM05093): the PSP’s MIPS BOOT.BIN is statically recompiled to C and linked against a hand-written runtime that replaces the PSP’s OS and hardware. All game data comes from your ISO. It offers high resolution and interpolated frames, remappable gamepad and keyboard, party races over LAN or the internet for up to 4 players, online leaderboards with ghost racing, up to 8 of your own ghosts at once, a replay theatre with MP4 export, and a modding layer for cars, courses, music, skins, and skyboxes. It is installed from a Windows zip; version 0.97.0 (October 28) is the latest. 8 of its last 100 commits list Claude as a co-author.
You needYour own PSP ISO image of Initial D Street Stage (ULJM05093), in the game folder next to initiald.exe (Japanese) or initiald_en.exe (English). Plus 64-bit Windows 10 or 11 and a GPU with Direct3D 11; Steam is optional and only for the online rooms.
Go Go Ackman
catmidori/gogoackman1recomp
A desktop port of Go Go Ackman for the SNES made with SNESRecomp, SDL3, and Dear ImGui, for Windows and Linux (with a Flatpak package). The ROM is not included: you pick it at startup and, if it isn’t found, a file picker opens. It has an in-game menu (Esc), widescreen that can be toggled in real time, 4:3 and 8:7 aspect ratios, rumble, GLSL shaders, turbo, rewind, 10 savestate slots with autosave, and run-ahead. It supports the English translation by Ackman Translations and the Brazilian Portuguese one by E2P Traduções, converting their .ips patches into .snesmod packages, the framework’s mod format; MSU support is untested. Version 1.0 is from October 15.
You needYour own unheadered Japanese Go Go Ackman ROM, 1,310,720 bytes (SHA-256 e8a33b6c8e15cf0aa60e9694471a51926fb97ad895d4714384c6abff28a33a1f); an optional 512-byte copier header is normalized during verification. A different revision would need separate analysis.
⑂ Fork of JuMatt/JetSetRadioFuture-Unleashed
Jet Set Radio Future (spriteice)
spriteice/JSRF-PC
A fork of JuMatt’s JSRF Unleashed that statically recompiles the game’s code to C and builds it as a native program for Linux and Windows, aiming to add features and bug fixes with a focus on compatibility and performance on those two platforms. The Xbox hardware (the NV2A graphics chip, the MCPX audio chip, and the kernel) is emulated using the xboxrecomp toolkit and xemu’s hardware models. It adds an in-game menu (F1, or Back on a controller), a free camera on the right stick, MSAA alongside SMAA, anisotropic filtering, smoother frame pacing, and a portable mode; from JuMatt come resolution scaling from 1× to 4×, 16:9 in gameplay, and SMAA. It is playable but early and has not been played from start to finish; Linux is the main platform. Beta 1.2 (October 29) is the latest release, with Linux and Windows packages. The README states that all of its additions to the upstream code are written by AI; 85 of its last 100 commits list Claude as a co-author.
You needYour own copy of Jet Set Radio Future, the standalone US (NTSC-U) disc, as a folder with default.xbe or a disc image (XISO or full disc image) that the program unpacks once; other versions do not work. x86_64 Linux (SteamOS, Ubuntu 22.04 or newer, and most modern distributions) or 64-bit Windows 10 or 11.
NANACA†CRASH!!
Nyaldee/nanaca-crash
Unofficial ports for Windows and Linux, written in Rust from the decompiled code of the original games: the Flash 1.10 version and the Android 1.2.0 version. They aim to play exactly like the originals, bugs included. The repository contains no copyrighted file: each port reads the original file you provide, placed next to its executable, and checks it by CRC32 before starting. The Flash one is played with the mouse, like the original (700 × 400 stage at 30 frames), or with a gamepad; the Android one with the mouse, keyboard, or a gamepad, with in-app purchases unlocked and no advertisements or store services. Saves go to Documents\My Games on Windows and ~/.local/share on Linux. The README also lists bugs of the original that are kept. The latest release was published on October 23.
You needThe original file of each version you want to play: the NANACA†CRASH!! 1.10 SWF (CRC32 53A65665) for the Flash port, or the 1.2.0 APK (CRC32 BCBAB1C3) for the Android port, with any name ending in .swf or .apk, next to the executable. Windows or Linux.
Battle Arena Toshinden (NJH-1001)
NJH-1001/BATRecomp
BATRecomp: a PSXRecomp compatibility project for Battle Arena Toshinden (USA). Releases are setup kits that don’t include the game: you supply your disc, and the wizard generates and compiles the playable executable on your PC, using OpenBIOS instead of a Sony BIOS. There are kits for Windows, Linux, and macOS (Apple Silicon and Intel). It uses controllers through SDL3 with the pad locked to digital mode, and offers optional display mods: an experimental 16:9 wider view, which the README says passed a playtest, and a CRT mode with JVC- and Trinitron-inspired profiles. Version 0.1.0 (September 7) is the only release.
You needYour own US disc of Battle Arena Toshinden as a CUE plus its 14 BIN tracks (catalog ID SCUS-94003; data track 01 is 14662368 bytes, MD5 70b362b3b09d0a3c3999ce9f055620e6, SHA-1 cb03e66d2a5e68f402f9c64741a94c02ca78d4c5); other regions and revisions are not supported. Plus Python 3.11 or later and a CMake, Ninja, and Clang toolchain, which the wizard can download. Windows 10 or 11, x86-64 Linux, or macOS 15 or later.
Mutant Rampage: Bodyslam
tools81/mutant-rampage-bodyslam-static-recomp
An unofficial native port of Mutant Rampage: Bodyslam (Philips CD-i, 1995) for Windows, made by static recompilation: the game’s 68000 code is translated ahead of time into C. A runtime of its own provides the CD-RTOS (OS-9) kernel, the CD file manager, the video decoder (with a Direct3D 11 presenter at any resolution), the ADPCM audio processor, and the Digital Video (FMV) cartridge, whose MPEG decoder plays the game’s music and animated cutscenes. The three program modules on the disc are fully translated; only code the game loads into memory at run time runs in the built-in interpreter. The build produces bodyslam.exe, with the original presentation, and bodyslam_hd.exe, with the Cartoon HD and HD+ upscalers and sprite interpolation at 60 frames per second; they share quicksaves. Among its known limitations, only NTSC timing is emulated, which is what the US disc uses. Version 1.0.0 was published on October 21. Its only commit lists Claude as a co-author.
You needYour own image of the Mutant Rampage: Bodyslam disc, as a .bin and .cue with raw 2352-byte sectors. The installer and the portable zip don’t include the disc; the installer asks for the image and checks it. Windows 10 or later; to build from source, Visual Studio 2022, CMake 3.19, and Python 3.8.
cps2recomp
tmcleroy/cps2recomp
The toolkit used to make native ports of Capcom CPS-2 arcade games (and one CPS-1 game) by static recompilation: it translates the 68000 program, and the sound Z80’s, to C++ and runs it on a machine written for the project, with video, QSound and the game’s cipher. It also provides a training mode and other parts shared by fighting games. It includes no ROMs. Latest release: v1.0.0, October 29. 66 of its last 100 commits list Claude as a co-author.
Metroid Prime 2: Echoes
Odrannnn/MetroidPrime2Port
Echoes Unbound is an unofficial native port of Metroid Prime 2: Echoes, built from PrimeDecomp’s decompilation, with the Aurora platform layer (SDL3 and WebGPU) and the MusyX audio engine; there is no emulator. It runs on Linux, Windows, macOS, and Android, and experimentally on iOS, with the US and PAL GameCube discs and the Metroid Prime Trilogy discs (US and PAL). It adds widescreen with an adapted HUD, render scale, vsync, high frame rates with interpolation, mouse, twin-stick, and gyro aiming, cutscene skipping, optional tweaks such as a fast Morph Ball, save states, suit colors, drop-in mod folders with an HD texture pack, a photo mode, an F1 menu with every setting, and an item randomizer. Version 0.6.6, from October 30, is the latest; the author himself calls it a pre-release. It states that parts of the port were written with AI coding assistants.
You needYour own disc image of Metroid Prime 2: Echoes for the GameCube, US (G2ME01) or PAL (G2MP01), or of the Wii Metroid Prime Trilogy (R3ME01 or R3MP01), as .iso, .gcm, .rvz, .wia, .gcz, .ciso, or .wbfs; no game data is included. x86-64 or aarch64 Linux, x86-64 or arm64 Windows, an Apple Silicon Mac, or arm64 Android.
Resident Evil - Code: Veronica X HD (kastieloficial)
kastieloficial/RE-Code-Veronica-PS3-HD-Recomp-PC
An unofficial native Windows port of the PlayStation 3 version (the PSN release), made by static recompilation with ps3recomp: the game’s PowerPC (PPU) and SPU code is translated ahead of time into C and C++. It isn’t an emulator and needs neither the PS3 firmware nor RPCS3. It comes with a launcher in 13 languages that stays open as the options menu during play, resolutions up to 4K, FXAA or SMAA, anisotropic filtering, FSR 1 sharpening, 60 fps by interpolating character and object poses while the game logic stays at 30 Hz, FSR 3.1 frame generation up to 120 fps, and speedrun practice tools: its own SRT, room selection, and saving anywhere. Its author finished the game from start to finish on the test PC, but warns of graphics and lighting glitches and that most testing was done on the Japanese version. The README says the download contains no game data, no game executable, and no code generated from it; still, the release ships a prebuilt executable for each region, in a zip of about 291 MB that we haven’t checked inside. It also links an optional community HD texture pack, hosted on Google Drive. It published 18 releases between October 24 and October 29. It states it was made with the help of Claude and Codex; 52 of its last 100 commits list Claude as a co-author.
You needYour own copy of the PSN version 01.00, as a folder (with PARAM.SFO and USRDIR\EBOOT.BIN): the European (NPEB00553) or US (NPUB30467) release with its .rap license, or the Japanese one (NPJB00135, BIOHAZARD CODE: Veronica Kanzenban), which doesn’t need it. Disc versions and updates don’t work. The PKG is extracted with the project’s own tool or by installing it in RPCS3. Plus 64-bit Windows 10 or 11, a Direct3D 12 graphics card, and the Visual C++ Redistributable (x64).
⑂ 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.
Wiicompiled
patchzyy/Wiicompiled
A PowerPC static recompilation toolchain for Wii and GameCube, born from the native Mario Kart Wii port. Its translator handles DOL and REL files generically, and the runtime renders through aurora, a GameCube and Wii compatibility layer. Other projects in the catalog build on it. Its README states there is no Nintendo code or game data in the project or its releases. Latest release: v0.9.3, October 25. 3 of its last 100 commits list Claude as a co-author.