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RecompLauncher

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

Type
Launcher
Author
elripalda
View repository ↗
downloaderauto-updatemodsai-assisted

Catalog projects it installs

572

From the list the launcher publishes, checked on 2026-11-01.

N64 Fully playable

The Legend of Zelda: Majora's Mask

Zelda64Recomp/Zelda64Recomp

The recomp that put the scene on the map (May 2024). Widescreen, high frame rate, mods, and a built-in launcher, on the RT64 renderer.

You needA Majora's Mask ROM (N64, US version, .z64).

~100%
★ 7.6k · 2026-09-25 View →
Port (decomp) Fully playable

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).

★ 5.8k · 2026-10-24 View →
Xbox 360 Fully playable

Sonic Unleashed

hedge-dev/UnleashedRecomp

The first Xbox 360 recomp, playable from start to finish on Windows and Linux. It proved the whole Xbox 360 generation could be ported and gave rise to XenonRecomp.

You needYour own copy of Sonic Unleashed (Xbox 360, US or European version; the Japanese version isn’t supported) plus the Title Update. DLC is optional but recommended.

~100%
★ 5.3k · 2026-06-29 View →
N64 Fully playable

Banjo-Kazooie

BanjoRecomp/BanjoRecomp

Native port of the Rare classic (v1.0.0, January 2026). Its polished launcher, which lets you pick your ROM and checks its hash, together with Thunderstore mod support, is what many people remember as “the Banjo launcher.”

You needA Banjo-Kazooie ROM (N64, US version 1.0, .z64).

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

Twilight Princess (Dusklight)

TwilitRealm/dusklight

Native port of Twilight Princess from the zeldaret/tp decompilation: HD, high frame rate, and texture packs (v1.0.1; formerly “Dusk”). You supply your own GameCube copy.

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

100% decompiled
★ 6.2k · 2026-10-26 View →
Native layer Fully playable

⑂ Fork of Supermedo/bloodborne_pc

God of War III Remastered

FelipePrado0/SpartanPort

SpartanPort (formerly gow3_pc): a Windows port of God of War III Remastered for PS4, from the same family as the Bloodborne one: it’s a fork of Supermedo’s Windows version. The game’s original x86-64 code runs directly on the CPU, with a runtime written for this game replacing the PS4 system libraries, and the graphics go to Vulkan through shadPS4’s video core with cuesta4’s fixes for this game. The author calls it playable from start to finish at native 1080p, with patches that run the engine at 120 or 240 fps, its own launcher, an in-game menu with cheats, and a shader cache that loads in the background. At other resolutions some textures look broken, and the Linux build (AppImage) is experimental. 8 of its last 100 commits list Claude as a co-author.

You needYour own PS4 dump of the game (the folder with eboot.bin, sce_module, and sce_sys), tested with CUSA01623 (US) and CUSA01715 (EU), versions 01.00 and 01.02. Plus 64-bit Windows 10 or 11, a CPU with AVX, and a Vulkan 1.3 graphics card. No game files are included.

★ 4.5k · 2026-11-01 View →
Fan remake Playable

Gen1Recomp

bryanthaboi/gen1recomp

A native Lua/LÖVE recreation of the first three generations of Pokémon: Red, Blue, Yellow, Gold, Silver, Crystal, FireRed, LeafGreen, Ruby, Sapphire, and Emerald. Despite the name, it no longer stops at the first generation. The engine and map behavior are hand-written; the game data and graphics are decoded from a ROM the player supplies. It’s a recreation, not a static recompilation. There are Windows, macOS, Linux, Android, and iOS builds, among others. Beware: the gen1recomp.com website isn’t the project’s, and its author asks people not to download anything from it.

★ 4.1k · 2026-10-31 View →
Native layer Playable

Bloodborne (bbport)

deadinside28/bloodborne_pc

bbport: the PS4 game running natively on x86-64 Linux, and the first entry of its kind in this catalog. It’s neither a recomp nor a decomp, and its author puts it best: it’s the counterpart of Wine + DXVK for a single game. As in Wine, the original x86-64 code runs directly on the CPU, and a runtime written for this one game replaces the PS4 system libraries; as in DXVK, the graphics are translated to Vulkan, by a renderer derived from shadPS4 and heavily extended, including temporal upscaling with FSR 3.1, 4, and 4.1.1. The Supermedo fork brings all this to Windows with a launcher in 13 languages, DLSS, and beta online play. 92 of its last 100 commits list Claude as a co-author.

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

★ 3.8k · 2026-10-28 View →
Fan remake Playable

Super Mario Bros. Remastered

JHDev2006/Super-Mario-Bros.-Remastered-Public

A remake of and tribute to the original Super Mario Bros. games, with new levels, custom modes, extra characters, and a full level editor.

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

★ 3.3k · 2026-10-31 View →
Switch Playable

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).

★ 2.9k · 2026-11-01 View →
Switch Experimental

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.

★ 2.6k · 2026-11-01 View →
Port (decomp) Fully playable

SpaghettiKart

HarbourMasters/SpaghettiKart

Native port of Mario Kart 64 from the decompilation, with a built-in track editor. The decomp route to bringing Mario Kart 64 to PC. 10 of its last 100 commits list Claude as a co-author.

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

★ 2.5k · 2026-10-22 View →
Port (decomp) Fully playable

2 Ship 2 Harkinian

2ship2harkinian/2ship2harkinian

Native port of Majora's Mask on libultraship, the same engine as Ship of Harkinian. You supply your own ROM.

You needA supported Majora's Mask ROM dump (N64); you can check yours at 2ship.equipment.

★ 2.4k · 2026-10-29 View →
Fan remake Fully playable

P.T.

LoreanXavier/pt-pc

Native port of the 2014 teaser, and an unusual case for this catalog: it’s neither a recomp nor a decomp. The game logic was rewritten in C++ from the original’s behavior, with its own Vulkan renderer; everything else (levels, models, textures, sounds, scripts, and cutscenes) is read at run time from your own PS4 copy. It plays the whole teaser, from the first wake-up to the street, voice section included. Its author built it alone so that P.T. would keep existing somewhere other than the consoles that still have it installed.

You needYour own copy of P.T., as a folder dumped from your console or a PKG made from that dump. Tested with the US release CUSA01127. A store PKG won’t work: it’s encrypted for the console that bought it. Windows 10/11 x64 or Linux x86-64.

★ 2.3k · 2026-10-24 View →
Port (decomp) Fully playable

Starship

HarbourMasters/Starship

Native port of Star Fox 64 on libultraship. You supply a US 1.0 or 1.1 ROM. It’s the decomp-based sibling of the original recomp, which is now gone.

You needA Star Fox 64 ROM (N64, US version 1.0 or 1.1 Rev A).

★ 2.1k · 2026-09-15 View →
Port (decomp) Fully playable

⑂ Fork of n64decomp/perfect_dark

Perfect Dark (N64)

perfect-dark-pc-port/perfect_dark

Cross-platform native port of Perfect Dark from the decompilation: mouselook, widescreen, and high frame rate. You supply your own ROM.

You needA Perfect Dark ROM (N64; US version 1.1, “ntsc-final,” recommended).

★ 2.1k · 2026-10-27 View →
Switch Playable

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.

★ 2k · 2026-11-01 View →
Xbox 360 Fully playable

Skate 3 (skate3recomp)

mchughalex/skate3recomp

Playable native port of Skate 3 for Windows, Linux, and macOS (v1.0.4): about 165 fps at 4K on an RTX 4090. It supersedes portingpete’s earlier attempt.

You needYour own Skate 3 ISO (Xbox 360). The game downloads Title Update 3 by itself and checks it before using it. DLC is optional and comes from your own copy.

★ 1.8k · 2026-07-24 View →
Native layer Playable

Shadow of the Colossus (AjncSystem)

AjncSystem/ShadowOfTheColossus-PC

Native Windows port of Shadow of the Colossus for PS4, Bluepoint’s 2018 remake: the game’s own x86-64 code runs directly on the PC’s CPU, and the PS4 GPU is translated to Vulkan. It isn’t a full emulator but a loader with the system functions the game needs, in the style of the Bloodborne Windows port. It comes with a launcher with a game library and display and control options; keyboard and controller at the same time, with mouse camera; a 60 fps mode, 16x anisotropic filtering, a PS4 Pro mode, and output up to 4K. Its author ships fixes almost daily, and there are still known issues, for example on AMD graphics cards. 64 of its last 100 commits list Claude as a co-author.

You needYour own dump of the PS4 version: the European 1.01 (CUSA08809) or the US 1.00 (CUSA08034), the two where the 60 fps and 16x filtering patches work; other versions run at 30 fps and, for sound, two system modules from your own console (libSceNgs2.sprx and libSceUlt.sprx). Plus 64-bit Windows 10 or 11 and a Vulkan 1.3 graphics card.

★ 1.7k · 2026-10-29 View →
Port (decomp) Playable

Animal Crossing (ACGC-PC-Port)

flyngmt/ACGC-PC-Port

Unofficial native PC port of Animal Crossing (GameCube) from the ac-decomp decompilation: 4K, high frame rate (60 to 960 fps), Dolphin texture packs, and GCI saves. US version only.

You needYour own copy of Animal Crossing (GameCube, US version).

100% decompiled
★ 1.5k · 2026-08-02 View →
Port (decomp) Fully playable

Driver 2

OpenDriver2/REDRIVER2

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

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

★ 1.4k · 2026-09-22 View →
Wii U Playable

The Legend of Zelda: The Wind Waker HD

ZeldaWWHDRecomp/ZeldaWWHDRecomp

Static recompilation of the Wii U version, separate from the GameCube Wind Waker recomp already in the catalog. It runs natively on Apple Silicon macOS, Linux, Windows, and ARM64 Android: the PowerPC code is translated to C ahead of time, the Cafe OS libraries the game uses are reimplemented natively, and GX2 graphics go straight to Metal on macOS or Vulkan elsewhere. No Cemu runtime and no GPU command emulation. 98 of its last 100 commits list Claude or Codex as a co-author.

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

★ 1.2k · 2026-11-01 View →
PS1 Experimental

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).

★ 1k · 2026-10-21 View →
Native layer Playable

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.

★ 1k · 2026-10-28 View →
Xbox 360 Experimental

Forza Horizon (arcanite24)

arcanite24/pinyon-shift

Playable native preview of the first Forza Horizon, built with a customized ReXGlue: the Xbox 360’s PowerPC code is statically recompiled rather than emulated.

You needYour own Forza Horizon ISO (Xbox 360, US retail edition MS-2505).

★ 970 · 2026-11-01 View →
Xbox 360 Experimental

Lost Odyssey (freefrank)

freefrank/LostOdysseyRecomp

Native PC port of Mistwalker’s RPG by PowerPC static recompilation, with Direct3D 12 and Vulkan renderers, optional frame generation (DLSS/FSR), and a Linux AppImage. A separate project from the other Lost Odyssey recomp already in the catalog, which uses XenonRecomp. Its author warns it’s still in early testing: some areas and scenes have been tested, but not a full playthrough.

You needYour own Lost Odyssey game files (Xbox 360). The importer accepts an extracted folder, default.xex, an XDVDFS ISO, or a GOD container.

★ 892 · 2026-10-31 View →
Port (decomp) Playable

Super Mario 64 (Ghostship)

HarbourMasters/Ghostship

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

★ 881 · 2026-10-27 View →
Xbox 360 Playable

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.

★ 878 · 2026-10-09 View →
Xbox Playable

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.

★ 841 · 2026-10-29 View →
Native layer Playable

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.

★ 838 · 2026-10-31 View →
Xbox 360 Experimental

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.

★ 800 · 2026-10-30 View →
Port (decomp) Playable

Silent Hill (SlickAmogus)

SlickAmogus/silent-hill-decomp

Feature-rich PC port based on the PlayStation decompilation of Silent Hill 1. In beta and under active development. A separate project from the Vatuu decompilation.

100% decompiled
★ 799 · 2026-11-01 View →
Native layer Playable

Uncharted: The Nathan Drake Collection (BilalReloaded)

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

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

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

★ 698 · 2026-11-01 View →
Port (decomp) Playable

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.

★ 659 · 2026-10-31 View →
N64 Playable

Mario Kart 64

sonicdcer/MarioKart64Recomp

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

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

★ 621 · 2026-10-30 View →
Port (decomp) Playable

⑂ Fork of PrimeDecomp/prime

Metroid Prime

Odrannnn/MetroidPrimePort

Native Linux, Windows, and Android port compiled straight from the source decompiled by PrimeDecomp, which has its own catalog entry, and rendered through Aurora on SDL3 and WebGPU. No emulator involved. It adds 4:3, 16:9, or window-following widescreen, with the HUD spread to the edges and the menus, pause, and map screens aspect-corrected.

You needYour own Metroid Prime disc image (GameCube, GM8E01_00, US version 1.00).

99% decompiled
★ 614 · 2026-11-01 View →
3DS Experimental

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.

★ 601 · 2026-10-22 View →
Native layer Playable

⑂ 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.

★ 595 · 2026-10-31 View →
Xbox 360 Playable

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).

★ 591 · 2026-10-29 View →
Xbox 360 Experimental

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).

★ 580 · 2026-08-22 View →
Native layer Playable

⑂ Fork of deadinside28/bloodborne_pc

Bloodborne (Mrsuss60)

Mrsuss60/bloodborne_pc_windows_port

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

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

★ 580 · 2026-11-01 View →
Port (decomp) Playable

⑂ Fork of doldecomp/melee

Super Smash Bros. Melee (melee-pc)

999sian/melee-pc

Native Melee port (NTSC-U 1.02) built from the doldecomp/melee decompilation on aurora (a GX compatibility layer with a WebGPU backend) and SDL3. By the same author as Project Picori. It’s in declared beta: it ships LAN play, internet friend codes, and best-of-three matchmaking, with rollback netcode still in development. The decompiled game code isn’t licensed; only the port code is (GPL-3). 18 of its last 100 commits list Claude as a co-author.

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

100% decompiled
★ 580 · 2026-10-20 View →
Port (decomp) Fully playable

The Legend of Dragoon

Legend-of-Dragoon-Modding/Severed-Chains

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

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

★ 580 · 2026-11-01 View →
Xbox 360 Playable

Need for Speed: Most Wanted (SpeedBreaker)

SpeedBreakerProject/speedbreaker

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

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

★ 573 · 2026-10-31 View →
N64 Fully playable

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.

★ 565 · 2026-09-30 View →
PSP Experimental

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.

★ 559 · 2026-10-28 View →
Port (decomp) Fully playable

Doom / Final Doom (PsyDoom)

BodbDearg/PsyDoom

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

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

★ 550 · 2025-10-05 View →
Port (decomp) Playable

⑂ 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).

★ 544 · 2026-10-28 View →
Port (decomp) Playable

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.

★ 538 · 2026-10-31 View →
GameCube Playable

The Legend of Zelda: The Wind Waker (BlueWake)

chrissotraidis/bluewake

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

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

★ 534 · 2026-11-01 View →
Switch Playable

Bayonetta 2

K0NL/B2recomp

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

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

★ 528 · 2026-10-23 View →
Port (decomp) Playable

Super Smash Bros. (BattleShip)

JRickey/BattleShip

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

100% decompiled
★ 527 · 2026-10-31 View →
Native layer Playable

The Last Guardian (HayatoG)

HayatoG/tlg_pc

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

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

★ 518 · 2026-10-27 View →
Port (decomp) Playable

⑂ Fork of MatheoVignaud/tmc

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

999sian/tmc

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

★ 516 · 2026-10-20 View →
Switch Playable

The Legend of Zelda: Skyward Sword HD

Apolinario-coder/SkyRecomp

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

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

★ 510 · 2026-10-31 View →
Wii Playable

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.

★ 499 · 2026-11-01 View →
Xbox Playable

⑂ 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.

★ 497 · 2026-10-31 View →
Switch Experimental

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

kuraeow/ultratears

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

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

★ 487 · 2026-11-01 View →
Port (decomp) Playable

⑂ 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.

★ 484 · 2026-11-01 View →
Xbox 360 Playable

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.

★ 477 · 2026-10-30 View →
Xbox 360 Playable

FIFA Street (2012)

samuelit0davila/fifa-street-pc-port

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

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

★ 471 · 2026-10-31 View →
PS2 Playable

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).

★ 439 · 2026-11-01 View →
Fan remake Playable

⑂ Fork of bryanthaboi/gen1recomp (Gen1Recomp)

Pokémon Gold / Silver / Crystal (Gen2Recomped)

UNDERdecoded/Gen2Recomped

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

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

★ 432 · 2026-10-26 View →
Port (decomp) Playable

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.

★ 428 · 2026-11-01 View →
Xbox Playable

Splinter Cell: Double Agent

TGP482/SCDA-XBERecomp

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

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

★ 412 · 2026-11-01 View →
Xbox 360 Experimental

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).

★ 401 · 2026-10-31 View →
N64 Fully playable

Star Fox 64

sonicdcer/Starfox64Recomp

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

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

★ 401 · 2026-08-11 View →
Xbox 360 Experimental

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).

★ 400 · 2026-10-11 View →
PS3 Playable

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.

★ 391 · 2026-10-23 View →
Native layer Experimental

The Order: 1886 (theorder1886-port)

mateussmeneses/theorder1886-port

Windows port of The Order: 1886 for PS4, still in development. As with the Bloodborne and God of War III ports, the original executable runs directly on the PC’s CPU, with a runtime of its own replacing the PS4 system libraries, and the graphics are translated to Vulkan through shadPS4’s video core. For now it boots, starts a new game, and plays the prologue at the game’s own 30 fps; saving, AMD and Intel graphics cards, and other versions of the game haven’t been tested yet. 76 of its last 100 commits list Claude as a co-author.

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

★ 387 · 2026-11-01 View →
Xbox 360 Playable

Call of Duty 3 (FrankHUN88453)

FrankHUN88453/CoD3Recomp

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

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

★ 382 · 2026-10-21 View →
Xbox 360 Fully playable

Forza Horizon (Dyotson)

FH1-ReImagined/ForzaHorizon1-ReImagined

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

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

★ 380 · 2026-10-31 View →
Port (decomp) Playable

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.

★ 376 · 2026-10-29 View →
Port (decomp) Playable

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.

★ 374 · 2026-10-31 View →
Xbox 360 Playable

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.

★ 370 · 2026-10-30 View →
Port (decomp) Playable

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.

★ 366 · 2026-10-23 View →
Xbox 360 Playable

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).

★ 352 · 2026-09-02 View →
Port (decomp) Playable

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.

★ 349 · 2026-10-22 View →
Native layer Playable

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.

★ 336 · 2026-11-01 View →
N64 Playable

Dinosaur Planet

DinosaurPlanetRecomp/dino-recomp

Recompiled port of Rare’s canceled prototype (December 2000), the precursor to Star Fox Adventures. Very active (v0.3.0).

You needThe December 2000 Dinosaur Planet prototype ROM (N64, unpatched).

~70%
★ 333 · 2026-10-30 View →
N64 Playable

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).

★ 332 · 2026-09-19 View →
Switch Playable

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.

★ 330 · 2026-11-01 View →
N64 Playable

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).

★ 325 · 2026-10-29 View →
Native layer Fully playable

Killzone Shadow Fall

lesca-191204/killzone-shadowfall-pc

Native Windows port of Killzone Shadow Fall for PS4: the game’s code runs directly on the CPU, and the graphics are translated to Vulkan in real time. It’s a public beta, but the whole campaign is playable from start to finish. The launcher, in English and Spanish, checks your dump and lets you pick the render resolution from 720p to 4K and the frame rate limit (30, 60, or higher as an experimental option). 15 of its 30 commits list Claude as a co-author.

You needYour own dump of the PS4 version (CUSA00190, version 01.81). Plus 64-bit Windows 10 (1903 or later) or 11, a Vulkan 1.3 graphics card, 16 GB of RAM, and 6 GB of video memory recommended.

★ 324 · 2026-10-31 View →
Xbox 360 Playable

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

Shagg88/COGBox

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

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

★ 315 · 2026-10-31 View →
Switch Experimental

Metroid Dread

yozander2009-stack/Metroid-Dread-Recomp

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

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

★ 314 · 2026-10-30 View →
N64 Fully playable

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).

★ 310 · 2026-03-25 View →
Xbox Fully playable

Mortal Kombat: Shaolin Monks

OAleex/OpenShao

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

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

★ 308 · 2026-10-30 View →
Wii U Experimental

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

ryderclanky/BotW-Native

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

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

★ 307 · 2026-10-31 View →
Port (decomp) Playable

F-Zero X

Zorkats/G-Diffuser

G-Diffuser: a native F-Zero X port with no emulator in the loop. It’s a full source port on top of the inspectredc/fzerox matching decompilation and the libultraship runtime (the same engine behind Ship of Harkinian and Starship). On top of the original game, it adds true widescreen, an in-game enhancements menu, quality-of-life features, texture-pack modding, and full 64DD Expansion Kit support, including Course Edit and the DD cups.

You needYour own F-Zero X ROM (N64) and, for the 64DD content, your own Expansion Kit dump as well. The repository ships no ROM, disk, IPL, or extracted assets.

98% decompiled
★ 306 · 2026-10-31 View →
Port (decomp) Playable

⑂ Fork of projectPiki/pikmin

Pikmin

SSunnKing/Open-Nectar---Pikmin-Native-PC-Mobile-Port

Open Nectar: a native, open-source (CC0) port of Pikmin for Linux and Windows, built on the projectPiki decompilation. It runs the game code directly on the host and translates GameCube GX. Most of the game is playable from start to finish, at 30, 60, or 120 fps, with the original JAudio engine on a software DSP, true widescreen (HUD and culling at 16:9, not stretched), both retail discs (US Rev 1 and the European release in five languages), and optional post-processing. 54 of its last 100 commits list Claude as a co-author.

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

100% decompiled
★ 299 · 2026-10-31 View →
Port (decomp) Fully playable

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.

★ 298 · 2026-10-21 View →
GameCube Playable

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.

★ 297 · 2026-10-27 View →
N64 Fully playable

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).

★ 284 · 2026-09-29 View →
Xbox 360 Experimental

Condemned 2: Bloodshot

psxrestore/Condemned2Recomp

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

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

★ 281 · 2026-11-01 View →
SNES / Super Famicom Playable

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).

★ 281 · 2026-09-19 View →
N64 Playable Stalled · 6 months

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).

★ 280 · 2026-04-30 View →
Xbox 360 Fully playable

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.

★ 278 · 2026-10-31 View →
PSP Experimental

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.

★ 276 · 2026-10-31 View →
DS Experimental

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).

★ 274 · 2026-11-01 View →
Port (decomp) Playable

Yu-Gi-Oh! Forbidden Memories (Recompiled)

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

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

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

★ 274 · 2026-11-01 View →
Xbox 360 Playable

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.

★ 251 · 2026-11-01 View →
N64 Experimental

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).

★ 250 · 2026-11-01 View →
Switch Experimental

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.

★ 243 · 2026-10-25 View →
Xbox 360 Playable

LEGO Dimensions

NeverCookFirst/DimensionsRecomp

Static recompilation of the Xbox 360 release and, as far as we know, the first recomp of a toys-to-life game. It boots, plays, saves, loads DLC, and talks to a Toy Pad (real or emulated) like any ordinary Windows program, with an unlocked frame rate, mods, and multilingual support. Its author is explicit about why: they wanted to find out whether a figures game could be recompiled, and they say emulation remains a perfectly valid option for anyone it works better for.

You needYour own copy of LEGO Dimensions for Xbox 360. This is a public demo build.

★ 240 · 2026-10-19 View →
Xbox 360 Experimental

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).

★ 240 · 2026-10-24 View →
PS1 Playable

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.

★ 235 · 2026-11-01 View →
Xbox Playable

Ninja Gaiden Black

gamboozino/ngbrecomp

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

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

★ 235 · 2026-11-01 View →
Xbox 360 Playable

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.

★ 235 · 2026-10-31 View →
Xbox Experimental

Dead or Alive Xtreme Beach Volleyball

NoRain211/doaxvb-re

Native Windows, macOS, and Linux port by static recompilation: the original Xbox executable is lifted to C and linked against a hand-written runtime that replaces the Xbox kernel imports, the audio output, and the main Direct3D 8 and DirectSound APIs with native equivalents. The rest of the game, including its statically linked libraries, still runs as generated code. The stated goal goes beyond the port: to replace the game logic with readable, hand-written source code, one cluster of data structures at a time, while the game keeps running.

You needYour own legally obtained copy of the US Xbox release. The project ships no game files.

★ 234 · 2026-10-30 View →
Xbox 360 Experimental

Project Gotham Racing 4 (beatrixzy)

beatrixzy/PGR4-Recomp

Recompilation of Project Gotham Racing 4. Early alpha, but it already boots and runs races.

You needYour own copy of Project Gotham Racing 4 (Xbox 360).

★ 232 · 2026-10-28 View →
Xbox 360 Playable

Midnight Club: Los Angeles (holdmysocks)

holdmysocks/mcla-recomp

A static recompilation of Midnight Club: Los Angeles Complete Edition for Windows, Linux, and jailbroken PS5, built with the ReXGlue SDK and with fixes ported, with permission, from LARecomp. On Windows with Direct3D 12, the career, races, garage, and upgrades play with audio and a controller, at 30 fps by default and 60, 120, or uncapped as options; on Linux with Vulkan it builds and plays, tested by one user. It doesn’t publish a compiled game: a script extracts what it needs from your ISO, installs any missing tools, and generates the recompiled code on your machine. The pause menu adds display settings.

You needAn ISO of your own Midnight Club: Los Angeles Complete Edition for Xbox 360, USA/Europe release (Title ID 545407F8). On Windows, 64-bit Windows 10 or 11 with Direct3D 12 and about 20 GB of free space; on Linux, Clang 20 and Vulkan 1.3.

★ 228 · 2026-10-30 View →
Xbox 360 Playable

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.

★ 227 · 2026-10-28 View →
PS3 Playable

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.

★ 225 · 2026-11-01 View →
Port (decomp) Playable

Kingdom Hearts 358/2 Days

Yokimitsuro/khdays-port

A native PC port of Kingdom Hearts 358/2 Days built on khdays-decomp, the same author’s matching decompilation of the Nintendo DS game. The decompilation’s C code is compiled for the PC, and the port supplies what the DS hardware did underneath: graphics, sound, input, the game card, interrupts, and the system calls of its SDK. No DS machine code runs, since it has no ARM interpreter. According to the project, the whole game works: Story Mode with its movies and cutscenes, Mission Mode, combat and magic, the shop, and saves, which are compatible with DS saves. It draws the picture with Direct3D 12 or Vulkan, with the 3D at up to eight times the DS resolution, anti-aliasing, 16:9 or 16:10 widescreen, a picture at the monitor’s refresh rate while the game still runs at 30 frames, and a single-screen mode with a rearranged HUD. It has keyboard and mouse, controller support, and rebindable controls, optional enhancements such as camera control with the right stick or the mouse and the Kingdom Hearts II button layout, 99 save slots with autosave, an option to retry a mission from the pause menu, and Mission Mode multiplayer over a local network or over the internet through a matchmaking server, which is included so you can host your own. Mods can replace textures, models, 2D graphics, sounds, and videos and add Lua scripts, and the repository includes khdays-studio, a tool to make them. With your copies of Kingdom Hearts HD 1.5+2.5 ReMIX and HD 2.8 Final Chapter Prologue, its tools build menus, HUD, and screens in the style of those collections and play their HD videos. For now there’s only a 64-bit Windows build, with an installer; Linux and macOS are planned. The latest release is 0.1.3 (October 19). Its author states that AI-assisted coding tools were used.

You needYour own European Kingdom Hearts 358/2 Days ROM for Nintendo DS (YKGP), which the installer checks by its SHA-256 and also finds where KH Melon Mix keeps one inside the Kingdom Hearts HD 1.5+2.5 ReMIX folder. For the HD pieces, optionally, your copies of Kingdom Hearts HD 1.5+2.5 ReMIX and HD 2.8 Final Chapter Prologue, from Steam or the Epic Games Store; the HD videos take about 6.5 GB. Plus 64-bit Windows and a graphics card with Direct3D 12 or Vulkan.

★ 224 · 2026-11-01 View →
Xbox 360 Experimental

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).

★ 223 · 2026-10-31 View →
Native layer Playable

EA Sports UFC 3

GNSB/UFC-3-PS4-PORT-LINUX-WINDOWS

A native Linux and Windows port of the PS4 release (CUSA06534, update 1.14), from the bbport family: it starts from SacredFire, the Crash Team Racing Nitro-Fueled port, which in turn comes from bbport. The original x86-64 code runs directly on the CPU, a dedicated runtime replaces the PS4 system libraries, and a shadPS4-derived renderer translates the GPU work to Vulkan. Its author calls it playable: menus, loading, fights, sound, controller, saves, and Career mode, with blood and sweat on hits. The game asks for 30 Hz and the port ignores it, with limits from 60 to 240 fps or uncapped; the author measures 137–196 fps in fights on Linux with an RTX 4070, and Windows is still behind. It adds PS4 Pro mode (1080p instead of 900p), experimental 2K and 4K, FSR 1 with RCAS sharpening, a language selector, launchers for both systems (an AppImage too), and online play between friends, with a private server hosted by one of the players. 102 of its author’s 226 commits list Claude as a co-author. The latest version is 0.1.14 (October 21), with stability fixes brought in from shadPS4.

You needYour own UFC 3 PS4 dump: the base game folder (CUSA06534, with eboot.bin) and the 1.14 update, which are merged automatically. Plus 64-bit Windows or Linux (on Linux, glibc 2.38 or later and Python 3), a CPU with AVX2, BMI1, MOVBE, and LZCNT (Intel Haswell or newer, or AMD Ryzen), and a Vulkan 1.3 graphics card; 6 GB of video memory or more is recommended. No game files are included.

★ 223 · 2026-10-26 View →
SNES / Super Famicom Experimental

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).

★ 223 · 2026-11-01 View →
Xbox 360 Playable

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.

★ 219 · 2026-11-01 View →
Switch Playable

Super Mario Maker 2 (smm2recomp)

smm2recomp/smm2recomp

SMM2 Recomp: a native port of Super Mario Maker 2 (version 3.0.3) for macOS, iOS/iPadOS, Windows, Linux, and Android, made by static recompilation: the game’s AArch64 code is translated to C and compiled for your platform, and a runtime of its own stands in for the Switch’s system services, with graphics on Metal or Vulkan. What you download is a launcher with the recompiler, not the game: on first start it checks your dump and recompiles the code on your machine. It adds the 100 Mario Challenge from Super Mario Maker 1, a Course World without Nintendo’s servers (with an open-source server you can host yourself or TGRCode’s public archive), SMM1 features as mods with their own switches, co-op in Endless Challenge and 100 Mario, and editing any downloaded course. Version 0.5.1 (October 24, 2026) has packages for Windows x64, Linux x64 and arm64, and Apple silicon macOS. 92 of its last 100 commits list Claude as a co-author. Licensed GPL-3.0.

You needYour own copy of Super Mario Maker 2 with the 3.0.3 update (the game’s NSP or XCI plus the update’s NSP, or their extracted ExeFS and RomFS folders), plus your console’s prod.keys and firmware, which the game’s fonts come from. Windows 10 or 11 x64 with Vulkan 1.3, Linux (x64 or arm64) with SDL3 3.2 or later and Vulkan 1.3, or macOS 15 or later on Apple silicon.

★ 218 · 2026-11-01 View →
Native layer Playable

MediEvil (PS4)

bc160201983/medievil_2019_pc_port

A Windows port of the 2019 PS4 MediEvil, the remake of the PS1 game, built on SpartanPort (formerly gow3_pc), the God of War III port from the same family as the Bloodborne one. The game’s original x86-64 code runs directly on the CPU, a runtime written for the port replaces the PS4 system libraries, and shadPS4’s video core translates the GPU work to Vulkan. According to its README, booting, movies, menus, and gameplay work, with sound, saves, and remappable controller and keyboard. It can render the scene at up to 4K and scale it to the game’s 1080p, or output natively at 1440p, 1800p, or 4K, with Unreal Engine 4’s own temporal upscaling, five graphics quality presets, and 60 fps by default (120 and 240 are experimental). Its launcher installs the game from a .pkg, lets you pick any of the game’s languages, turns on the debug menu its developers left in the game, unlimited ammo, patches, and mods, and updates itself; the game fonts it uses are read from your copy. There are no online features, and with native output above 1080p the controller can’t reach some menu items. Version 1.3.5 (October 19) fixed a crash on older AMD graphics cards, and Porticus added support for the 01.02 update. 20 of its last 100 commits, all the ones its author made for this port, list Claude as a co-author; nearly all the others come from gow3_pc’s history.

You needYour own copy of MediEvil for PS4 (CUSA11227, or the European CUSA12982), version 01.00 or with the 01.02 update, as an unpacked folder (eboot.bin, sce_module, and sce_sys) or as a fake PKG; installing from the .pkg needs about 32 GB of free space. Plus 64-bit Windows 10 (1903 or later) or 11 and a Vulkan 1.3 graphics card. No game files are included.

★ 211 · 2026-10-29 View →
Mod

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.

★ 210 · 2026-10-21 View →
Xbox Playable

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.

★ 207 · 2026-10-31 View →
PS2 Fully playable

Ratchet & Clank (rac-rs)

AsobiCodes/rac-rs

rac-rs: an unofficial Windows port written in Rust. On setup it translates the PS2 code from your disc into Rust (static recompilation), and that code runs on a PS2 CPU core also written in Rust; graphics, sound, movies, input, and saving are native code written for the port. Only the original functions that need a fix or a PC feature are rewritten in Rust, and changes are tested by playing the same frames on both versions and comparing the game’s memory. According to its author, the whole game is playable from power-on to the end credits, New Game+ included. It adds widescreen, keyboard and mouse, Xbox and PlayStation controllers, three camera styles (the classic one, a static one with free look and strafing, and a smooth one), lock-on, rebindable controls, and a graphics page with quality levels for enhanced lighting, global illumination, ambient occlusion, dynamic shadows, water with waves and reflections, vegetation, particles, sun rays, draw distance, in-between frames, and a sharp HUD; the “Classic” settings keep the PS2 look. Setup downloads its own copy of Rust, Python, and the GNU assembler (about 220 MB), builds the game in about 12 to 30 minutes depending on the CPU, and checks for updates at launch. Version 0.3.0 came out on October 21. Nine of its twelve commits list Claude as co-author.

You needYour own .iso image of the Ratchet & Clank PS2 disc, European v1.00 (SCES-50916) or US v1.00 (SCUS-97199); the US one has had less testing, and the Japanese release and the Platinum and Greatest Hits reissues aren’t supported. Plus 64-bit Windows 10 or 11, about 5 GB of free space (the finished install takes about 3.5 GB), and an internet connection for the first setup.

★ 207 · 2026-10-31 View →
Xbox Playable

Def Jam: Fight for NY (vyanhursky)

vyanhursky/DefJamFFNY-recomp

An unofficial native port for Windows, Apple silicon macOS, and x86-64 Linux (Steam Deck included) by static recompilation of the US Xbox release with xboxrecomp: the executable is translated to C and compiled ahead of time, and an Xbox compatibility runtime supplies graphics, sound, and input. It uses Direct3D 11 on Windows and Vulkan on Mac and Linux. It runs at 60 fps, with 1x–4x internal resolution, windowed or borderless fullscreen, 16:9 and 16:10 widescreen in beta (21:9 and 32:9 experimental), controllers with remapping, rumble, and hot-plugging, keyboard, and up to four local players, with no online play. It has a launcher and an in-game overlay (F1), an option to skip the startup movies, and, from that overlay, EA’s developer menu, which was locked away in the retail build. The installer checks your copy and builds the game on your machine, and can optionally generate 4x HD textures from it. Its README says all game functionality works, though its testing doesn’t cover a full Story campaign. The latest version, 0.10.6 (October 20), introduced a new launcher. Its author states it’s developed with help from Claude Code and Codex.

You needYour own US copy of Def Jam: Fight for NY for Xbox, as an ISO or XISO image or an extracted folder, matching the project’s dump manifest; PS2 and GameCube copies won’t work. Plus x64 Windows (the installer can install Microsoft’s Build Tools if they’re missing), macOS 11 or later on Apple silicon with the Xcode Command Line Tools, or x86-64 Linux; about 12 GB free for the build, plus 15 GB more if you generate the HD textures.

★ 206 · 2026-11-01 View →
Xbox 360 Playable

Need for Speed: Most Wanted (madelrandel-blip)

madelrandel-blip/NFSMW-Recompiled

A static recompilation of the Xbox 360 version (title ID 454107D9), built with the ReXGlue SDK: the PowerPC code in default.xex is translated to C++ ahead of time and compiled for x86-64, and the SDK provides the kernel calls, the file system, audio, input, and the translation of the Xenos GPU to Direct3D 12. The project calls it “playable, with rough edges”: it gets through the prologue into free roam, and it has mostly been tested on an Intel Iris 540 integrated GPU, at 18–38 fps at 854×480. Nearly all of its fixes are patches to the SDK: the audio decoder deadlock that left the game silent and froze it on returning to the menu, v-sync and a frame limiter, which the SDK lacked, and an adjustable 0–200% game speed. A Windows launcher takes the ISO, extracts it on first use, and lets you pick the window size, internal resolution up to 4x, windowed or fullscreen, a frame cap, and the graphics API. Vulkan renders black on Intel GPUs and multiplayer doesn’t work. The latest Windows release is 0.0.2 (September 18); the newest one, from October 8, is Android-only. Although the README says otherwise, the repository includes the C++ generated from the game’s default.xex, over 130 MB of it, and the Android build carries a cache of 136 of the game’s shaders extracted from its ZZDATA0.BIN file.

You needAn ISO of your own copy of Need for Speed: Most Wanted for Xbox 360, Spanish PAL release, or the extracted folder; the English PAL and NTSC releases don’t work for now. Plus 64-bit Windows 10 or 11 and a Direct3D 12 graphics card (feature level 11_0); without one it tries WARP, Windows’ software rasterizer, which is very slow. Building it requires Visual Studio 2022 Build Tools, CMake 3.28, Ninja, Clang 20, and Python 3.10 or later.

★ 206 · 2026-10-28 View →
Game-specific engine Fully playable

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.

★ 202 · 2026-11-01 View →
Game-specific engine Playable

Zelda II: The Adventure of Link

troyedwardsjr/z2rs

z2rs: a Rust reconstruction of Zelda II: The Adventure of Link that runs on Windows, macOS, and Linux, as well as Android and the browser. It isn’t a standalone reimplementation yet: it runs your ROM in its own 6502 interpreter and, whenever the game calls a routine that already has a Rust version, runs that instead. To check the work, the original game runs in a reference emulator next to z2rs, and the two must match frame by frame in memory, sprites, palette, and picture. Graphics, maps, text, and music are read from your ROM as you play; the repository only holds addresses and sizes, relies on the community disassembly of the game, released under CC0, and its PROVENANCE.md file explains where every file comes from. It adds widescreen with real scenery in the margins (16:10, 16:9, and 21:9), player-painted HD graphics packs at 2x to 8x, two-player co-op with a second Link on one machine or online, save states, fast-forward, controller support, a randomizer that builds a new game from your ROM, and optional enhancements, many inspired by HoverBat’s ZALiA remake. Everything is set up from a launcher. It was released on September 18, and version 0.6.0 (October 22) added optional new areas, among them an island with a town of monsters and an eighth palace, HD animations for enemies and townspeople, and camera zoom.

You needYour own ROM of Zelda II: The Adventure of Link, the US NES release (the No-Intro dump: without the iNES header, CRC32 BA322865 and SHA-1 11333adb723a5975e0ecca3aee8f4747aa8d2d26); it’s the only one accepted. Plus x64 Windows, macOS (Apple silicon or Intel), or x86-64 Linux.

★ 201 · 2026-10-22 View →
PS2 Playable

Burnout 3: Takedown (gomesvieira)

danielgomesvieira2000/burnout3-pc

A native Windows port of the North American PS2 release, separate from the Xbox version recomps already in the catalog. It’s built with ps2-port-engine, the same author’s tool, which decompiles the game’s program to C++, checks its behavior against the original machine code, and compiles it for x64, with a runtime standing in for the EE, IOP, sound, VUs, and GS, drawn with Vulkan. The game’s code is generated on your machine from your disc image and never committed to the repository. The whole game works: menus, races, crash mode, the World Tour career, saves, sound, and music. It adds resolution up to 4x the PS2’s, widescreen with the HUD kept in place and a HUD editor, 60 or 120 fps or your display’s refresh rate (up to 240) without speeding up the game, FXAA, SMAA, or SSAA 2x, bloom, motion blur, shadow, and particle options, rebindable controls with button prompts for your keys or a PlayStation or Xbox controller, a mouse in the menus, rumble, two-player splitscreen, local network play through the game’s own online mode, your own MP3s in EA Trax, and PCSX2 texture packs. A PC SETTINGS menu takes ONLINE’s place, with the hidden developer menu and a MODS page that brings in Nehalem’s PCSX2 patches, such as km/h, mirror mode, no traffic, or Crash Breaker in every mode. It’s an alpha: online play through EA’s servers doesn’t work, and vertical splitscreen still misplaces part of the HUD. The README points to a Windows zip on the releases page, but none is published right now; the latest tag is 0.6.1-alpha (October 21). Its author states that the port is written by Claude Code under their direction, and its last 100 commits list Claude as a co-author.

You needA disc image of your own North American (NTSC-U) copy of Burnout 3: Takedown for PS2, SLUS-21050; other regions don’t work yet. Plus 64-bit Windows 10 or 11, a graphics card with Vulkan 1.3 (GeForce GTX 900, Radeon RX 400, Intel UHD 600, or newer), and a CPU with AVX2, or an older one with the bundled SSE4 build. To build it, Visual Studio 2022 with C++, Python 3.10 or later, and, optionally, LLVM.

★ 200 · 2026-10-31 View →
Xbox 360 Fully playable

Saints Row

whompay/SaintsReborn

Saints Reborn (formerly SaintsRowPC): an unofficial native Windows port by static recompilation with the ReXGlue SDK, which translates all of the game’s PowerPC code to C++ and reimplements the Xbox 360 kernel, GPU (on Direct3D 12), audio, and input. The repository holds nothing from the game: the installer takes your disc image or game folder, downloads the build tools (about 1.5 GB, no Visual Studio needed), and builds the game on your machine in 10 to 60 minutes; updates only rebuild what changed. According to its author, it’s playable from start to finish: the intro videos, the character creator, the whole story, side missions, and free roam, with sound. It has co-op for the story and free roam over LAN, by direct IP, or online with a join code, and online matches (Quick Match, Custom Match, ranked) through Epic Online Services; on October 19, co-op grew to up to 12 players in one shared world. With the bundled 60 fps mod it runs at 60 fps and above (capped at 30, 60, 90, or 120, or uncapped), it renders at twice the original resolution by default, and it has its own options menu for resolution scale, shadows, and mouse sensitivity. Keyboard and mouse follow Saints Row 2 on PC, the prompts switch between controller and keyboard, and V toggles a first-person view. It includes Whompay’s Mod Loader, with mods that replace files, run Lua scripts, or hook C/C++ code into the game. The latest version, 1.2.2, came out on October 2.

You needYour own Saints Row Xbox 360 disc, as an .iso image or a folder with default.xex and packfiles; only the disc version the port was made with is supported, and the installer warns if your default.xex differs. Plus 64-bit Windows 10 or 11 and a Direct3D 12 graphics card; a manual build takes about 15 GB of free space and 16 GB of RAM. On CPUs without AVX2, a compatible build is made.

★ 200 · 2026-10-28 View →
Native layer Playable

WipEout Omega Collection

AbdelmoumenDeghbouche/wipeout_pc

A native port of the PS4 version for Windows 10 and 11, in the style of bbport: the game’s original x86-64 code runs on the PC’s processor, a runtime replaces the PS4 system libraries, and the graphics are translated to Vulkan by shadPS4’s video core; there is no CPU emulator. The README calls it playable and in active development: menus and races (HD and 2048) run above 60 frames per second, up to 240, with resolutions from 1080p to 4K and ultrawide, HDR, sound, and a custom soundtrack. PS4 Pro mode is experimental, PSVR mode is not planned, and not every game and event type has been tested. The Linux build is compiled from source and has no package yet. The latest Windows version, 0.2.46, came out on October 29. 7 of its last 100 commits list Claude as a co-author.

You needYour own dump of WipEout Omega Collection from your own PS4, with the folder that contains eboot.bin (the program unpacks the game and its update). Plus 64-bit Windows 10 or 11, a CPU with AVX, and a GPU with Vulkan 1.3.

★ 200 · 2026-11-01 View →
Port (decomp) Playable

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.

86% decompiled
★ 196 · 2026-11-01 View →
Native layer Playable

Unicorn Overlord

hachi23/unicorn_overlord_pc

vwport: the PS4 version of Unicorn Overlord running natively on Linux and Windows. It’s neither an emulator nor a decompilation: the game’s original executable runs directly on the CPU, a runtime written for this game implements the roughly 700 PS4 system functions it uses, and graphics are turned into Vulkan by the shadPS4 video core with the port’s own multi-threaded draw pipeline. It builds on the God of War III port and the bloodborne_pc approach. With the Asian release and its 1.04 English update, the prologue, chapter 1, and its first battle have been played, and saving and loading work; it hasn’t been played to the end yet, and runs at about 50–60 fps on a mid-range laptop. The game’s own options gain a PC section with display mode, render resolution, FSR 1, sharpening, and PlayStation, Xbox, or Nintendo button icons. Version 1.0.0 came out on October 19. 63 of its last 100 commits list Claude as a co-author.

You needYour own dump of the Asian PS4 release (CUSA36381) with the 1.04 update merged in, as a folder with eboot.bin, sce_module, sce_sys, and the .CPK files (about 7 GB); it’s the only supported version. Plus 64-bit Linux or Windows 10 (1903 or later) or 11, and a Vulkan 1.3 graphics card.

★ 191 · 2026-10-31 View →
GameCube Playable

Eternal Darkness: Sanity's Requiem

griches/EternalDarknessRecomp

A static recompilation of the European GameCube release (GEDP01) for Mac, Windows, and Linux, Steam Deck included. DolRecomp translates the PowerPC code to C, which runs on GXRuntime, providing the CPU state, devices, and GameCube SDK services, and draws through its gxcore renderer, modeled on Dolphin’s GX, on Aurora and Dawn (Metal, Direct3D 12, or Vulkan). On Mac and Linux, the first launch translates your disc and builds the game; on Windows the program comes ready-built, and the graphics, sound, and music come from your disc. It renders at your screen’s resolution, up to 4K, uses the game’s own 16:9 mode with the HUD at the edges, or 21:9, adds in-between frames on 90 Hz, 120 Hz, or faster screens, and adds HDR with calibration, ambient occlusion, glow, baked shadows rebuilt at four times their size, redrawn text, HD texture packs in Dolphin’s format, third- and first-person cameras (beta), a photo mode, four save-anywhere slots, remappable controls, cutscene fast-forward, and a launcher. There’s also a PS5 version in a separate repository. Versions 0.9.4 and 0.9.5 came out on October 19. 260 of its 263 commits carry a Claude Code session link.

You needYour own European disc image of Eternal Darkness for GameCube (GEDP01), as .iso or .gcm; the US disc (GEDE01) isn’t supported. Plus 64-bit Windows, an Apple silicon Mac with macOS 13 or later, or x86-64 Linux or a Steam Deck. HD texture packs are optional and downloaded separately.

★ 188 · 2026-10-28 View →
GameCube Experimental

SoulCalibur II

jackpoison-prog/RingOut

Native port of SoulCalibur II (GameCube) via static recompilation: the disc’s PowerPC executable is translated to C, compiled for x86-64, and run on a Dolphin-derived runtime.

You needYour own copy of SoulCalibur II (GameCube, discs GRSEAF/GRSJAF/GRSPAF).

★ 187 · 2026-10-27 View →
Xbox 360 Playable

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.

★ 185 · 2026-10-29 View →
GBA Playable

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.

★ 185 · 2026-10-18 View →
Library Experimental

ModernGekko

ExpansionPak/ModernGekko

Runtime for recompilations of GameCube games.

★ 182 · 2026-09-17 View →
N64 Fully playable

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).

★ 179 · 2026-09-25 View →
Xbox 360 Experimental

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).

★ 178 · 2026-10-03 View →
PS3 Fully playable

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).

★ 177 · 2026-10-29 View →
Xbox Playable

The Lord of the Rings: The Return of the King

Shagg88/Athelas

A native Windows port of the US Xbox release by static recompilation with XboxXBE-Recomp, shipped inside the Athelas launcher alongside the Two Towers port and ROTK Fix, a patch for the same game’s PC version. It adds up to 240 fps, with fixes for slowdowns and vanishing enemies at high frame rates, widescreen and ultrawide, sharper text and menus (using the PC version’s if you also have it installed), keyboard and mouse, and two-player co-op on one PC or online by streaming. Its author states it was made with help from Claude.

You needYour own US copy of The Return of the King for Xbox, as an .iso image or extracted. Plus 64-bit Windows 10 or 11 and a DirectX 12 graphics card.

★ 177 · 2026-10-31 View →
Xbox Playable

The Lord of the Rings: The Two Towers (Athelas)

Shagg88/Athelas

A native Windows port of the US Xbox release by static recompilation with XboxXBE-Recomp. It ships inside Athelas, a launcher for three Lord of the Rings games that also includes the port of the Xbox version of The Return of the King and ROTK Fix, a patch for that game’s PC version. By default it plays as it did on the Xbox, and as options it adds widescreen, higher frame rates, sharper graphics, keyboard and mouse, and an in-game settings menu. It has been reported working on the Steam Deck through Proton. Its author states it was made with help from Claude.

You needYour own US copy of The Two Towers for Xbox, as an .iso image or extracted. Plus 64-bit Windows 10 or 11 and a DirectX 12 graphics card.

★ 177 · 2026-10-31 View →
Wii Playable

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.

★ 175 · 2026-10-31 View →
Native layer Playable

God of War: Sons of Sparta

OverkillLabs3/SoS-PS5

SonsOfSparta-PS5 Native: the PS5 game running on Windows through AnyPS5. The original x86-64 code runs directly on the CPU, with no CPU emulation, and the PS5 system libraries and GPU commands are reimplemented through a compatibility layer, the way Wine and DXVK work. According to the project it plays from the logo through gameplay, with music and sound effects, at about 60 fps in menus and gameplay on its test PC, and the launcher also offers 120 fps or an experimental unlocked frame rate. It renders the scene at 4K by default, or at 1440p or 1080p, windowed or in borderless fullscreen. It supports keyboard, mouse, with an aiming mode that acts as the right stick, and XInput, DualSense, or DualShock controllers, with Xbox or PlayStation button icons. It adds an F10 cheat menu, a frame counter, and options such as skipping the intro or dialogue, and lets you blow with a button in scenes that ask for the microphone. The first launch prepares the game from your files without modifying them, and the first session compiles shaders as you play, with visual glitches and stutter until they’re cached. The whole game hasn’t been tested, and later areas may have missing graphics, audio problems, or crashes; it has mostly been tested on NVIDIA cards. The latest release is 0.4.2 (October 16).

You needYour own decrypted dump of God of War Sons of Sparta for PS5 (PPSA28997, version 01.008.001): eboot.bin or a decrypted eboot.elf, sce_sys, sce_module, and Media; other versions, regions, or patches haven’t been tested. Plus 64-bit Windows 10 or 11, a Vulkan 1.3 graphics card, and about 25 GB of free space.

★ 174 · 2026-10-16 View →
PS2 Experimental

Killzone

drakolordx7/KillzoneRecomp

KillzoneRecomp: a native Windows port of Killzone (PlayStation 2), made by static recompilation. The game’s PS2 code is translated to C++ with PS2Recomp, and PCSX2’s hardware renderer, microVU, IPU, and SPU2 are linked in as libraries. It adds fully rebindable mouse and keyboard (aiming is an engine patch), SDL3 controllers with the PS2 layout, frame rate matching the monitor (about 117-120 fps at 120 Hz), internal resolution up to 8x, native 16:9 plus 21:9 and 32:9 ultrawide, on Direct3D 11, 12, or Vulkan. It’s an alpha: boot, menus, profile creation, and the first level have been verified in automated runs, but longer playthroughs are still to come. The latest, 0.1.3-alpha (October 22, 2026), is a pre-release. Killzone Online isn’t included. 60 of its last 100 commits list Claude as a co-author. Licensed GPL-3.0.

You needYour own disc image of Killzone NTSC-U (SCUS-97402). 64-bit Windows and a CPU with AVX2.

★ 171 · 2026-10-28 View →
Xbox 360 Experimental

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.

★ 170 · 2026-10-31 View →
Xbox Playable

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.

★ 169 · 2026-10-06 View →
PSP Experimental

God of War: Chains of Olympus / Ghost of Sparta (gow-psp-recomp)

DrummingBird1/gow-psp-recomp

Unofficial native ports of God of War: Chains of Olympus and God of War: Ghost of Sparta (PSP) for Windows, made by static recompilation: every function of the game is recompiled to C, with no emulator. You download a single launcher that finds your disc images, builds each game (the first time it downloads portable tools, llvm-mingw, CMake, and Ninja, about 246 MB), and runs them, with internal resolution of 4K or more, MSAA, anisotropic filtering, FXAA, HDR10, 60, 120, and 144 fps or more, 21:9, keyboard and controllers, saving, and packs to dump and replace textures. 1.2.1 (October 23, 2026) is a preview: every level of both games loads and runs, but neither has had a full playthrough yet. Windows only for now. 29 of its last 100 commits list Claude as a co-author. Licensed GPL-3.0. The repository includes analysis files (JSON and CSV with function fingerprints) generated from both games’ EBOOTs (the re folder, about 7 MB).

You needYour own disc image (.chd or .iso) of the US release of Chains of Olympus (UCUS98653), Ghost of Sparta (UCUS98737), or both; other regions aren’t supported. 64-bit Windows.

★ 168 · 2026-10-31 View →
Fan remake Playable

Gran Turismo 2 (gt-2-pc)

dubrovskiy-yevhen-stakelogic/gt-2-pc

Gran Turismo 2 PC, VR & Browser: a native C++ port of both discs, Arcade and Simulation, written through reverse engineering. The game code doesn’t use the MIPS interpreter the repository keeps as an analysis tool, and Ghidra’s decompilation of the original only serves as a reading aid and isn’t in the repository. It has the arcade races, rally and time trials with opponent AI, ghosts, and replays, and in Simulation the GT Mode career with licenses, dealerships, garage, tuning, and events, with the original fixed-step 30 Hz physics. It renders at 720p, 1080p, 1440p, or 4K, or at 50–200% of the window, with a configurable frame cap and interpolated presentation, MSAA, texture filtering, and draw distance up to the whole course. It adds a cockpit view with an animated wheel and hands and a rear-view mirror, XInput controllers, DualSense with adaptive triggers, steering wheels, optional cheats, and virtual reality through OpenXR on Windows, with three driving modes. The installers can prepare HD menus, fonts, HUD, and movies from your disc with Real-ESRGAN, which they download with a pinned SHA-256, and, if you provide a BIOS, capture the PlayStation boot sequence with RetroArch’s Beetle PSX core, which they also download; none of that is needed to play. It runs on Windows (on a monitor and in PCVR), macOS, and Linux or Steam Deck, where the installer builds it, as well as on Quest and in the browser through WebAssembly, always with your disc images. The latest release is 0.8.1 (September 30), a single package for every platform.

You needYour own complete Gran Turismo 2 disc images (BIN/CUE with 2352-byte sectors), Arcade, Simulation, or both, from the US (Arcade 1.1 and Simulation 1.2) or European (SCES-02380 and SCES-12380) releases; a 2048-byte ISO doesn’t work, since it lacks the audio and video sectors. A PlayStation BIOS is optional and only used to prepare the boot sequence. Plus Windows (for VR, a headset with an OpenXR runtime), macOS, or Linux; HD preparation needs a Vulkan graphics card.

★ 167 · 2026-10-31 View →
Wii Playable

New Super Mario Bros. Wii

WitherBlitz/NSMB-Wii-Multiplayer-Recompilation

A native port of New Super Mario Bros. Wii for Windows, Linux, and Android, made by static recompilation with WiiCompiled: the game’s PowerPC code is translated to C++ ahead of time and compiled for your device, with no emulator, interpreter, or JIT. Graphics go through aurora, on Direct3D 12 or Vulkan. Despite the repository’s former name, it isn’t a decompilation; its author plans to decompile the game later. It adds LAN multiplayer for up to four players across PCs and phones, and online play through Tailscale: every device runs the game and only the inputs travel, in lockstep. It also offers 4:3, 16:9, or a mode that shows more of the level to the sides on ultrawide screens instead of stretching it, internal resolution above 480 lines, menus you can click or tap, rebindable keys, borderless or exclusive fullscreen, V-Sync, and the game in English, Spanish, or French. Version 0.2.2 (October 21) boots and plays, but not every level has been checked yet. Its author states that all the code was written by Claude Opus 5.5, by Anthropic, and that their own role was directing and testing it.

You needYour own US copy of New Super Mario Bros. Wii (SMNE01, revision 1), fully extracted with Dolphin; other regions and revisions are rejected, and in LAN play every player needs their own. Plus 64-bit Windows 10 or 11 with a Direct3D 12 or Vulkan graphics card, or x86-64 Linux with Vulkan and glibc 2.35 or later (Fedora 36, Ubuntu 22.04, Debian 12, or newer); CPUs without AVX2 automatically get a compatibility build. There’s also an Android build (arm64, Android 11 or later, with Vulkan).

★ 166 · 2026-10-29 View →
Native layer Playable

Gravity Rush 2

HayatoG/gr2_pc

gr2_pc: a native port of Gravity Rush 2 (PS4, CUSA03694, update 01.11) for Windows and Linux. The game’s original code runs on the CPU without emulation, the PS4 system is reimplemented, and the GPU is translated to Vulkan. It runs at a steady 30 fps and native 1080p. It supports mouse (left button as R1, right as L1, middle as R2, plus a simulated touchpad), DualSense, DualShock 4, Xbox, and 8BitDo controllers with real or simulated gyro, and a bilingual launcher (Portuguese and English) where you pick the game language. It rewrites and emulates the PS4 CPU’s SSE4A instructions so it runs on Intel. The geometry shader outlines that left black strokes next to characters are off by default. It uses the same core as the author’s The Last Guardian port. The latest automatic build is from October 24, 2026. 73 of its last 100 commits list Claude as a co-author.

You needYour own copy of Gravity Rush 2 extracted from your PS4 (CUSA03694, update 01.11); no game files are included. Audio also needs the libSceNgs2.sprx file from your console’s firmware. Windows x64 or x86-64 Linux with a Vulkan-capable GPU (the author tests on Linux with an RTX 2060).

★ 161 · 2026-10-24 View →
Xbox Playable

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.

★ 160 · 2026-10-30 View →
Xbox Playable

Darkwatch (linkssy2)

linkssy2/DarkwatchDarkerEdition

Darkwatch: Darker Edition: an unofficial Windows port of the Xbox version, built with TGP482’s XboxXBE-Recomp, with the game’s code statically recompiled and Direct3D 12 graphics. A launcher imports your ISO, rebuilds the character archives on your machine, and prepares the shaders. It adds mouse-friendly menus, rebindable controls, mouse aiming, Xbox, PS4, and Switch controllers with matching prompts, widescreen, internal scale, separate world and weapon field of view, MSAA, and anisotropic filtering, and it fixes script bugs at high frame rates. It enables the War Train chapter and the Splitter grenades still on the disc, lets you pick Jericho or Cassidy in the campaign, and adds beta local split-screen co-op. Version 0.4 came out on October 21; according to the README, the full campaign and co-op haven’t been tested start to finish yet, and some issues remain open. The Windows download includes the game’s code, already recompiled and compiled, and 68 images of the menus, HUD, font, and mission previews redrawn in high resolution from the game’s artwork, and the launcher cover is the original box art edited with an image generator. Since 0.4 it also offers, as a separate optional download of about 4.9 GB, an HD texture pack for the game whose 1,176 textures, according to its metadata, were matched against a replacement texture pack for the PS2 release (SLES-53564).

You needYour own Darkwatch disc image for Xbox, from the supported North American revision, as a full ISO or a trimmed XISO: the launcher checks its 23 files and rejects other revisions, and default.xbe must match the SHA-256 72fc8033e01df4f22c703121cfd160969c642b18e841248224fc97a8f32050d7. Plus 64-bit Windows 10 (1903 or later) or 11, .NET Framework 4.8, an x86-64-v2 CPU (with SSE4.2 and POPCNT), a Direct3D 12 graphics card with feature level 11_0, and at least 5 GB free per import, plus the HD pack if you install it.

★ 160 · 2026-10-31 View →
N64 Playable

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.

★ 157 · 2026-10-28 View →
N64 Fully playable

⑂ Fork of AngheloAlf/drmario64_recomp

Dr. Mario 64 (theboy181)

theboy181/drmario64_recomp_plus

“Plus” build of Nintendo’s puzzle game: 60 fps, four players, and a CRT filter, built on AngheloAlf’s recomp base (v1.0.0).

You needA clean Dr. Mario 64 ROM (N64, US version).

100% decompiled
★ 157 · 2025-12-18 View →
GameCube Playable

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.

★ 157 · 2026-10-24 View →
Xbox 360 Fully playable

WWE SmackDown vs. Raw 2007 (HollywoodAkeem)

HollywoodAkeem/SVR07-Recomp

A static recompilation of the Xbox 360 version for Windows, built on a ReXGlue fork prepared for Yuke’s games. According to its author, it plays from start to finish at a stable 60 fps, matching the console’s timing: menus, match types, create-a-superstar, season mode, and saves, with XInput controllers. The internal resolution and aspect ratio are still locked to the console’s, though the renderer can output up to 4K. There are occasional artifacts on the wrestlers’ models and roughly a 10% chance per session of a crash from a lost graphics device. Version 1.0 came out on April 24, 2026.

You needThe extracted files from your own copy of WWE SmackDown vs. Raw 2007 for Xbox 360 (the US/Canada release is recommended). Plus 64-bit Windows 10 or 11 and a DirectX 12 graphics card.

★ 157 · 2026-05-27 View →
Xbox 360 Playable

WWE SmackDown vs. Raw 2011 (KaikoClanworth1)

KaikoClanworth1/wwe-svr2011-pc

An unofficial native Windows port of the Xbox 360 version: the game’s code is statically recompiled to C++ with the ReXGlue SDK and runs on its Xenia-derived runtime, with a native renderer that draws the game’s Direct3D calls with Direct3D 12 (and, experimentally, with Vulkan or Direct3D 11). A launcher installs the game from your disc image, updates itself from GitHub, and manages settings, saves, DLC, logos, movies, and mods. It offers 720p to 4K, a steady 60 fps even in entrances, a picture that fills ultrawide screens without stretching, five languages, all 39 achievements, your own entrance music and movies, up to 10 HD logos per created superstar, texture packs, and a free camera. It adds match types (Three Stages of Hell, Championship Scramble, and Mystery Opponent, among others), playable managers, and online matches between players, connected directly or through the project’s server. Its Mod Maker creates arenas, superstars, moves, and other mods, and converts content from your own discs of other games in the series, from SvR 2007 to WWE 2K17 and the PS2 SmackDowns. It runs on the Steam Deck and Linux through Proton, and there’s an Android version. The latest release is 2.1.4.1 (October 21). The PC download, and separately a zip of about 415 MB, also include mods, off by default, with about twenty superstars taken from SvR 2010, two from SvR 2008 (Sabu and The Sandman, with their theme music and entrance video), and arenas from WWE ’13: RAW IS WAR, SmackDown 1999, Royal Rumble 1998, and King of the Ring 1998. Its author states that it was made with Claude Code, which wrote most of the code, and 1,303 of its 1,632 commits list Claude as co-author.

You needA disc image (.iso) of your own copy of WWE SmackDown vs. Raw 2011 for Xbox 360; the PS3, Wii, PS2, and PSP versions won’t work. Xbox 360 DLC is optional, and title updates aren’t needed. Plus 64-bit Windows 10 or 11 (or 8.1, with the experimental Direct3D 11 option), a Direct3D 12 graphics card, a CPU with SSE4.2, and about 6 GB of free space. The Mod Maker’s converters for other games need Python 3 with numpy and Pillow.

★ 157 · 2026-11-01 View →
Xbox Experimental

Burnout 3: Takedown (sp00nznet)

sp00nznet/burnout3

A static recompilation of the Xbox version into a native Windows executable with xboxrecomp, the same author’s toolkit: the game’s x86 code is translated to C on your machine, boots through its real entry point, and runs its own menus, races, and renderer on the toolkit’s runtime, which provides the Xbox kernel, a software NV2A GPU, the audio processor, and the video player. Every mode boots and plays, for one or two players (Race, Time Attack, Road Rage, Crash, Double Impact, Team Crush, and Party Crash for 2 to 8 passing the pad), but it isn’t comfortable to play yet: with the GPU emulated in software, menus run at about 14 fps and races at 2–4 fps on a 12-core CPU, and since it doesn’t save a profile, every launch replays the tutorial videos. Xbox Live and System Link haven’t been attempted. Takedawn, by xenophobentx, already in the catalog, is based on this project. 0.1.0 came out on October 20 with an installer that downloads the source and the toolkit, installs the tools, and builds the game from your disc image (one to two hours the first time). 99 of its last 100 commits list Claude as a co-author.

You needYour own Burnout 3: Takedown disc image (.iso) for Xbox, or an unpacked copy; the executable the project analyzes is the North American release’s. Plus 64-bit Windows 10 or 11, about 12 GB of free space, and an Xbox or XInput controller (two for split screen), since there are no keyboard controls.

★ 156 · 2026-10-20 View →
Native layer Playable

⑂ 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.

★ 151 · 2026-10-30 View →
SNES / Super Famicom Playable

Super Mario World (mstan)

mstan/SuperMarioWorldRecomp

A static recompilation of Super Mario World (US version) with snesrecomp, the author’s own framework: the 65816 code is translated to C, and the rest of the console (video, SPC700 audio, DMA) runs on a C reimplementation derived from LakeSnes. It relies on the SMWDisX disassembly for names, the RAM map, and function boundaries. Its author believes it’s playable start to finish, but has only hand-verified the first two worlds, with the third in progress; worlds 4–7 and the special content are unverified. The launcher offers as mods adaptive widescreen (4:3 to 100:9, with an anchored HUD), MSU-1 music if you supply a music pack, and, experimentally, Captain Falcon as a playable character, with moves ported from the Super Smash Bros. decompilation and graphics and sounds taken from your own ROM of that game. Version 0.15.0 (October 21) added experimental simultaneous two-player co-op, with Mario and Luigi on the same screen. It has display shaders (CRT Soft, LCD Grid, Sharp, Warm Composite), save states, turbo, SDL controllers, and an optional local Lua server for scripts. There are Windows and Linux builds. 8 of its last 100 commits list Claude as a co-author.

You needYour own Super Mario World ROM (SNES, US version), as .sfc or .smc. For Captain Falcon, also your US 1.0 Super Smash Bros. ROM (N64); MSU-1 music needs a music pack you supply yourself. 64-bit Windows or Linux.

★ 149 · 2026-11-01 View →
SNES / Super Famicom Experimental

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).

★ 147 · 2026-09-13 View →
PS2 Playable

God of War (Vnnc1)

Vnnc1/gow-native-pc

A native Windows port of God of War (PS2, NTSC-U, SCUS-97399), by static recompilation of the MIPS R5900 code to C++ with PS2Recomp. It brings together the work of several authors (among them Waffle565, KIexster, and the Tobiichi port) behind an installer: the launcher downloads the build tools and the runtime, which isn’t stored in the repository, installs your ISO (the original or a recognized fan translation; with several it asks which language you want), and builds the game with profile-guided optimization. Its README says the game is playable but not 100%: it doesn’t reach a locked 60 fps in every scene, only the opening areas have been measured in depth, and known issues remain; it plans texture packs, a Linux port, and ISO mods. It has an in-game menu (F1) with live graphics settings, cheats, and memory card copies, and configurable controls. Version 3.0.1 (October 31) speeds up the VU1 code, from about 51 to 57 FPS on average on the author’s test PC, and 1.0.0, 2.0.0, 3.0.0, and 3.0.1 came out between October 25 and 31. 43 of its 65 commits list Claude as a co-author.

You needYour own God of War ISO (NTSC-U, SCUS-97399) or a recognized fan translation. 64-bit Windows 10 or 11, an x86-64 CPU with SSE4.2, 8 GB of RAM (16 GB recommended while building), a GPU with OpenGL 4.3 or newer (otherwise a slower software renderer is used), under 10 GB free as an estimate, and an internet connection to download the runtime and the tools, which download themselves (Visual Studio isn’t required).

★ 145 · 2026-11-01 View →
Port (decomp) Playable

Super Smash Bros. Melee (Melee Unlocked)

Hero88go/melee-unlocked

Melee Unlocked: a native Windows port of the GameCube NTSC 1.02 release, with two engines you pick in the launcher. The main one is a port built from the Melee decompilation: the C code is compiled for Windows and the project’s own runtime stands in for the console, with graphics through Direct3D 12 or 11, a native sound mixer, and controllers read directly. The second, which the project started with, is a static recompilation of the original PowerPC code (with Slippi’s Gecko codes) to C++, kept for the mods that need the original code. On both, the game logic stays at the console’s 60 Hz while the display runs at any frame rate: in-between frames come from the game’s own animation and physics data, not from image interpolation. It has Slippi online play with rollback against Slippi Dolphin players, DLSS and DLAA, up to 8x internal resolution, optional 16:9, GameCube adapter support, .gci memory card saves, and an in-game settings panel. It runs mods such as 20XX TE, Training Mode CE, Akaneia, ACE, Melee 3D, and Melee Maker, plus imported costumes. Since 0.9.1 there’s an experimental Linux build (the port only, on OpenGL), and the latest, 0.9.15, came out on October 21. Its author states it was developed with the help of the AI models Fable 5.1 and GPT 6 Astra, and about 360 of its 504 commits list Claude as co-author.

You needYour own Super Smash Bros. Melee disc image, NTSC 1.02. Plus 64-bit Windows with a Direct3D 12 graphics card (Direct3D 11 also works, without DLSS) or, for the experimental build, x86-64 Linux with an AVX2 CPU and OpenGL 4.5. Online play needs a Slippi account, created in the Slippi Launcher.

100% decompiled
★ 144 · 2026-11-01 View →
N64 Experimental

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).

★ 142 · 2026-10-23 View →
Xbox 360 Fully playable

Army of Two (OpenPortroid)

OpenPortroid/ArmyOfTwoRecompilation

An unofficial Windows port of the Xbox 360 version, by static recompilation with the ReXGlue SDK and with its own Direct3D 12 renderer instead of GPU emulation. The whole game can be finished solo or in co-op without crashes. Co-op works online without EA’s servers, in public or private sessions over a LAN or a VPN such as Radmin, ZeroTier, or Tailscale, and also as split-screen on one PC. It adds keyboard and mouse with key glyphs in the on-screen prompts, remappable controls, in-game graphics settings, render resolutions above the console’s 720p, and skippable movies. A launcher installs the game from your disc image.

You needYour own copy of Army of Two for Xbox 360, European release, as a disc image or extracted, with Title Update 2; DLC is optional. Plus 64-bit Windows 10 or 11, a Direct3D 12 graphics card, and about 6 GB of free space.

★ 141 · 2026-11-01 View →
Port (decomp) Playable

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.

★ 140 · 2026-08-13 View →
Xbox Playable

007: From Russia with Love

TGP482/007FRWL-XBERecomp

An unofficial native PC port of the original Xbox version of 007: From Russia with Love, made with the Xbox XBE Recomp tool, with extended graphics options, keyboard and mouse support, and other enhancements. The first start compiles the game’s code for your PC, once. It offers monitor selection, display modes, resolution and a render scale from 20% to 200%, a field of view from 45 to 140 degrees, a frame cap, HDR output, MSAA and SMAA, anisotropic filtering, extended draw distance, ambient occlusion (SSAO or GTAO), texture replacement and dumping, free aim and gyro aiming, skippable cutscenes, and autosave. V2 (October 29) is the only published release.

You needYour own 007: From Russia with Love files for Xbox, from the USA, Europe, or Asia release, in the assets folder (an ISO works for playing; to build, the extracted files with default.xbe). 64-bit Windows 10 or newer, a CPU with SSE4.2 and POPCNT, a Direct3D 12 GPU, 4 GB of RAM, and 5 GB free.

★ 139 · 2026-10-29 View →
Port (decomp) Fully playable

Serial Experiments Lain

Y0oshi/lain-psx-decompiled

A decompilation of Serial Experiments Lain, Pioneer LDC’s 1998 PlayStation game, and a native client for Windows, macOS, and Linux built from it. All 321 game functions are rewritten in C and, compiled with the original PsyQ toolchain, rebuild the retail executable byte for byte (the PsyQ libraries link from their original code); progress can be followed on decomp.dev. The client runs a 64-bit copy of that code on a reimplementation of the PlayStation SDK based on PsyCross, with no emulator, and according to the project it plays the whole game: both sites, every voice session and movie, the disc swap, and all four endings; game logic and pacing were measured on real hardware. It adds resolution scaling, fullscreen, optional 60 fps motion interpolation at the original speed, subtitle (.srt or .ass) and dub packs, memory card image saves that work in emulators, cheats, a tab showing disc content the game never uses, and, since v0.2.0 (October 1), mods: replacing pictures, text, voices, movies, and game data, HD texture packs, Lua scripts that hook any game function, and native plugins. The launcher can download the laingame.net English fan subtitles from their source; none are bundled. A full playthrough in a single run, real controllers, and Linux on real hardware are still untested.

You needYour own dumps of both discs of the Japanese release (SLPS-01603 and SLPS-01604) in Redump format (.cue + .bin); the client verifies them and copies them to its data folder. Plus 64-bit Windows 10 or 11, Apple silicon macOS, or x86-64 Linux with glibc 2.35 or later and OpenGL 3.2. Building the decompilation requires Python 3 and Docker.

100% decompiled
★ 139 · 2026-10-03 View →
SNES / Super Famicom Playable

Super Metroid (mstan)

mstan/SuperMetroidRecomp

A recompilation of Super Metroid with snesrecomp where the ROM and the interpreter are the ground truth: 65816 functions that can be proven safe are translated to C, and everything else runs the original ROM code in the interpreter; video, audio, and the rest of the hardware are emulated. It uses snesrev’s sm reimplementation as its symbol reference. It boots, completes the attract demo, starts a new game, goes through doors, and saves at the ship; an assisted October pass entered 255 Zebes rooms and all six Ceres rooms, collected the items, and completed the Kraid, Phantoon, and Ridley death sequences with assistance, but Mother Brain, the final escape, and the credits remain unvalidated. As optional mods it has widescreen (fit to window, 16:9, 21:9, or 32:9, with the HUD at the edges or centered) and presentation above 60 fps with interpolation, without changing game timing. Since 0.3.12 (October 17) it downloads precompiled for Windows, Linux, and macOS (Apple silicon and Intel), with nothing to build. 37 of its last 100 commits list Claude as a co-author.

You needYour own unmodified Super Metroid (Japan, USA) ROM (SHA-256 12b77c4bc9c1832cee8881244659065ee1d84c70c3d29e6eaf92e6798cc2ca72). 64-bit Windows, 64-bit Linux, or macOS (Apple silicon or Intel).

★ 139 · 2026-11-01 View →
Xbox 360 Playable

Forza Motorsport 4 (Alexbeav)

Alexbeav/fm4-recomp

An experimental static recompilation of the Xbox 360 version with ReXGlue, on the author’s own fork of the SDK pinned to a specific commit. It recompiles the main executable and the two modules the game loads (XMediaFacade and SpeechFacade). On the test machine it boots, loads a profile, completes races, and saves career progress, verified from Amateur and Clubman into the Sportsman tier; beyond that it hasn’t been validated. It installs the four content packages from Disc 2. It uses a conservative graphics profile (native resolution, Direct3D 12 with ROV, and full resolve readback) that stutters and runs at around 30 fps in heavy scenes; stable 60 fps isn’t reached, and raising the internal resolution corrupts textures. A fresh profile can save blank car thumbnails. Online services and the marketplace are outside the tested scope. alpha.2 (October 15) is the first ready-to-play Windows x64 build, though that binary hasn’t had a full race-and-save test yet; the first release only had the source to build on your own machine.

You needYour own European copy of Forza Motorsport 4 Game of the Year for Xbox 360 (title ID 4D530910, media ID 42C67824): the complete, extracted Disc 1, with the Media folder and default.xex, XMediaFacade_default.xex, and SpeechFacade_default.xex, which are checked by SHA-256; an ISO alone won’t do. Optionally, the four packages from your Disc 2. Plus 64-bit Windows 11, a CPU with AVX2, and a Direct3D 12 graphics card; other systems are untested.

★ 138 · 2026-10-15 View →
Xbox 360 Playable

Gears of War 2 (santiquiroz)

santiquiroz/gears-of-war-2-pc-port

An unofficial native PC port of Gears of War 2: the Xbox 360 game statically recompiled to x64 with the ReXGlue SDK, with no emulation. According to its README, an earlier fan port (“Hollow”) came from a leaked 2008 development build, and this one runs the complete retail game. Act 1 is playable with keyboard and mouse or a controller; it brings 1440p or 4K internal resolution, FSR 1 and temporal FSR 3.1 and FSR 4, CAS, texture packs, mouse aim with no dead zone, ultrawide up to 1680 pixels wide, community game patches, campaign co-op for up to four players over System Link and split-screen, and Versus and Horde in testing. The full campaign hasn’t been checked yet. 0.3.3 (October 24, 2026) has a Windows zip and an experimental Android APK. Licensed BSD-3-Clause.

You needYour own retail copy of Gears of War 2 for Xbox 360 (title ID 4D53082D), dumped to a folder with default.xex and the GearGame folder, for example by extracting the ISO with xdvdfs; nothing from the game is included. 64-bit Windows with a Direct3D 12 or Vulkan GPU.

★ 138 · 2026-10-30 View →
Arcade Playable

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.

★ 137 · 2026-10-31 View →
Mod Usable

Dino Crisis Modern Edition

Rotmill/Dino-Crisis-Modern-Edition

A fan mod of Dino Crisis that rebuilds the game from your own disc into a native Windows program, made to look and play like the Resident Evil remakes. The installer reads your disc image, recompiles the game’s code to C, and builds it on your PC together with the mod (a few minutes), with the compiler included; the repository and the installer contain nothing of the game. It adds an over-the-shoulder camera, modern controls and movement, shadows, ambient occlusion, and anti-aliasing, facial animation with lip sync, 16:9, 21:9, and 32:9 widescreen without stretching (or the original 4:3), resolution up to 4K, 30 to 1000 FPS, and gamepad or keyboard with remappable keys. It supports mods in a folder the game picks up while running, and the separate Dino Crisis ME Studio editor. Its known issues list integrated graphics and Windows 11 Smart App Control. Version 1.06 (October 28) is the latest release. All 8 of its commits list Claude as a co-author.

You needYour own Dino Crisis disc image (Track 1 as .bin or .cue): USA v1.0 or v1.1 (SLUS-00922), Europe in English, French, German, Italian, or Spanish (SLES-02207 to SLES-02211, with their .sbi file), or Japan (SLPS-02180), plus several Russian and Arabic translations. 64-bit Windows 10 or 11 and a graphics card with Vulkan.

★ 136 · 2026-10-28 View →
SNES / Super Famicom Playable

⑂ 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.

★ 135 · 2026-10-19 View →
Port (decomp) Playable

Rage Racer

khasinski/rage-racer-pc

Native PC port of Rage Racer.

★ 135 · 2026-10-30 View →
Port (decomp) Experimental

Fatal Frame

Mikompilation/MikuPan

MikuPan: a native PC port of the PS2 game Fatal Frame (Project Zero), built on Himuro, the same group’s decompilation; it isn’t an emulator. It runs on the data from the US or the European release, each with its own build. It renders through SDL3’s SDL_GPU and has a new RmlUi interface, translated into German, Spanish, French, and Italian, with options for resolution, MSAA, HDR, a CRT filter, a third-person camera, and mouse-driven menus. It runs on Windows and Linux, on macOS without official support, and can be built for Android. Its README calls it “still very early work.” There are only nightly builds, for the US release; the latest is from October 18. At least one of its commits lists Claude as a co-author.

You needThe IMG_HD.BIN and IMG_BD.BIN files from your own Fatal Frame PS2 ISO, US (SLUS_203.88) or European (SLES_508.21), next to the executable; the Japanese release doesn’t work. The nightlies are for the US release; the European one needs a build with an “-eu” preset. Windows, Linux, or macOS.

77% decompiled
★ 134 · 2026-10-31 View →
Xbox 360 Experimental Stalled · 8 months

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).

★ 132 · 2026-02-22 View →
DS Playable

Pokémon SoulSilver

ClickingMaster/ssrecomp

ssrecomp: a native build of the US release, designed for single-screen play. The game’s ARM9 code is statically recompiled to C++, from your ROM or from a build of the pokeheartgold decompilation, and the melonDS core stands in for the DS hardware (graphics, sound, cartridge, and the ARM7); a lockstep mode runs the interpreter and the recompiled code side by side and compares registers after every instruction. The default view merges the useful parts of both screens into one picture depending on what the game is doing: in the field, the 3D world fills the whole widescreen view at high resolution (192 to 1440 lines), and in battle the touch-screen buttons move to a strip along the bottom that you drive with a controller. It adds 60 fps with in-between frames for the 3D scene, fast forward, save states, and a pause menu with the settings. A setup program builds the game on your machine (the first build takes 20–40 minutes) and can also make an Android APK; there are builds for Linux (x86-64 and ARM64) and Windows, and experimental ones for macOS, ported by DarthMDev. Its README states that nearly all the code, documentation, and testing were done by Claude, directed by the project’s maintainer, and 20 of its 36 commits list Claude as co-author. Version 0.4.2 (October 18) halved the CPU time the widescreen 3D picture takes.

You needYour own US Pokémon SoulSilver ROM as a .nds file, dumped from your cartridge (SHA-1 f8dc38ea20c17541a43b58c5e6d18c1732c7e582); HeartGold and other regions aren’t accepted. Plus Windows with MSYS2 and its compiler, Linux with CMake, Ninja, g++, SDL2, libpng, and zlib, or macOS 11 or later with Xcode Command Line Tools and Python 3 with Tk; the setup program tells you what’s missing. Building takes about 3 GB of disk space and around 1.5 GB of RAM per parallel job.

★ 131 · 2026-10-22 View →
Xbox Fully playable

SSX Tricky (GiZcesi)

GiZcesi/OpenTricky

OpenTricky: an unofficial PC port of the Xbox version by static recompilation with xboxrecomp; it continues MatiasRiveraC’s SSX Tricky PC. The Xbox’s graphics, sound, and input are reimplemented on Direct3D 11, XAudio2, and XInput. It’s an unstable release, but it plays from start to finish. It restores the original’s fog, lens flares, colors, and 5.1 sound, and adds any resolution, ultrawide, high frame rates, the original PS2 controls with all 15 grabs, remappable controls, smoother edges, soft shadows, longer draw distance, and optional HD textures, which aren’t included. A launcher with presets, including one for the Steam Deck, gathers the settings and updates itself with signed downloads. On Linux and the Steam Deck it runs through Proton.

You needAn image (.iso or .xiso) of your own US SSX Tricky Xbox disc; the PS2, GameCube, PAL, and Japanese versions won’t work. Plus 64-bit Windows 10 or 11 and a Direct3D 11 graphics card; on Linux and the Steam Deck, Proton.

★ 131 · 2026-10-29 View →
Xbox 360 Playable

Gears of War: Judgment (OverkillLabs3)

OverkillLabs3/gears-judgement-recomp

A native Windows build of the Xbox 360 version: the game’s PowerPC program is translated to C++ ahead of time with the ReXGlue SDK and runs on its emulated Xbox 360 graphics and system layer. It adds keyboard and mouse input that goes straight into the game’s own controls, with mouse look free of smoothing and acceleration and every action rebindable, a 60 fps limit or an unlocked frame rate (lifting the game’s 62 fps cap), SMAA and FSR 1.0, automatic quality based on your graphics card, adjustable field of view and draw distance, an on-disk shader cache, an in-game settings menu (F4), and a separate settings window. It turns off the game’s film grain, motion blur, and FXAA by default, and offers the xenia-canary community patches for this game as options. It renders at 720p by default, with 1440p as an experimental option. Its author presents it as an early release: the campaign boots and plays, but testing has mostly covered its first part and a single PC, and multiplayer and online features don’t work. Version 0.2.1 (October 11) fixed loading saves and added a choice among the twelve languages on the disc.

You needThe folder from your own retail copy of Gears of War: Judgment for Xbox 360 (title ID 4D530A26), with default.xex and the GearGame folder; it takes about 7 GB. Plus 64-bit Windows 10 or 11, a DirectX 12 graphics card, 8 GB of RAM, and a fast CPU, since the game is CPU-limited: about 90–110 fps unlocked on a Ryzen 7 5800X3D.

★ 129 · 2026-10-11 View →
Xbox 360 Fully playable

The Darkness (Estacado)

invinceble55-wq/Estacado-The-Darkness-Recomp

Estacado: an unofficial Windows port of the Xbox 360 version, by static recompilation. XenonRecomp translates the game’s PowerPC code to C++, and the Direct3D 12 system and graphics layer builds on the ReXGlue SDK. Its author says the whole campaign is playable from start to finish, though it’s still a pre-release tested on a single Windows 11 PC with an NVIDIA RTX card; a player has it working on the Steam Deck under Proton. It offers 30 fps up to your monitor’s refresh rate or uncapped with game timing kept intact, the scene at 1x, 2x, or 3x the console’s 720p, SMAA or FXAA, FSR 1 or CAS, experimental widescreen for 21:9, 32:9, and 16:10, keyboard and mouse with direct mouse look and rebindable keys, an adjustable field of view, achievements with an on-screen notification, and player-made HD texture packs (none included). Settings live in a launcher with presets and in an in-game menu (F1), in English or Russian. Multiplayer doesn’t work: its modes stay on the menu. Version 0.9.8 (October 12) added temporal upscaling with DLSS, FSR 3.1, or XeSS, plus two of the developers’ cheats, god mode and give all. 11 of its 18 commits list Claude as a co-author.

You needYour own copy of The Darkness for Xbox 360, the USA/Europe disc (En, Fr, De, Es, It; Title ID 545407EE), as an ISO image or extracted. The launcher checks that your default.xex carries the same code; other releases with the same code work too, but one with a title update doesn’t yet. Plus 64-bit Windows 10 or 11, a CPU with AVX2, a Direct3D 12 graphics card, the Visual C++ 2015–2022 Redistributable (x64), and about 8 GB of free space if you use a disc image.

★ 128 · 2026-10-12 View →
N64 Playable

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).

★ 127 · 2026-05-12 View →
PS1 Experimental

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.

★ 127 · 2026-09-06 View →
Xbox 360 Playable

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.

★ 126 · 2026-10-31 View →
N64 Playable

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).

★ 126 · 2026-10-25 View →
Port (decomp) Playable

Star Fox Enhanced

kandowontu2/starfox-enhanced

Native Windows port of the SNES Star Fox, built on the open-source UltraStarFox codebase. It lets you pick anything from 20 to 480 fps while keeping the game’s intended NTSC speed; the default is 60. An early but playable fidelity pass.

You needYour own Star Fox / Starwing ROM (SNES).

★ 126 · 2026-10-31 View →
Switch Playable

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.

★ 125 · 2026-10-30 View →
Native layer Playable

⑂ Fork of deadinside28/bloodborne_pc

Bloodborne (ayozetr)

ayozetr/bloodborne_linux

A native port of the PS4 version for Linux and the Steam Deck: the game’s own code runs directly on the CPU and the graphics are translated to Vulkan; it is not an emulator. It is a fork of bbport (deadinside28) with improvements of its own and from the community. It offers online messages, bloodstains, ghosts, bells, and summons (on The Hunter’s Dream or a server of your own), experimental Seamless Co-op for up to 5 hunters, local split-screen co-op for 2 to 4 players, an in-game map, an unlocked frame rate up to 120 or caps of 30, 60, and 90, resolutions from 720p to 4K and ultrawide, upscaling with FSR 3.1, FSR 4, and DLSS, any controller, trophies, mods, and a self-updating AppImage. Version 0.51-linux.18 (October 27) is the latest numbered release.

You needYour own decrypted dump of Bloodborne with update 1.09, from a retail release; you choose the folder that contains eboot.bin. Plus x86-64 Linux and a GPU with Vulkan 1.3 (AMD or Intel with Mesa, or NVIDIA with its driver), with about 6 GB of free memory, or 10 GB for 1440p and 4K.

★ 124 · 2026-10-31 View →
Native layer Experimental

Odin Sphere Leifthrasir

saulob/odin-sphere-leifthrasir-pc

A native Windows port of the PS4 version: the original x86-64 code runs on the CPU, a replacement for the PS4 system libraries serves as the system, and a Vulkan renderer derived from shadPS4 translates the GPU; it is not an emulator and on Linux it doesn’t use Wine or Proton. Its launcher (TRG) installs the game from your own .pkg file, with a reinstall option, and offers windowed or borderless fullscreen, aspect ratios from 16:9 to 32:9, render resolution from 480p to 4K, FSR 1, SMAA, anisotropic filtering, skipping the intro, local trophies, self-updating, and diagnostics. The README gives Windows as the supported platform; the Linux AppImage (and Steam Deck) is experimental and hasn’t been tested on real hardware. Version 0.2.0 (October 31) is the latest of 2 releases. The README discloses that AI tools were used to assist with code analysis, development, debugging, and documentation.

You needYour own decrypted Odin Sphere Leifthrasir PS4 .pkg package of a supported build: the US release (CUSA05083, 1.00), the Japanese release (CUSA01290, base 1.00 plus the 1.02 update), or the European release (CUSA05262, base 1.00 plus the 1.01 update); any other version is refused. Plus 64-bit Windows 10 (1903 or later) or 11, a CPU with AVX and POPCNT, a Vulkan 1.3 graphics card, and about 4 GB free.

★ 123 · 2026-10-31 View →
Mod Usable

Tekken 3 Expanded

omarma/tekken3-expanded

Adds to Tekken 3 the 18 characters Tekken Tag Tournament added to the roster, playable in every mode and fought by the CPU, on top of Tekken3Recompiled, FishB0nes98’s recompilation. The select screen has a “Tag” page (L2 / R2), each fighter can use their Tekken 3 or Tag Tournament moveset, there are 88 practice combos, Tekken Force bosses of their own for every guest, Devil, Angel, and Unknown as hidden sub-bosses, and Tag Tournament’s Embu; with your arcade ROMs the stages and music of both games are imported as well. Everything is unlocked from the start. There is a native build for Windows, macOS, and Linux (experimental) and an Android APK built on your computer. Version 1.4.1 (October 29) is the latest. According to its README it includes no game files: the setup builds everything from yours.

You needYour own Tekken 3 PlayStation disc image (track 1 .bin of 632,532,768 bytes, SHA-1 68f32a8657376cb4d4504c160fd5e8ae4a4f18d6) and the Tekken Tag Tournament arcade ROM tektagt.zip (a non-merged MAME set; the World, US, and Japan versions listed in the README work). Optional: the arcade tekken3.zip (TET2 VER.E1) and the Tekken Tag Tournament PS2 disc (USA). Windows 10 or 11 with Python 3.13 (3.10 to 3.15), macOS on Intel or Apple Silicon, or Linux (experimental); the setup downloads its own compiler.

★ 123 · 2026-10-29 View →
Port (decomp) Playable

Halo: Combat Evolved (Chupathingy)

ChupathingyCE/chupathingyce

Chupathingy: a native port of the Halo: Combat Evolved decompilation for Windows, Mac, Linux (including Steam Deck), and Android, built for stability and community play, with its own dedicated servers and the Delta network. It keeps the Xbox campaign and multiplayer maps and also supports Halo PC and Custom Edition maps. It’s online-compatible with OpenCE (build 244, network version 32): its players join games on network versions 11 to 37 and the reverse; browser builds can’t. There are 64-bit and 32-bit builds for Windows and Linux, Mac on Apple silicon or Intel (macOS 13 or later), and Android 9 or later; the latest, 0.8.0h, is from October 24, 2026. It’s a fan project that includes and downloads no Microsoft files. Licensed GPL-3.0. The repository includes the decompilation’s source code (the source folder, about 15 MB).

You needA disc image (.iso or .xiso) of your own copy of Halo: Combat Evolved for Xbox, from any region: on first start it copies out the maps folder (about 2 GB). Optionally, the Halo PC CD image and the Custom Edition 1.00 installer. Windows 10 or later, Linux (glibc 2.31 or later), macOS 13 or later, or Android 9 or later; the first two for x86 and x64 only.

★ 120 · 2026-10-31 View →
PS1 Experimental

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).

★ 120 · 2026-10-31 View →
N64 Playable Abandoned

Pokémon Stadium

mstan/PokemonStadiumRecomp

Recompilation of Pokémon Stadium (US version 1.0) with N64Recomp, with Transfer Pak and GB Tower support. Part of the R.A.I.D. ecosystem. 83 of its last 100 commits list Claude or Codex as a co-author. Its author archived the repository in August 2026: it can still be downloaded but gets no further changes.

You needA Pokémon Stadium ROM (N64, US version 1.0, .z64).

★ 120 · 2026-08-15 View →
Native layer Playable

inFAMOUS Second Son (Liondarkz)

Liondarkz/issn_pc

A native Windows port of the PS4 version: the original x86-64 code runs directly on the CPU, the console’s system is reimplemented, and the GPU is translated to Vulkan with a shadPS4-derived graphics core. It builds on axylpup’s work, on another port of the same game (HayatoG’s), and on Felipe Prado’s gow3_pc base. The README says the test builds are playable but expect bugs, and that shaders are prepared on the first start (a few minutes). It offers FSR 4 (Radeon RX 7000 or newer), XeSS, and DLSS (NVIDIA’s files aren’t included), adjustable internal resolution, a frame rate limit, 1:1 mouse aim, keyboard, DualShock 4 and DualSense with touchpad and motion sensor, saves imported from HayatoG’s port, and a launcher with Add to Steam. It runs at about 100 fps standing in the city on a Ryzen 7 3700X with an RX 9060 XT. The latest test build is 0.3.6.3 (October 31); some earlier ones also shipped a Linux AppImage. 98 of its last 100 commits list Claude as a co-author.

You needYour own dump of inFAMOUS Second Son for PS4, from the US (CUSA00223) or European (CUSA00004) edition, with update 01.07; the repository’s instructions explain how to dump it from your own console. Plus 64-bit Windows 10 (1903 or later) or 11, a Vulkan 1.3 graphics card, and a CPU with AVX and F16C; the README estimates a minimum of 12 GB of RAM and 6 GB of video memory.

★ 118 · 2026-10-31 View →
Xbox 360 Playable

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).

★ 117 · 2026-10-27 View →
Xbox 360 Playable

Forza Motorsport 2 (HL360)

0herculabs/hl360-Forza2

A static recompilation of the Xbox 360 version for 64-bit Windows, built with ReXGlue: the game’s PowerPC code is translated ahead of time into C++ and compiled for x86-64, with no CPU emulation and no JIT compiler. It renders through Vulkan, using a ReXGlue SDK built from source and patched, since the released one (0.10.0) only works with Direct3D 12, and decodes audio natively. A launcher in English and Spanish imports your ISO, extracts the game and checks every file by SHA-256, manages profiles with separate saves, and precompiles shaders before you play. It offers internal resolutions up to 4K, races at 60 fps or, with a 120 Hz monitor and a fast CPU, at 120 fps (menus run at half rate, as on the console), the game’s own 2x MSAA, anisotropic filtering, AMD FSR and CAS, Xbox-compatible controllers and remappable keyboard controls, and the game in English, Spanish, French, German, or Italian. It also installs the downloadable content from the Limited Edition bonus disc (eight packs, with cars and the Road America and Motegi tracks) and the Project Forza Plus 2 mod, whose career mode, AI, and per-camera field of view are set from the launcher. Online races use the game’s own System Link menu through a relay server, with no port forwarding; the server software, a Python script, is in the repository for anyone who wants to host their own. Xbox Live isn’t available, career mode and split-screen haven’t been fully tested, and with three or more players online, joining a race occasionally fails. Version 0.3.1 (October 20), seven days after the first release, moved to Vulkan and added online play. Two of its eight commits list Claude as a co-author. The repository includes the C++ code generated from the game’s executable (about 130 MB).

You needYour own European or US copy of Forza Motorsport 2 for Xbox 360 (title ID 4D5307EA) as a disc image (.iso). Optionally, the Limited Edition bonus disc ISO and the Project Forza Plus 2 .zip files, which need the US release. Plus 64-bit Windows 10 or 11, a Vulkan-capable graphics card, and about 5 GB of free space; the Visual C++ runtime is bundled.

★ 117 · 2026-10-20 View →
Native layer Playable

inFAMOUS First Light

VantageEX/infamous-first-light-pc

An unofficial native Windows port of the PS4 version: the game’s original x86-64 code runs directly on the CPU, a reimplemented PS4 runtime stands in for the system libraries, and the graphics are translated to Vulkan; it is not a general-purpose emulator. The README calls it an early, playable preview: it boots, reaches the menus and gameplay, saves, and plays through the first missions, and Fetch’s neon powers, the dash trail, lights, and particles render. It runs at about 35-45 fps with renderer v2 (the default) and 15-25 with the classic one, on a Ryzen with an RTX 4070 SUPER; the goal is a steady 30 fps on mid-range PCs. Shaders are compiled on the first start (2-3 minutes). The launcher updates itself, supports ultrawide (experimental), and can be started from Steam. Version 0.3.8 (October 25) is the latest of 11 releases, with one build for Windows and one for Linux. 91 of its last 100 commits list Claude as a co-author.

You needYour own dump of inFAMOUS First Light for PS4, made from your own console (tested with the European dump CUSA00897, base game 1.00), in a folder with eboot.bin and sce_sys. Plus 64-bit Windows 10 or 11, a Vulkan 1.3 graphics card, and a CPU with AVX (Intel CPUs work: the AMD-only instructions the game uses are emulated).

★ 117 · 2026-10-26 View →
Xbox 360 Playable

WWE '13

PromethenDev/wwe13-recomp

An unofficial static recompilation of the Xbox 360 version for 64-bit Windows and Linux, built on the ReXGlue fork prepared for Yuke’s games. A launcher finds or extracts your files, installs the title update and DLC, and checks every file. It offers 480p to 1440p resolutions, three frame-rate modes (console-like, 60 everywhere, or locked 30), language selection, fullscreen, and a page for adding Xbox 360 created superstars, entrances, arenas, and logos, plus your own entrance music. It updates itself from GitHub. Some shadow and lighting differences from the console remain, and the 1080p option is hidden because of crowd glitches. 6 of its 11 commits list Claude as a co-author.

You needThe files from your own copy of WWE '13 for Xbox 360 (folder or ISO) and title update 2.0.1.0, which is required; DLC is optional. Plus 64-bit Windows 10 or 11 or Linux (glibc 2.38 or newer), an AVX2 CPU, a Vulkan graphics card, and about 10 GB of free space.

★ 117 · 2026-10-13 View →
Port (decomp) Fully playable

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.

★ 116 · 2026-11-01 View →
Xbox 360 Experimental

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.

★ 115 · 2026-10-30 View →
PS1 Playable

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.

★ 114 · 2026-10-23 View →
Wii Playable

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.

★ 114 · 2026-10-29 View →
N64 Playable

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).

★ 114 · 2026-10-25 View →
Dreamcast Playable

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).

★ 114 · 2026-10-18 View →
Port (decomp) Playable

Downhill Domination

skuza-oss/downhill-revived

Downhill Revived: a native Windows port of Downhill Domination (PlayStation 2, Incognito Entertainment / SCEA, 2003), built on a matching decompilation that compiles back to the original program byte for byte: the port builds that code for PC and replaces the PS2 hardware with native code. dhd.exe holds only the translated code, and at every start it reads strings, tables, and vector unit microcode from your disc image, after checking it is the unchanged original. It offers a native Direct3D 11 renderer (the exact emulation path is kept as a reference), 60 fps with even frame pacing, internal resolution from 1x to 4x, Hor+ widescreen, the game’s movies, a PC SETTINGS menu inside the game’s own options, a sharp font generated in memory, texture packs made for PCSX2, saves as plain files, automatic updates, controllers (Xbox, DualSense, DualShock 4, Switch Pro, 8BitDo, and more), whole races on the keyboard, and 2-to-4-player online races (experimental) on a project server. Version 0.3.1 (October 24) fixes a startup failure when another program held memory the game needs; online rooms only accept the same version. GPL-3.0 license. All 38 of the repository’s commits list Claude as a co-author.

You needYour own copy of the US disc of Downhill Domination (SCUS-97177), dumped by you to an .iso; other regions and modified images aren’t supported. Plus Windows with Direct3D 11.

★ 111 · 2026-10-31 View →
PS2 Experimental

Dragon Quest VIII: Journey of the Cursed King

Sinan-Karakaya/DQ8-Recompiled

DQ8Recomp: an experimental native port of the US PS2 release (SLUS-21207), built with PS2Recomp. The game’s MIPS code is translated to C++ on your machine and linked to a runtime that implements the PS2 services it uses; graphics go through SDL3 GPU or a software reference renderer, and sound comes from the game’s own drivers, running on an emulated IOP. Its author is clear that it’s a development project, not a finished port: it boots, loads saves, and reaches field gameplay with music, effects, speech, and movies, and on an Apple M1 Pro the opening field holds the game’s 30 fps cap, but the rest of the game and other hardware haven’t been checked yet, and support for the European version is incomplete. It adds an in-game menu (F1) with internal resolution, sound, remappable controls, pause, fast-forward, and screenshots. A launcher for Windows, macOS, and Linux (ARM64 too) checks your disc image, installs anything missing, such as a C++ compiler, and builds the game in about ten minutes. 29 of its 143 commits list Claude as a co-author. The latest build is from October 11.

You needA disc image (.iso) of your own US copy of Dragon Quest VIII for PS2 (SLUS-21207). Plus Windows, macOS, or Linux with about 8 GB of free space; the launcher installs a C++ compiler if it’s missing (Visual Studio Build Tools on Windows, the Command Line Tools on macOS) and, on Windows, downloads FFmpeg once. No game files are included.

★ 110 · 2026-10-23 View →
Wii U Playable

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.

★ 109 · 2026-11-01 View →
Xbox 360 Fully playable

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.

★ 108 · 2026-10-20 View →
Xbox 360 Playable

Forza Motorsport 3

0herculabs/hl360-forza3

A work-in-progress static recompilation of Forza Motorsport 3: Ultimate Collection (Xbox 360) for Windows: the PowerPC code is translated to C++ with the ReXGlue SDK and a runtime provides the console services (graphics, audio, input, profiles, file system, and downloadable content). It only supports the US edition of the Ultimate Collection (title ID 4D53084D, default.xex 0.0.0.8). A launcher of its own, based on the one from the Forza Motorsport 2 recompilation and in English and Spanish, imports both discs (it extracts about 7 GB from the first and the eight car and track packages from the second) and checks the files by SHA-256; it manages local profiles with separate saves, offers windowed or fullscreen mode, 16:9 output at 720p, 1440p, or 4K, 1× to 4× internal resolution, anisotropic filtering, FXAA, and bilinear, AMD CAS, or FSR scaling, Xbox-compatible controllers and remappable keyboard controls, and precompiles shaders. It also installs Project Forza Plus 3, a mod with 18 content packages, and lets you set its career mode, harder AI, and field of view. It renders with Direct3D 12. Menus, videos, Free Play, and races run at 60 fps; the full career mode and local multiplayer still need testing, and Xbox Live isn’t available. Version 0.1.3 (October 17) makes all of Project Forza Plus 3’s cars show up. Two of its 12 commits list Claude as a co-author.

You needYour own US copy of Forza Motorsport 3: Ultimate Collection for Xbox 360, with both discs as disc images (.iso): the Play Disc (disc 1) and the Content Install Disc (disc 2). Other regions, editions, or revisions aren’t supported. Optionally, the Project Forza Plus 3 .zip files. Plus 64-bit Windows 10 or 11, a Direct3D 12 graphics card, and room for about 7 GB of game data.

★ 108 · 2026-10-19 View →
Xbox 360 Playable

Wet (Supermedo)

Supermedo/wet-recomp

An unofficial Windows port of the Xbox 360 version, built with ReXGlue, with its own launcher that installs the game from your ISO, saves your rebound controls, and downloads updates from GitHub. It has keyboard and mouse (WASD, mouse look, left click to shoot and right click for the sword), Quality (2x render scale, FXAA, and 16x filtering) and Ultra (3x at 1080p) graphics presets, true 2560×1080 and 3440×1440 ultrawide, a language picker, and Direct3D 12 or Vulkan rendering, the latter for Linux and Wine. On Linux you have to build it yourself. Version 0.6.0 (October 5) fixed the crash in the movie-theater cutscene after the pagoda chase; earlier versions fixed the crashes when loading the last checkpoint or dying. One of its commits lists Cursor as a co-author.

You needA Wet Xbox 360 ISO dumped from your own disc. Plus 64-bit Windows 10 or 11; on x64 Linux you have to build it and use Vulkan.

★ 108 · 2026-10-11 View →
Xbox 360 Fully playable

Dead Rising 2: Case West

wivi514/Dead_Rising_2_Case_West_Xenon_Recomp

Native port of the Xbox 360 (XBLA) exclusive epilogue to Dead Rising 2 for Windows, Linux, Steam Deck, and Apple Silicon Macs. The game’s code was translated ahead of time with XenonRecomp and XenosRecomp, and runs on a purpose-built engine with a Vulkan renderer, real XMA audio, and native keyboard and mouse support. Its author calls it finished with version 1.1.2: the campaign is playable from start to finish, and two-player online co-op works through the XenonLive launcher. Active development has stopped, but the author invites others to carry it on with forks and pull requests. 88 of its last 100 commits list Claude as a co-author.

You needYour own copy of Dead Rising 2: Case West (the Xbox 360 game package). Neither the repository nor the downloads include any game data.

★ 106 · 2026-10-20 View →
N64 Playable Stalled · 6 months

Space Station Silicon Valley

Cellenseres/SSSV_Recomp

Native port of the quirky game by DMA Design, the studio that later became Rockstar North: high frame rate, instant loading, Steam Deck support, and mods (v0.2.0).

You needA Space Station Silicon Valley ROM (N64, US version 1.0).

★ 106 · 2026-04-26 View →
Port (decomp) Playable

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).

★ 106 · 2026-10-31 View →
Xbox 360 Playable

Earthworm Jim HD

TekRantGaming/earthworm-jim-hd-recompiled

A native Windows and Linux port of the Xbox Live Arcade version, by static recompilation with the ReXGlue SDK and the TRG launcher. It offers 720p to 8K resolution, FXAA, 2x MSAA, up to 16x filtering, a 30 to 240 fps or uncapped frame-rate cap at normal game speed, controller or keyboard with remappable controls, achievements with pop-ups, six languages, cheats for the platform levels, and automatic updates. On Linux and the Steam Deck it runs as an AppImage with Vulkan. Its author states it was developed with the help of AI tools.

You needYour own Earthworm Jim HD Xbox Live Arcade package (Title ID 584109E2, default.xex 1.0.0.11, no title update). Plus 64-bit Windows 10 or 11 with DirectX 12, or 64-bit Linux or a Steam Deck with Vulkan.

★ 103 · 2026-10-18 View →
Xbox 360 Experimental

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.

★ 103 · 2026-11-01 View →
Xbox 360 Playable

Army of Two (nikolaygorb)

nikolaygorb/ArmyOfTwoRecomp

A static recompilation of the Xbox 360 version to x86-64 Windows and Linux, with the ReXGlue SDK: the PowerPC code in default.xex becomes native C++, and file I/O, GPU, audio, and threading go through the ReXGlue runtime, with Direct3D 12 or Vulkan. Its releases claim full compatibility on Windows 11 and Ubuntu 26.04. It adds direct mouse look on foot, with sensitivity scaled to the zoom, and carries three Xenia Canary community patches as hooks: a frame rate unlock (60 by default, 30, or uncapped), the black shading fix, which disables MSAA, and 16x anisotropic filtering. The game can be set to English, Japanese, German, French, Spanish, or Italian. Its author presents it as a home-made demo of the SDK’s use. Version 1.3 (October 18) improved the graphics and fixed Vulkan rendering.

You needYour own copy of Army of Two for Xbox 360 (Title ID 4541084C, Media ID 7E3E9BEA, module hash AA1EA03FEC9A549C), dumped with ABGX360 or extracted from the ISO with extract-xiso. Plus 64-bit Windows or Linux and a Direct3D 12 or Vulkan graphics card.

★ 102 · 2026-10-27 View →
GBA Playable

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.

★ 102 · 2026-10-29 View →
PS3 Playable

Tekken 5: Dark Resurrection

TheWishin/T5DROnline

Tekken 5: Dark Resurrection Online: a native Windows port of the PS3 version (PSN), made by static recompilation: the game’s program is translated ahead of time to C++ and compiled into an ordinary Windows program, with no emulator; it follows the same model as Tekken 6 Native Online. The launcher builds the game on your PC from your own .pkg package and .rap license (about 90 seconds on the author’s PC). This repository only has the documentation and the releases; the source code, under the MIT license, is in a separate repository, TheWishin/T5DROnline-Source. Offline, Arcade, Ghost, Versus, Survival, and Practice work at 60 fps; online play runs through its own lobby with rollback netcode, rooms, spectating, and ranked matches, while the Gallery and the game’s own online menu, which depended on Namco’s and Sony’s servers that are gone, don’t work. Version 1.1.9 (October 29) is the latest of 20 releases; it added the European version, offline only for now. On Apple-silicon macOS it can be built from source, offline only. The README says it was developed with the help of Claude.

You needYour own TEKKEN 5 DARK RESURRECTION ONLINE from PSN, US version (NPUB30009, 01.00): the .pkg package (619,430,240 bytes) and the .rap license (UP0700-NPUB30009_00-UPDATE0000010000.rap). Since 1.1.9 the European release (NPEA00019, 01.00) also works, with its .pkg and .rap, offline only; other versions are refused. Plus 64-bit Windows, about 1.5 GB free in a writable folder (not Program Files or OneDrive), and an internet connection during the first build to fetch about 50 KB of public key data.

★ 102 · 2026-10-29 View →
N64 Playable

Banjo-Tooie (some-scurvy-dog)

some-scurvy-dog/banjo-tooie-scurvy-dog-port

Scurvy Dog Port: an independent static recompilation of Banjo-Tooie for Windows, built with N64Recomp and N64ModernRuntime and rendered with RT64. It isn’t affiliated with the Banjo: Recompiled team. It’s in alpha: a launcher validates your ROM, but a full playthrough hasn’t been verified yet, and visual glitches and scene-transition pauses remain. There are no Linux or macOS builds yet.

You needYour own US 1.0 ROM in .z64 (big-endian) format, identified by its SHA-256. Other regions and modified ROMs aren’t supported.

★ 101 · 2026-10-27 View →
N64 Playable

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).

★ 101 · 2026-10-05 View →
Native layer Playable

Star Wars: Episode III – Revenge of the Sith

jedijosh920/SWROTS-PC

SWROTS-PC: an unofficial native Windows port of the Xbox version. Nothing is emulated or recompiled: since the Xbox has an x86 CPU, the game’s original code runs as-is on the PC’s CPU, inside a 32-bit program, and what doesn’t exist on a PC is replaced with native code: the Xbox kernel (about 130 functions) and the libraries the game links in, Direct3D 8 (on Direct3D 9), DirectSound (on XAudio2), and the controller library. Level changes and mission restarts, which reboot the game on the console, happen in the same window. It offers any window size or fullscreen, 16:9 widescreen, higher internal resolution, anisotropic filtering, keyboard and mouse, and Xbox and PlayStation controllers (DualShock 4 and DualSense) with rumble; 60 fps is experimental, since some of the game logic runs at 30. It adds what the Xbox release never had: Yoda as a Versus fighter, which the game left unfinished; playing the missions as any character, costume, or body and spawning characters from the console; two-player co-op in the story missions, since 0.4.0 (October 10); a free camera; the game’s hidden debug console and displays; and loose-file mods. It’s in early development: it plays through level changes, restarts, and saving, but nobody has finished it from start to finish yet, and on-screen prompts still show the Xbox controller. It adapts code from Cxbx-Reloaded, and on Linux and Steam Deck it runs through Proton, per a community guide.

You needYour own disc image of Star Wars: Episode III – Revenge of the Sith for Xbox, North American release (the executable must match MD5 6460ef37862de3af364a0563a0a18c4e), as an .iso or .xiso, or inside a .7z, .zip, or .rar; on first run it copies the game files into a GameData folder (about 2.5 GB). Plus 64-bit Windows 10 (1803) or later (the port itself is 32-bit) and a Direct3D 9 graphics card.

★ 101 · 2026-10-28 View →
Xbox 360 Playable

Crackdown (saulob)

saulob/crackdown-xbox360-recompiled

A native Windows port of the Xbox 360 version, by static recompilation with the ReXGlue SDK, with the TRG launcher and experimental Linux and Steam Deck support as a Vulkan AppImage. It offers up to 4x resolution, internal render scaling, aspect ratios from 4:3 to 32:9 that show more of the scene at the sides, 30 to 240 fps or uncapped without changing game speed, keyboard and mouse with mouse aiming, offline achievements with their original icons, seven optional cheats, and ten languages. It fixes the crash that could happen when loading a saved game. It only accepts the original disc without title updates. Its author states that AI tools were used and that every change was reviewed.

You needYour own Crackdown Xbox 360 disc (2007), the original release without a title update (Title ID 4D5307DC), as an image or extracted. Plus 64-bit Windows 10 or 11 with DirectX 12, or x86-64 Linux (glibc 2.31 or newer) with Vulkan.

★ 99 · 2026-10-27 View →
PS2 Playable

⑂ 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.

★ 99 · 2026-11-01 View →
Game-specific engine Playable

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.

★ 99 · 2026-10-26 View →
Xbox Fully playable

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.

★ 98 · 2026-10-24 View →
Wii U Playable

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.

★ 98 · 2026-10-29 View →
PS1 Playable

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).

★ 97 · 2026-10-31 View →
PS1 Playable

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.

★ 97 · 2026-10-08 View →
Port (decomp) Fully playable

Crash Twinsanity (GioPixelGH)

GioPixelGH/Crash-Twinsanity-Windows

A native Windows port of the PAL PlayStation 2 version, with no emulator. It is a Windows adaptation of HAB3X’s Mac port, which runs Smartkin’s complete C++ decompilation on a native platform layer (SDL3, an OpenGL renderer for the PS2’s graphics, sound, movies, saves, and a new options screen); this repository adds what Windows needs, makes it run at a steady 60 fps, and fixes the crashes found by playing it. It has been played by hand from the start to the credits, and all 131 areas were tried with scripted input for 30 seconds each with no unexpected crash. On Linux it builds and plays on x86-64 (tried on Debian 13), but there is no download, and macOS is untested. Version 1.0.19 is from October 26. 67 of its 76 commits list Claude as a co-author, and the README declares the port was written with its help.

You needYour own disc image of the PAL release (Europe and Australia, SLES-52568) as an .iso (or .bin/.img). 64-bit Windows 10 or 11, a graphics card with OpenGL 3.3, and a keyboard and mouse or a gamepad.

★ 97 · 2026-10-28 View →
Xbox Experimental

Prince of Persia: The Sands of Time

FulGerNet/rePOP

reSOT: a static recompilation of the original Xbox builds of The Sands of Time for Windows, using a patched copy of xboxrecomp that lifts all of default.xbe to C; the NV2A graphics commands are drawn with Direct3D 11. A person has played the E3 2003 demo up to the third level, and the NTSC retail version reaches its first playable level. Both are still being tested: there are crashes and visual glitches, the sound is pitched too high, in-level frame rates stay below 60 fps, and saving still fails in the retail version. It has 16:9 widescreen and its own graphics and controls options menu; the demo plays with keyboard (in the PC version’s layout), mouse, or gamepad, and has a Load Map menu the author recovered from the game files. The goal is both versions fully playable from your own discs. 13 of its 28 commits list Claude as a co-author.

You needFiles from your own Xbox discs: the E3 2003 demo or the NTSC retail version, identified by the SHA-256 of their default.xbe. There are no releases: you build it on Windows with MSVC and CMake.

★ 94 · 2026-10-31 View →
PS1 Experimental

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.

★ 92 · 2026-08-29 View →
PS2 Playable

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.

★ 92 · 2026-10-14 View →
PS3 Playable

Killzone 3

undecuple/project-helghast

Project Helghast: an unofficial Windows port of the PS3 version, made by static recompilation with ps3recomp: the game’s PowerPC (PPU) and SPU code is translated ahead of time to C and compiled into a native x64 program, and the PS3 system software is reimplemented on PC APIs. The GPU command stream is translated to Direct3D 12 as it runs, and the console’s SPU scheduling, DMA, and memory are reproduced in a runtime layer that, the README admits, is partly like an emulator’s and is being replaced by native code step by step. It is a pre-release and partly playable: all nine chapters load and play for minutes in scripted runs, at about 16-22 frames per second (the target is 30), with known bugs; the campaign hasn’t been played start to finish, split-screen co-op works, and online play doesn’t. It was tested mostly under Proton on Linux, and on native Windows 11 since October 21. The installer builds the game’s code on your PC; version 0.1.7 (October 29) is the latest of 8 releases. Its author states it is developed with AI coding agents, with the maintainer responsible for it.

You needYour own Killzone 3 disc (US version, BCUS98234) dumped as a folder with PS3_GAME or as a decrypted .iso, the 1.14 update from your copy, and the decrypted EBOOT.elf of that update; the European, Asian, and Japanese editions are accepted but untested. Plus 64-bit Windows 10 or 11 and a Direct3D 12 graphics card. The first build takes 10 to 30 minutes.

★ 91 · 2026-10-29 View →
Xbox Experimental

Dead or Alive 2 Ultimate (NoRain211)

NoRain211/doa2u-re

A native Windows, macOS, and Linux port of Dead or Alive 2 Ultimate, the second disc of Dead or Alive Ultimate (Xbox), by static recompilation, with the stated goal of rewriting it later into readable source. The DOA2 executable is lifted to C with a static recompiler and linked against a hand-written runtime that replaces the Xbox kernel imports and the game’s Direct3D 8, DirectSound, and input libraries (XDK 5849) with Direct3D 11, XAudio2, and SDL3; on macOS and Linux the same runtime renders through SDL_GPU (Metal or Vulkan). According to the README boot, menus, character select, Story, Watch, and the attract demo work, and every stage and every ending have been played; it is bring-up alpha software, many modes and characters have not been tried, and a draw the port cannot render yet stops the game with a message in the log. It offers 480p to 4K, the game’s own 16:9 widescreen camera, MSAA up to 32×, SMAA, 60 frames per second, and stereo or 5.1 sound. Version 0.1.8 Alpha (October 29) is the latest, with Windows, macOS, and Linux packages. Licensed GPL-3.0-or-later.

You needYour own copy of Dead or Alive Ultimate for Xbox (USA), its Disc 2, as an ISO image; the launcher builds the game from it and refuses any other executable. 64-bit Windows 10 or 11, Python 3.12 or newer, CMake 3.20 or newer, about 6 GB free, and an internet connection for the first build (it downloads the 190 MB llvm-mingw compiler).

★ 90 · 2026-10-31 View →
Xbox 360 Playable

Naruto Shippuden: Ultimate Ninja Storm Generations

Masterllgod/naruto-storm-generations-port-nativo

A native port of Naruto Shippuden: Ultimate Ninja Storm Generations (Xbox 360) for Windows x64 and Android ARM64, made by static recompilation of default.xex, with a Vulkan backend adapted to phone GPUs. The project is closed source: the repository only holds documentation and screenshots, and the executables are in its releases. Version 0.3.5 (October 18, 2026) has an APK and a Windows zip; 0.4, marked as a pre-release, only the APK. It has fights at 30 fps, a 24 fps performance mode for phones, resolutions up to 4K on PC, FXAA, FSR 1, and CAS, editable on-screen controls on Android, and windowed or fullscreen, keyboard, and controllers on PC. All 6 of the repository’s commits list Claude as a co-author.

You needYour own copy of the North American (NTSC-U) disc of Naruto Shippuden: Ultimate Ninja Storm Generations for Xbox 360, with a default.xex identical to version 0.0.0.5 (title ID 4E4D0842; the README gives the SHA-1); the PAL version doesn’t work. 64-bit Windows 10 with an x86-64 CPU with AVX and a Vulkan 1.1 GPU, or Android 11 or later on ARM64.

★ 90 · 2026-10-30 View →
Xbox Fully playable

The Lord of the Rings: The Two Towers (Gumpolas)

Gumpolas/TooTawersRecomp

The Two Towers Recompiled: a native port of the US Xbox release by static recompilation with xboxrecomp, separate from the one in Athelas. It runs on Windows and Linux, and experimentally on macOS (Intel, or Apple silicon through Rosetta 2). It draws with Direct3D 11, Vulkan (DXVK, included), or OpenGL, with 1x–12x internal resolution, 4:3 to 32:9 with the HUD at the screen’s edges and widescreen cutscenes, MSAA, FXAA, and anisotropic filtering. It runs at 30 fps as on the Xbox, or at 60, 75, 90, 100, 120, 144, 165, 200, 240, or 300, or experimentally uncapped. It has keyboard and mouse with everything rebindable, mouse aiming and steering, controllers with rumble, in-game options pages, and a settings panel (F10). It translates every text in the game, subtitles included, into 33 languages besides English. Its “Ultra textures” bring the game’s menus, text, and HUD upscaled 4x and can use the GLOS69 GameCube texture pack, downloaded separately. It includes as mods the ECTS 2002 demo’s HUD, orange health pickups, and seven new playable heroes. Its README says the game is fully playable, though not everything works perfectly yet. Version 1.9.5 (October 21) moved more of the game to native code and fixed bugs at high frame rates and sound dropouts. Two of its commits, those for versions 1.9.2 and 1.9.4, list Claude as co-author. The repository and the download include the translations of the game’s text into those 33 languages; the original English text is taken from your copy.

You needYour own US copy of The Two Towers for Xbox, as an ISO image or an extracted folder. Plus 64-bit Windows 7 SP1, 8.1, 10, or 11, 64-bit Linux with glibc 2.27 or later, or macOS 10.15 or later.

★ 90 · 2026-10-31 View →
Xbox 360 Fully playable

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.

★ 89 · 2026-10-20 View →
PS1 Playable

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.

★ 88 · 2026-10-30 View →
Xbox 360 Playable

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.

★ 86 · 2026-11-01 View →
PS1 Experimental

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.

★ 85 · 2026-10-13 View →
Wii Playable

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.

★ 85 · 2026-10-27 View →
Xbox 360 Playable

WWE 2K14 (wwe2k14-recomp)

PromethenDev/wwe2k14-recomp

An unofficial static recompilation of the Xbox 360 version for 64-bit Windows and Linux, built with the ReXGlue SDK by the author of the WWE '13 port. A launcher finds or extracts your files, installs the title update and DLC, and checks every file before you play. Some shadow and lighting differences from the console remain, frame rates can dip on some systems, and integrated graphics aren’t well supported yet. All 2 of its commits list Claude as a co-author.

You needThe files from your own copy of WWE 2K14 for Xbox 360 (folder or ISO) and title update 1.0.3, which is required; DLC is optional. Plus 64-bit Windows 10 or 11 or Linux (glibc 2.38 or newer), an AVX2 CPU, a dedicated Vulkan graphics card, and about 10 GB of free space.

★ 85 · 2026-10-31 View →
Xbox 360 Experimental

Asura's Wrath

PauloUbirajara/asuras-wrath-recomp

A static recompilation of the Xbox 360 version (title 43430817): the PowerPC code in default.xex is translated to C++23 on the ReXGlue SDK, with builds for Windows and Linux; the same repository also has an experimental Android build. The game is read from an “extracted” folder next to the executable, and command-line options pick Vulkan or Direct3D 12, the resolution, and the GPU. Its author warns that performance isn’t good yet: there’s stutter while textures and shaders compile, and NVIDIA cards need the slower FSI render path to avoid a red overlay on the picture. DLC doesn’t work yet. The latest desktop release is 0.3.1 (September 5), marked as a pre-release; the later ones are Android-only.

You needYour own Asura's Wrath ISO for Xbox 360, extracted with extract-xiso into the “extracted” folder next to the executable (or another one set with --game_data_root). Plus x86-64 Windows or Linux; building it takes CMake 3.25 or later, Clang, and Ninja.

★ 84 · 2026-09-11 View →
SNES / Super Famicom Playable

F-Zero (mstan)

RetroPortingToolKit/FZeroSNESRecomp

Native build of the SNES F-Zero. 16:9, 21:9, and 32:9 widescreen, plus a Fit mode; output at 60, 90, 120, 144, 165, 240, or 360 fps; 2x to 10x track rendering, independent of both; display shaders (CRT Soft, LCD Grid, Sharp, Warm Composite, or your own GLSL); save states with thumbnails, rewind, and SDL gamepad support. It optionally takes BS F-Zero Deluxe content and MSU-1 music packs. 33 of its 66 commits list Claude as a co-author.

You needYour own F-Zero ROM (SNES, US edition). BS F-Zero content and MSU-1 music are optional, and you supply them yourself.

★ 84 · 2026-11-01 View →
PS3 Experimental

Killzone 2 (undecuple)

undecuple/project-pyrrhus

Project Pyrrhus: an unofficial Windows port of the PS3 version, made by static recompilation with ps3recomp: the game’s PowerPC code is translated ahead of time to native x64 code; it is neither an emulator nor a rewrite. It uses the method and much of the general work of Project Helghast (the same author’s Killzone 3 port), adapted to Killzone 2. It is early and partly playable: the intro movie plays, the menus run with sound, and the first level loads and draws, at about 23 frames per second in one scripted run (the PS3 runs it at 30); the sky draws green, and keyboard and mouse have only been checked in scripted runs. It supports Direct3D 12 only; the README points to Tokisaki Port, by a different author, for a Vulkan version. The installer builds the game on your PC; version 0.1.6 (October 30) is the latest of 5 releases. Its author states it is developed with AI coding agents.

You needYour own Killzone 2 disc (US version, BCUS98116) dumped as a folder or a decrypted .iso, the 1.29 update from your copy (the dev_hdd0/game/BCUS98116 folder, on a PS3 or in RPCS3), and the decrypted EBOOT.elf made from that update’s EBOOT.BIN. The installer can find all three in your RPCS3 install. Plus 64-bit Windows and a Direct3D 12 graphics card.

★ 84 · 2026-10-30 View →
3DS Playable

Monster Hunter 4 Ultimate

CompaLarios18/MH4UltimateDC

An unofficial native port of the US version 1.3.0 of Monster Hunter 4 Ultimate (3DS). The project’s own static recompiler translates the game’s roughly 40,000 functions (3.2 million ARM and Thumb instructions) into C on your PC from your own dump, and that code runs as the CPU inside Azahar’s 3DS core, which supplies the rest of the console (services, GPU, audio, and network rooms). The port has its own app, mh4u, for Windows, Linux, and macOS (the macOS one, according to its guide, not yet tried on a Mac), plus Azahar’s Android app on arm64. The village, quests, and hunts run at 60 and 120 fps with sound, with true widescreen (16:9, 21:9, and 32:9), the touch screen as an overlay, local multiplayer for two to four players over network rooms, servers of its own, a mod manager, and an HD texture pack. The latest release, 0.1.4, is from October 24. 89 of its last 100 commits list Claude as a co-author.

You needYour own decrypted dump of the game (USA) as a .3ds (or .cci or .cxi) and of the 1.3.0 update as a .cia, from which the code is generated; both are dumped from your console with GodMode9. Plus 64-bit Windows 10 or 11 (with Smart App Control off), x64 Linux or an Apple Silicon Mac, and Python 3.10 or later.

★ 84 · 2026-11-01 View →
N64 Fully playable

Ogre Battle 64: Person of Lordly Caliber

lfarroco/ogre-battle-64-recomp

A static recompilation of the US Rev A release, built with N64Recomp on N64ModernRuntime with RT64 as its renderer; it isn’t a decompilation. According to its plan, the game runs end to end: menus, map, missions, battles, shop, Organize screen, credits, and ending. An options panel, which Esc also opens during play, has tabs for mods, controls, and settings. It adds 16:9 widescreen on the mission field, with the 2D screens kept at 4:3, a 1x, 2x, 4x, or 8x game speed (with “-” and “=” or R3 on a controller), mouse control on the world map and in missions (experimental and off by default), volume control, and controller as well as keyboard support. It ships three example mods: one that skips the boot logos, one that keeps leftover experience on level-up, and an experimental item randomizer. There are builds for Windows, Linux, and Apple silicon macOS; the latest, 0.8.3, came out on October 14 and added the 8x speed. Its author describes it as an experiment to see how far DeepSeek can go.

You needYour own US Rev A Ogre Battle 64 ROM (40 MB, as .z64, .n64, or .v64), which is checked by its hash. Plus 64-bit Windows 10 or 11, macOS 11 or later on Apple silicon, or a glibc-based Linux; a graphics card with Direct3D 12.0 (Shader Model 6.0) or Vulkan 1.2 on Windows, Vulkan 1.2 on Linux, or Metal on macOS (at least a GeForce GT 630, Radeon HD 7750, or Intel HD 510), an x86-64 CPU with SSE4.1, and 2 GB of RAM.

★ 84 · 2026-10-14 View →
N64 Playable

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.

★ 84 · 2026-10-26 View →
N64 Playable

007: The World Is Not Enough

riseio/TWIPE_00Sheven

I Could Have Given You the World: a native Windows and Linux (Steam Deck too) port of the US N64 release, recompiled with N64Recomp and with RT64 as its renderer. It ships no translated game code: on first launch it compiles the game on your machine from your ROM and reuses the result afterward, with no development tools or internet connection needed. It adds widescreen and ultrawide, a 40–100° vertical field of view, interpolation for high refresh rate displays, mouse or twin-stick aiming, radial menus for weapons and gadgets, quick save and load, on-screen objectives, sharper fonts, and enhanced textures generated on your machine. It also rebalances the game: bigger magazines, double pistol and SMG ammo, faster reloads on two weapons, double damage for the speargun and watch laser, and defusing a bomb takes a quarter of the time. Other changes are optional, such as a Nightfire-style grapple, regenerating health, civilians with double health, and invincible allies, and there are cheats. Its author made it for their own playthrough and shares it as a hobby project. Version 0.1.96 came out on October 17.

You needYour own US revision 0 ROM of 007: The World Is Not Enough for N64, placed next to the executable or picked on first launch. There’s a single portable EXE for Windows and an AppImage for Linux and Steam Deck.

★ 83 · 2026-10-27 View →
Xbox 360 Playable

Marvel Ultimate Alliance / Marvel Ultimate Alliance 2 (saulob)

saulob/marvel-ultimate-alliance-bundle-recompiled

A bundle that brings together Marvel Ultimate Alliance, its Gold Edition, and Marvel Ultimate Alliance 2 for Xbox 360, statically recompiled with the ReXGlue SDK to run natively on Windows (Direct3D 12) and, experimentally, on Linux and the Steam Deck (a Vulkan AppImage). Each game is installed separately from your disc packages with the TRG launcher. It offers render resolution up to 4x, ultrawide, NVIDIA DLSS (Windows and RTX only), AMD FSR 1 and 3.1, and high frame rates, plus cheats from the launcher and an in-game menu (F10). Version 0.2.0 (October 29) is the latest; it carries the DLSS and FSR runtimes inside the Windows zip (about 88 MB) and an AppImage of about 55 MB. The README says no game files are included.

You needYour own copy of each game you want (Marvel Ultimate Alliance, the Gold Edition, or Marvel Ultimate Alliance 2) for Xbox 360, as a disc image or package, which the launcher copies and verifies. 64-bit Windows 10 or 11 with Direct3D 12, or x86-64 Linux (experimental) with glibc 2.31 or later, Vulkan, and X11 or Wayland.

★ 82 · 2026-10-29 View →
PS1 Playable

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).

★ 82 · 2026-10-31 View →
N64 Experimental

Pilotwings 64 (gomesvieira)

danielgomesvieira2000/pilotwings-64-recomp

Native Windows and Linux port by static recompilation with N64Recomp. A separate project from the other Pilotwings 64 recomp already in the catalog. It adds widescreen at your display’s aspect ratio with the HUD at the edges, a high frame rate through matrix interpolation, no black overscan border, and instant screen transitions where the original stalled for up to six seconds. Its author states it’s AI-coded.

You needYour own Pilotwings 64 dump (N64, US version).

★ 82 · 2026-09-17 View →
Xbox 360 Playable

2014 FIFA World Cup Brazil

HossEz/fifa-world-cup-2014-recompiled

A static recompilation of the Xbox 360 version for Windows, built with ReXGlue: the game’s code is translated ahead of time into C++ and compiled for PC, with no CPU emulation. A launcher asks for your copy of the game, either the folder with default.xex or the .iso image, and checks that it is the right one. Its settings cover window, resolution, frame rate, and an FPS counter, and you play with a controller (Xbox, PlayStation, and others) or the keyboard. It comes as an installer or as a portable version that keeps everything, saves included, in its own folder, and the launcher announces new versions and installs them. The latest, 0.1.8 (October 22), improved frame pacing with G-SYNC and FreeSync, fixed stutter on 60 Hz screens, and cut CPU load considerably. As a known issue, at 4K the pre-match scenes, replays, and celebrations drop frames. 10 of its 60 commits list Claude as a co-author.

You needYour own copy of 2014 FIFA World Cup Brazil for Xbox 360, as a disc image (.iso) or a folder with default.xex. Plus 64-bit Windows 10 or 11, a graphics card with Direct3D 12 and up-to-date drivers (the game is harder on the graphics card than on the processor: integrated graphics run it poorly and 1440p or 4K needs a strong card), and a processor with SSE4.2.

★ 80 · 2026-10-31 View →
Arcade Playable

Virtua Fighter 2

mr-finster/vf2-recomp

A recompilation of the arcade Virtua Fighter 2 (Sega Model 2A board) for Mac, Windows, and Linux or Steam Deck, by the same author as the Virtua Fighter one. Every time it starts, the Intel i960 program from your ROM is recompiled to native code (ARM64 or x86-64), checked instruction for instruction and cycle for cycle against MAME’s interpreter. Only that program is recompiled: the rest of the board (the TGP geometry processor, the geometrizer and polygon renderer, the tile layers, and the sound board with its 68000 and SCSP) runs on MAME’s code. At 1x it gives the arcade’s frames and sound as MAME makes them; above that, render scales up to 6x, widescreen and ultrawide, and smooth motion at your screen’s refresh rate, with the 3D on the GPU. It has a menu, keyboard and gamepads for two players, the arcade’s settings, and, as cheats, the hidden characters Dural, MUE, and KOJAC. There’s no online play yet. It states it was made with the help of AI coding tools.

You needYour own dump of the game as MAME’s vf2 set (vf2.zip, Version 2.1). Plus a Mac, 64-bit Windows, or Linux or a Steam Deck.

★ 80 · 2026-11-01 View →
N64 Playable

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.

★ 79 · 2026-11-01 View →
Xbox 360 Playable

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.

★ 79 · 2026-10-12 View →
PS1 Experimental

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.

★ 79 · 2026-10-31 View →
Xbox 360 Playable

Tekken 6 (mahmoud-mess)

mahmoud-mess/tekken6-recomp

A static recompilation of the Xbox 360 version for Windows, built with ReXGlue, and the base that Ekspym’s Tekken 6 Native Online, also in this catalog, builds on. Since 0.9.4 (October 16), the download includes a portable builder: you pick your ISO and the renderers you want, and it compiles the game on your PC with the tools it carries, with no compilers to install and no internet connection; it deletes the temporary files when it’s done. The default renderer is Direct3D 12 with ROV, the most compatible one; there are also two Vulkan ones, experimental and, according to the author, still very buggy. At startup you choose the internal 3D resolution, from 640×360 up to the original 1024×576, and by default a 1024×1024 surface the game draws off-screen is reduced to 512×512, which can soften shadows. The author says 0.9.4 allows a steady 60 fps on modest PCs with integrated graphics. F3 shows a frame counter.

You needYour own Tekken 6 ISO for Xbox 360, the Europe and USA release, revision 1; the builder checks its default.xex and refuses other versions. Plus 64-bit Windows, a Direct3D 12 graphics card (the Vulkan FSI build needs fragment shader interlock support), and about 20 GB of free space to build, down to about 8 GB afterwards.

★ 78 · 2026-10-30 View →
N64 Fully playable

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.

★ 77 · 2026-10-25 View →
Xbox 360 Playable

Kameo: Elements of Power

MaxDeadBear/KameoRePowered

“Kameo: RePowered”: a static recompilation of the Xbox 360 version for Windows and Linux, on the ReXGlue SDK. The PowerPC default.xex is turned into x86-64 code at build time, and a small host runtime of its own adds logging, overlays, and hooks so the game can be modded like a PC port. It was written mostly by birabittoh, the author of the Goopie launcher, together with MaxDeadBear, whose account the repository later moved to. It has keyboard and mouse on by default with rebindable keys, seven languages, GPU selection, a per-channel volume mixer (F9), a separate build with the title update, and a script that extracts your DLC so the game detects it. The executables are in the repository’s releases and on Goopie. The latest stable one is 0.2.1 (June 23); 0.3.0 (October 19) and 0.3.1-beta.1 (October 20) are marked as pre-releases. Some of its commits list Copilot or Claude as co-authors.

You needYour own copy of Kameo: Elements of Power for Xbox 360 (title 4D5307D2), with the ISO extracted into the assets folder; the README uses the US release and doesn’t say whether other regions work. Optionally, the title update and your DLC packages. Plus x86-64 Windows or Linux; building it takes Clang, CMake, Ninja, and Python.

★ 77 · 2026-11-01 View →
Port (decomp) Playable

Kingdom Hearts: Chain of Memories

MatyMeatBoy/ReKHCoM

ReKHCoM: a PC port of the Game Boy Advance Kingdom Hearts: Chain of Memories, built on Pheenoh’s matching decompilation, which is also in this catalog. The decompiled game runs as a native program with its own renderer, audio, and launcher, on Windows, Linux, and Steam Deck, with alpha builds for Android, Anbernic handhelds, the browser, and PS5. It works with the European, US, and Japanese cartridges, in all their languages. It adds widescreen and ultrawide from 16:10 to 32:9 without stretching, showing more of the world in the field and in battles, HD text, smoothed audio, full-screen movies, and, when starting a new game, a second version, Re:Chain of Memories, with difficulty levels inspired by the PS2 remake, faster dialogue, and one-button dodge and stock. Its latest version includes the 90 official RetroAchievements achievements, no account required. In the browser, your ROM stays on your device. 77 of its last 100 commits list Claude as a co-author.

You needYour own dump of the Kingdom Hearts: Chain of Memories cartridge, European, US, or Japanese release, which the launcher checks by its SHA-1. There are builds for Windows, Linux, and Steam Deck.

100% decompiled
★ 77 · 2026-11-01 View →
PS1 Playable

Tekken 3 (FishB0nes98)

FishB0nes98/Tekken3Recompiled

Tekken 3 Recompiled: a hybrid recompilation of the US release (SLUS-00402), built with a modified psxrecomp: the translated code runs alongside a model of the PS1 hardware and an interpreter for the dynamic code it doesn’t cover. Its headline addition is Jun Kazama as a playable fighter, with her three Tekken Tag Tournament outfits and a stage of her own modeled on Tekken Tag Tournament 2’s Heavenly Garden: the installer imports her on your machine from the Tekken Tag Tournament and Tekken 3 arcade ROMs you provide, using a copy of MAME 0.289 it downloads itself. It also has 16:9 widescreen on by default, which shows more of the stage and adapts the main menu, character select, and loading screens; an outfit selector with seven new designs; HD textures for Yoshimitsu’s forest stage; separate music and effects volume; and Tekken Ball and Theater modes unlocked. The launcher handles mods, per-player controls, a disc library, and updates, and the easy setup downloads the tools and builds the game on your machine. The repository also holds the start of a separate native port, which for now uses placeholder fighters and stage, and tools to extract and modify the disc’s textures, sounds, and videos. It’s a Windows x64 preview; the latest, 0.1.4, came out on September 23. The new outfit textures and Jun’s stage were made with AI image generation, according to its documentation.

You needYour own disc image of the US release of Tekken 3 for PS1 (SLUS-00402), as a .cue with its .bin. Jun also needs the non-merged Tekken Tag Tournament and Tekken 3 arcade ROM sets (tektagt.zip and tekken3.zip). Plus 64-bit Windows, an internet connection for the first setup, and at least 4 GB of free space.

★ 77 · 2026-09-23 View →
GBA Experimental

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.

★ 75 · 2026-11-01 View →
Xbox Playable

Far Cry Instincts

VinceIP/fci-recomp

A native Windows port of the Xbox version by static recompilation with a version of XboxXBE-Recomp adapted to this game. The downloads don’t include the game: a script takes your disc image, downloads whatever is missing (Python and the SDK), and builds the game on your machine in 15 to 25 minutes. In 0.1.2 the story mode works, with its saves, and so does the optional map editor, with custom maps that save and load. It adds anisotropic filtering, anti-aliasing, ambient occlusion, render scaling, soft and higher-resolution shadows, longer draw distances, 16:9 widescreen, and keyboard and mouse, all set in fci.ini. For now it’s locked to 30 fps, Xbox Live and system link don’t work, and the campaign hasn’t been tested end to end. Its author states it was made with extensive AI assistance, with the code reviewed by them.

You needA dump of your own Far Cry Instincts Xbox disc (title ID 55530008, version 1), as an ISO or extracted. Plus 64-bit Windows 10 or 11, a Direct3D 12 graphics card, about 10 GB of free space, and an internet connection for the first build.

★ 74 · 2026-10-26 View →
Port (decomp) Playable

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.

★ 73 · 2026-10-30 View →
PS2 Playable

Urban Reign

thiagordsfx/urban-reign-recomp

A native Windows port of the US PS2 release (SLUS-21209), made by static recompilation with PS2Recomp: the executable’s 9,878 functions are translated to C++, the IOP runs the game’s original modules on an interpreter, and the picture is drawn by PCSX2’s GS renderer with Direct3D 11. It builds on the runtime of LightVelox’s Shadow of the Colossus port and takes its video decoder from the Ace Combat 5 one. According to its author, fights and story mode work, with sound, movies, and a PCSX2-compatible memory card. It runs at 60 fps, eight fighters on screen included, with 1x–8x internal resolution, FXAA, sharpening, TV shaders, HD texture packs in PCSX2’s format, and the game’s own hidden widescreen mode (16:9, with the camera corrected), on by default. It supports controllers with rumble and a multitap for up to eight players, save states, .pnach patches, and DLL mods with their own kit; it includes CoopTool, which allows up to eight humans in multiplayer and Free Mode missions for four. A launcher asks for your disc image and starts the game. Its documentation indicates it was made with the help of Claude. Version 1.3.0 came out on October 13.

You needYour own US Urban Reign PS2 disc image (SLUS-21209) as an .iso. Plus 64-bit Windows 10 or 11, a DirectX 11 graphics card, a CPU with SSE4.1, and the Microsoft Edge WebView2 Runtime for the launcher (already in Windows 11). The HD texture pack, if you want it, is downloaded separately.

★ 73 · 2026-10-29 View →
Xbox Playable

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.

★ 72 · 2026-10-28 View →
Arcade Playable

Virtua Fighter

mr-finster/vf1-recomp

A recompilation of the original arcade Virtua Fighter (Sega Model 1 board) for Mac, Windows, and Steam Deck or Linux. When it starts, the NEC V60 program from your ROM is recompiled to native code on your machine; the rest of the board (the TGP geometry coprocessor, the rasterizer, the tile layers, the sound board with its 68000, and the I/O board) is reimplemented from MAME’s code. At 1x it gives the arcade’s frames pixel for pixel; above that, render scales up to 6x, widescreen and ultrawide, and smooth motion at your screen’s refresh rate, with the 3D drawn on the GPU (Metal, Direct3D 12, or Vulkan) and checked against the CPU’s picture at startup. It has a menu, keyboard and gamepads for two players, the game in English or Japanese, and cheats: randomly mixed fighters and the characters cut from the game, such as Siba, Jeff, and Dural. There’s no online play yet. It states it was made with the help of AI coding tools, and every build is compared frame by frame with MAME.

You needYour own dump of the game as MAME’s vf set (vf.zip). Plus macOS 11 or later (Apple silicon or Intel), 64-bit Windows 10 or 11, or a Steam Deck or x86-64 Linux.

★ 72 · 2026-11-01 View →
Xbox 360 Fully playable

Perfect Dark Zero

nikolaygorb/PerfectDarkZeroRecomp

A static recompilation of the European Xbox 360 release on the ReXGlue SDK: the PowerPC code is translated to C++ and compiled, with no emulator. According to its author, it’s fully playable on Windows, with video, audio, achievements, and saves, and since 1.2 there’s a Linux build too. It includes xenia-canary’s 60 fps patch (on by default) and 16:9 patch, keyboard and mouse, Direct3D 12 or Vulkan, a third-person camera (V key), a choice among the languages your copy includes, local player profiles with their own saves and achievements (F9), and a settings overlay (F4). The latest release is 1.6 (October 17).

You needThe files from your own European (PAL) copy of Perfect Dark Zero for Xbox 360 (title 4D5307D3, Media ID 750FF1D9, XEX CRC 375EC9BB), extracted from the disc or ISO with ABGX360 or extract-xiso. Plus Windows (tested on Windows 11) or Linux (tested on Ubuntu 26.04); building it takes CMake 3.25 or later, Ninja, and Clang/LLVM.

★ 71 · 2026-10-31 View →
3DS Experimental

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.

★ 71 · 2026-10-31 View →
N64 Playable

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).

★ 70 · 2026-09-20 View →
Xbox 360 Fully playable

50 Cent: Blood on the Sand

nlwstein/skullburglar

Skullburglar: a native port for Windows, Apple Silicon Macs, Linux, and the Steam Deck, by static recompilation with the ReXGlue SDK. The story is playable from start to finish on all of them: a 36-minute run through all nine missions held a median of 60 fps in every mission. Instead of emulating the GPU, a native renderer draws the game’s Direct3D calls with Vulkan, much faster than Xenia. It adds proper keyboard and mouse, PlayStation controller prompts, shader precompilation, ultrawide, and co-op without Xbox Live: over a LAN and, experimentally, split-screen or two windows on one PC. Ready-to-play builds come from its website, with a launcher that sets the game up from your disc. Its author describes it as an AI-generated project, directed and play-tested by a human.

You needYour own 50 Cent: Blood on the Sand Xbox 360 disc. There are builds for Windows, Apple Silicon Macs, Linux, and the Steam Deck.

★ 69 · 2026-10-31 View →
Xbox 360 Playable

GoldenEye 007 XBLA (CaiusCodes)

CaiusCodes/GoldenEye-007-XBLA-PC-Recomp

A native Windows port of the unreleased Xbox Live Arcade remaster of GoldenEye 007, by static recompilation with ReXGlue. It continues SunJaycy’s GoldenEye Recomp, also in the catalog and not updated since June, adding community fixes (from mrfox-1 and BeanTools Community Edition) and its own. A single portable program checks your XBLA package the first time, imports the game data from it, and from then on starts the game directly. It runs at a steady 60 fps, the game’s own rate, windowed from 1024×768 to 3840×2160 or fullscreen, with a 1x–3x render scale, 16:9 and 21:9, a field of view up to 30° wider, and a key to switch between the original and enhanced graphics. It has keyboard and mouse with rebindable controls, Xbox controllers, an in-game options menu, and LAN multiplayer, also online through virtual LAN services such as Radmin VPN, ZeroTier, Tailscale, or Hamachi. Among other things it fixes music bugs, doors and areas in the Frigate and Bunker multiplayer maps, and shotgun shots in multiplayer, and it uses Vulkan on AMD cards because Direct3D 12 crashes on them. Setup can optionally unlock 100% completion. 0.9.6a (October 21) made the render scale actually work and fixed a frozen or black screen. 39 of its 47 commits list Claude as a co-author.

You needYour own GoldenEye 007 Xbox Live Arcade package for Xbox 360 (Title ID 584108A9), with the exact executable it was recompiled from: setup rejects other builds. Plus 64-bit Windows 10 or 11 and a DirectX 12 graphics card.

★ 69 · 2026-10-25 View →
Game-specific engine Playable

MDK

nautilusbits/mdk-sdl

A port of MDK to C# and SDL3 based on reverse engineering of the data files and of the MDKD3D.EXE executable; it is the successor to an earlier Godot port (mdk-godot) and reuses its work. Instead of relying on another engine’s renderer and physics, it draws and collides like the original: Kurt moves through the arenas’ BSP trees with the same box sweeps. It includes the whole game (every level, the fall before it and the stream after it, rides, menus, briefings and statistics, saves, and the end movies) and keeps the original look pixel-exact, with an optional enhanced look: filtered textures, sunlight and shadows outdoors, dynamic lights, ambient occlusion, glow, haze, and anti-aliasing. It adds stereoscopic 3D in several formats, a VR viewer for a phone in a Cardboard-style viewer or for PC VR glasses, gamepads, frame interpolation above 60 Hz, mods (textures, interface, fonts, and glTF models), and optional HD textures that it upscales on your own GPU with Real-ESRGAN from your copy, without distributing anything upscaled. 1.2.0 is from October 23. 88 of its last 100 commits list Claude as a co-author.

You needYour own PC copy of MDK (for example from GOG or Steam, or the CD): the port contains no levels, textures, models, sounds, music, or videos and reads them from the installation at run time. Plus Windows (x64), Linux (x64 or ARM64, such as a Raspberry Pi 5), macOS on Apple silicon, or Android.

★ 69 · 2026-10-28 View →
Arcade Experimental

Virtua Fighter 3

mr-finster/vf3-recomp

A recompilation of the arcade Virtua Fighter 3 (Sega Model 3 board), by the same author as the Virtua Fighter 1 and 2 ones, still in alpha. Every time it starts, the PowerPC 603e program from your ROM is recompiled to native code (ARM64 or x86-64) and checked frame by frame against its own interpreter, which in turn matches the Supermodel reference over 173,000 test frames. The rest of the board is the port’s own code (the memory map, interrupts, the SCSI controller, the tile generator, and the Real3D renderer, on the CPU and on the GPU); only the sound board, with its 68000 and two SCSPs, runs on MAME’s code. It offers render scales up to 6x, anti-aliasing, widescreen and ultrawide (the stage backgrounds carry on from the game’s own panoramas), and up to 120 pictures a second. It has mostly been tested on Apple silicon Macs and on the Steam Deck, where it holds a steady 60; the Windows build has only been tested under Wine. Virtua Fighter 3 Team Battle isn’t supported yet. It states it was made with the help of AI coding tools.

You needYour own dump of the game as MAME’s vf3 set (vf3.zip, Revision D). Plus a Mac, 64-bit Windows, or Linux or a Steam Deck.

★ 69 · 2026-11-01 View →
Xbox 360 Playable

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).

★ 68 · 2026-10-22 View →
Xbox Playable

Project Gotham Racing 2

hk21x/pgr2-recomp

An unofficial native port of the original Xbox version for Windows, with extended graphics options and other enhancements. The game’s x86 code is statically recompiled with Xbox XBE Recomp into a Windows executable, and the console’s graphics, sound, and system libraries are reimplemented (Direct3D 12 or 11, XAudio2, and SDL); it is not an emulator. It works with the European (PAL) and North American (NTSC) releases, including their hard-disk-patched variants; the Japanese release hasn’t been checked. The only published file is PGR2Launcher.exe, which builds the game on your PC from your disc, with no Visual Studio, Git, or administrator rights needed: the game’s code is never downloaded, only the tools and the project’s source. 1.0 came out on October 22 and 1.0.2 on October 23. 99 of its last 100 commits list Claude as a co-author.

You needYour own copy of Project Gotham Racing 2 for Xbox, European or North American, as an .iso image or a folder with the disc’s files. Plus 64-bit Windows 10 or 11, a graphics card with Direct3D 12 or 11, about 15 GB free, and an internet connection to download about 1.4 GB of build tools.

★ 68 · 2026-11-01 View →
Xbox 360 Playable

Geometry Wars: Retro Evolved 2 (saulob)

saulob/geometry-wars-retro-evolved-2-recompiled

A native Windows port of the Xbox Live Arcade version, by static recompilation with the ReXGlue SDK, with the TRG launcher and an experimental Linux and Steam Deck AppImage. Unlike geow2, also in the catalog, which rewrites the game through reverse engineering, this runs the original code, recompiled. It goes from 30 to 240 fps or uncapped: above 60 the game still updates 60 times per second and the frames in between are interpolated, with about 17 ms of visual delay. It offers up to 4x resolution (5120×2880), a 50–100% internal render resolution, a graphics card choice on Windows, FXAA, 2x or 4x MSAA, up to 16x texture filtering, native aspect ratios from 4:3 to 32:9, and original, reduced, or no bloom. Profile, scores, leaderboards, and the 12 achievements are kept on the PC, with no Xbox Live, and it adds three cheats, optional controller rumble (a port addition), keyboard remapping, and launcher updates from GitHub. There’s no online play. Linux has only been tested on one real machine, and the 0.4.0 speed fix hasn’t been confirmed there. 0.5.0 came out on October 21. Its author states that AI tools were used and that the maintainer directed, tested, and reviewed the changes.

You needYour own Geometry Wars: Retro Evolved 2 Xbox Live Arcade package (Title ID 584108FF, version 0.0.1.2; default.xex with SHA-1 048B852E52A8C776C7AE752141591701B7EA5E69); other versions are rejected. Plus 64-bit Windows 10 or 11 with DirectX 12, or 64-bit Linux or a Steam Deck with Vulkan (experimental).

★ 67 · 2026-10-27 View →
N64 Playable

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.

★ 67 · 2026-10-31 View →
Xbox Fully playable

SSX 3 (koenhendriks)

koenhendriks/SSX3-recomp

A static recompilation of the PAL Xbox release into a native Windows and Linux program, built with xboxrecomp (pinned at 0.13.1, with the project’s own patches): the game’s code runs as native code, and the Xbox GPU is emulated on Vulkan. According to the project, the whole game works: every Race and Freestyle event on all three peaks, Conquer the Mountain, two-player split screen, and saves. It runs at 60 fps, including the stretches where the original dropped to 30, at your monitor’s height and in true widescreen (16:9, 21:9, or 32:9), with a widened camera and the HUD at the edges. It adds up to 8x MSAA, anisotropic filtering, up to double view distance, sharper shadows, 5.1 surround sound on Windows, an optional CRT TV filter, and rebindable keys, and a launcher checks your copy and gathers the options. Since October 19, the repository includes Bl4ckH4nd’s HD texture pack for the PS2 version, matched to the Xbox textures, which the project says is distributed with EA’s approval. The only release, 0.1.0 (October 16), is for Windows; on Linux you build it yourself, and on Linux for Apple silicon Macs (Asahi) it reaches the menus. The audio effects processor isn’t implemented, so there’s no reverb.

You needThe files from your own PAL copy of SSX 3 for Xbox: default.xbe and the data folder, extracted from the disc (for example, with extract-xiso); the launcher checks that it’s the PAL release. Plus 64-bit Windows 10 or 11 and a Vulkan graphics card; on Windows N editions, the Media Feature Pack. Building it requires Visual Studio 2022 with C++, the Vulkan SDK, Git, and Python 3.9 or later; on Linux, GCC or Clang, CMake, Ninja, SDL2, and the Vulkan headers.

★ 67 · 2026-10-27 View →
SNES / Super Famicom Playable

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

mstan/ZeldaAlttPSNESRecomp

A static recompilation of A Link to the Past (US version) with snesrecomp: the 65816 code is translated to C, and the rest of the console (video, audio, DMA) runs on an embedded emulation core derived from snes9x. It has been hand-verified up to the first dungeon, including sword combat and audio; later content (Hyrule Castle past the prologue, the Sanctuary, the Dark World) hasn’t been hand-verified, though an assisted survey for 0.6.5 entered fourteen dungeons and thirteen boss rooms, without certifying every boss defeat or the ending. As launcher mods it has adaptive widescreen, up to 446 logical pixels wide with the HUD anchored to the edges, and MSU-1 music if you supply a music pack, using qwertymodo’s patch, which is built in at compile time. It has save states, turbo, and SDL controllers. The latest release, 0.6.5 (October 18), is Windows-only; the latest Linux build is 0.6.1. 53 of its last 100 commits list Claude as a co-author.

You needYour own US The Legend of Zelda: A Link to the Past ROM (SNES, CRC32 777AAC2F, 1 MiB); it works with or without a 512-byte copier header. 64-bit Windows, or Linux with version 0.6.1.

★ 67 · 2026-10-29 View →
Fan remake Playable

Jackie Chan Stuntmaster (ReChan)

SilverwireGames/ReChan

ReChan: a reimplementation of Jackie Chan Stuntmaster, the PlayStation game, written in C++ for PC through reverse engineering. It isn’t a PS1 emulator: it rewrites the game logic, rebuilds its data structures and formats, and tries to match the original behavior, after a long effort of documenting the original code. It started in October 2025 and targets the NTSC-U version (SLUS-00684). It adds keyboard and mouse, HOR+ widescreen, higher resolution, PC-specific settings, and quality-of-life improvements. On first launch it checks the disc image and extracts the required assets with its own extractor, with no separate tool needed; afterward the image can be deleted. The most recent pre-release is 1.0.2 (October 13, 2026), with fixes for crashes, enemies, and cutscene scripts; it runs on 64-bit (x86-64) Windows and Linux, and the project also publishes a Switch build. The package includes new files made by the project’s author (text, fonts, and textures), not taken from the game. Code under the MIT license.

You needA disc image (.bin or .iso) of your own US copy of Jackie Chan Stuntmaster for PS1 (SLUS-00684) in a discimage folder beside the executable; the PAL version isn’t supported. Plus 64-bit Windows or Linux (x86-64).

★ 66 · 2026-10-29 View →
Port (decomp) Playable

Street Fighter III: 3rd Strike (3sxw)

guimaraf/3sxw

Hard fork of 3sx, the PC port of Street Fighter III: 3rd Strike.

★ 66 · 2026-10-30 View →
PS1 Playable

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.

★ 65 · 2026-10-26 View →
Xbox 360 Playable

Project Gotham Racing 4 (shaunsingh)

shaunsingh/pgr4-native

A native Direct3D 12 renderer for the static recompilation of Project Gotham Racing 4 (with Title Update 2), built on the ReXGlue SDK with fixes from Xenia Canary. It continues the work of safzanpirani/pgr4-native, which itself grew out of MTR-PGR4 and, before that, PGR4-Recomp. The README shows the game on a Steam Deck OLED and with FSR 4 Lite through OptiScaler; the build runs on Linux with clang-cl and the Windows executables run under Proton or on Windows. The game’s options menu has its own display, driving, and developer pages. The latest version is 0.3.0 (October 29), a Windows zip of about 68 MB that carries the already built program; the README warns that the C++ the build generates from the game’s executables must not be published, and we haven’t checked the zip inside.

You needYour own copy of the Project Gotham Racing 4 disc for Xbox 360, extracted (the disc is region-free and the PAL and NTSC ones match file for file), and Title Update 2, as its package or its two files. Console DLC as STFS packages in the Content folder. Windows, or Linux with Proton.

★ 64 · 2026-10-30 View →
N64 Playable Stalled · 1 year

Chameleon Twist

Rainchus/ChameleonTwist1-JP-Recomp

Recompilation of the quirky tongue-grappling platformer, based on the Japanese ROM. It has a sibling project for Chameleon Twist 2.

You needA Chameleon Twist ROM (N64, Japanese version, .z64).

★ 63 · 2025-03-11 View →
Xbox 360 Playable

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.

★ 63 · 2026-10-26 View →
Xbox Playable

007: Everything or Nothing

hk21x/007eon-recomp

An unofficial native PC port of the original Xbox version of 007: Everything or Nothing, with extended graphics options and other enhancements. The game’s x86 code is statically recompiled with Xbox XBE Recomp into Windows executables, one for on-foot play and the menus (EoN.exe) and another for the driving missions (EoNDriving.exe), and the console’s graphics, sound, and system libraries are reimplemented (Direct3D 12 or 11, XAudio2, SDL); it is not an emulator. It plays on foot and in the driving missions, with saves, up to the last mission, and brings widescreen and ultrawide, keyboard and mouse, and 60 FPS driving. The only download is EoNLauncher.exe (about 2 MB; 1.0.2 is from October 29), which builds the game on your PC from your disc: the game’s code is never downloaded. Its last 100 commits all list Claude as a co-author.

You needYour own copy of 007: Everything or Nothing for the original Xbox, European (PAL) or US (NTSC), as an .iso image or folder; the README gives the SHA-1 sums of each edition’s default.xbe and driving.xbe. 64-bit Windows 10 or 11 with a Direct3D 12 or 11 graphics card.

★ 62 · 2026-11-01 View →
32X / Super 32X Playable

Knuckles' Chaotix

YuutaTsubasa/ChaotixRecompiled

A static recompilation of the 32X game to C++: the code for the 68000 and both SH-2s is translated ahead of time, and a small compatibility layer (32X and Mega Drive registers, both VDPs, interrupts, timers, and sound chips) plus an SDL3 frontend turn it into a native program. It needs no 32X BIOS. It boots, the menus work, and the levels are playable with sound. Levels get true widescreen: the game’s own renderer is extended to draw tiles, objects, and sprites in the extra area, from 4:3 up to 2:1, and the center 320 pixels stay identical to the original, which a test checks; outside levels it stays 4:3. It adds its own menu with TIME ATTACK, which drops you into any level with the options of the stage-select screen the game carries but never shows, per-player controls for two players, 22 local achievements, cheats (99 rings, speed shoes, and Action Replay codes), separate music and effects volumes, music replacement with WAV files, and touch controls. There are builds for Windows, which the author has built and played, for x64 Linux, tested only under WSL, and for Android. The latest is 0.4.5 (October 21), which makes the special stages run as recompiled code. 81 of its 89 commits list Claude as a co-author.

You needYour own Knuckles' Chaotix (Japan, USA) ROM, SHA-1 0c2fff7bc79ed26507c08ac47464c3af19f7ced7; on first launch it’s verified and copied into the program’s data folder. No 32X BIOS is needed. Plus 64-bit Windows, or x64 Linux with glibc 2.35 or later (the release is built on Ubuntu 22.04). Building it requires CMake 3.20 or later, a C++17 compiler, SDL3, and SDL_ttf.

★ 61 · 2026-11-01 View →
Xbox 360 Playable

Rayman 3 HD

MysteriousAeon/rayman3-hd-recompiled

A native Windows port of Rayman 3 HD (Xbox 360), with the game’s code statically recompiled and no emulator. An installer (or a portable ZIP) validates your game package and sets it up. It offers Vanilla, HD+ (optional visual corrections and a new closing animation for the combo meter), and Custom profiles, the five languages of the original game (English, French, Spanish, Italian, and German), an optional Turkish translation, a keyboard with two layouts, a controller with button mapping, DualSense lightbar and adaptive triggers, achievements, Discord Rich Presence, and support for texture, text, font, and subtitle mods. French text, subtitles, and some cinematics have been verified; voice coverage throughout the campaign has not been checked. Version 1.0.3 (October 29) includes the installer, the portable edition, the Turkish translation, and the LGPL source code.

You needYour own Rayman 3 HD package for Xbox 360: the Xbox Live Arcade release (title ID 5841123F), without a title update, copied from your console’s storage (folder Content\0000000000000000\5841123F\000D0000\). Plus 64-bit Windows 10 or 11, the Microsoft Visual C++ Redistributable 2015–2022 (x64), a graphics card with Direct3D 12, and about 2.3 GB free.

★ 61 · 2026-10-31 View →
SNES / Super Famicom Playable

Super Mario All-Stars

TanookiStudios/SuperMarioAllStarsRecomp

A recompilation of the Super Nintendo collection (Super Mario Bros., The Lost Levels, Super Mario Bros. 2, and Super Mario Bros. 3), turned with snesrecomp into a native program for macOS, Windows, and Linux, and also an Android APK. It comes with a launcher that asks for your game file and shows “ROM verified” when it is the right one, crisp pixels at any size, controller support, cheats, and sound switches; you pick the game on the cartridge’s own Select Game screen. Version 0.1.0 (October 20) was the first release and 0.2.0 (October 21) added Android, with an on-screen SNES controller. The Mac version is signed and notarized by Apple. All 18 commits in the repository list Claude as a co-author. The repository does not include the game.

You needYour own .sfc copy of Super Mario All-Stars (USA) (Super Mario All-Stars - 25th Anniversary), the 2010 re-release: the 1993 cartridge, plain “Super Mario All-Stars (USA),” is a different file and isn’t accepted. Plus macOS 11 or later (Apple or Intel), 64-bit Windows, or 64-bit Linux.

★ 60 · 2026-10-21 View →
Arcade Playable

Killer Instinct

thefixinhixon/UltraCombo

UltraCombo: native PC ports of the Killer Instinct (1994) and Killer Instinct 2 (1996) arcade games, for Windows and Linux. It is one program that runs the arcade games’ own code, translated to C for your PC (prepared on first launch), with the board around it emulated: Midway’s DCS sound board and the IDE hard disk. On top it adds what a home version needs: shaders and CRT looks, rebindable controllers and controls, save states, rewind, run-ahead, a training mode, and rollback netplay. It supports Killer Instinct L1.5D (default) and L1.4 and Killer Instinct 2 L1.4. Version 1.1.0 (October 23, prerelease) also translates the sound board’s program instead of emulating it instruction by instruction, with identical sound and a game about 25% faster (the first launch after updating takes about a minute longer), fixes fullscreen switching, and matches button labels to your controller. MIT license. 44 of its 48 commits list Claude as a co-author.

You needThe files from your own copies of the arcade games, as MAME lists them, in the run/ folder: for Killer Instinct (kinst), the boot ROM ki-l15d.u98 (or ki-l14.u98), the sound ROMs u10-l1 to u13-l1 and u33-l1 to u36-l1, and the kinst.chd disk; for Killer Instinct 2 (kinst2), ki2-l14.u98, the sound ROMs ki2_l1.u10 to u13 and u33 to u36, and kinst2.chd. The program warns if a file doesn’t match. Plus Windows or Linux.

★ 59 · 2026-10-23 View →
Xbox 360 Experimental

Naruto: The Broken Bond (jorjbarbosa)

jorjbarbosa/broken-bond-recomp

An unofficial native port of Naruto: The Broken Bond (Xbox 360, 2008) for Windows. The game’s PowerPC code is statically recompiled with the ReXGlue SDK and the graphics run on a custom Direct3D 12 renderer, with the shaders translated when the port is built; it is not an emulator. It offers internal resolution from 1× to 4×, up to 16× anisotropic filtering, FXAA, FidelityFX CAS or FSR, MSAA, frame rates above the game’s own (the frames between its logic steps are interpolated), and a launcher with keyboard and mouse mapping. According to the README it has been played on Windows 11 through the menus, the start of Story Mode with its first fights and cutscenes, Fight Mode, and the open world, with English and Japanese voices, at 30 and 60 frames per second; Xbox Live, most of the story, other graphics cards, and other executable revisions have not been tested. The only published release is 0.1.0-beta (October 20), with an installer and a portable package. The README states that AI tools are used to assist development.

You needThe files from your own Xbox 360 copy of the game, in the supported revision: title ID 55530825, media ID 09FFE047, executable version 0.0.0.3, and a default.xex with SHA-256 8f70e79443e36b38e44b6a105dad51fb8909fb615d982753cabaac9b15f0d576. The port refuses any other revision. Plus 64-bit Windows and a graphics card that supports Direct3D 12.

★ 59 · 2026-11-01 View →
Xbox 360 Playable

NHL Legacy Edition

puckhead73/nhl-legacy-recomp

A static recompilation of the Xbox 360 version into a native Windows executable, on the ReXGlue SDK and its Vulkan renderer, with patches of its own for this game. The installer checks your dump, extracts the disc, lays down the prebuilt binaries, and unpacks the game’s .big archives into loose folders so they can be inspected and replaced. It adds AMD FidelityFX (FSR upscaling and CAS sharpening), up to 2x supersampling, a color-grading pass (exposure, contrast, saturation, white balance, and tone mapping), shadow quality controls, an engine constants editor, and an overlay with settings, a performance HUD, and display options. VP6 movies are decoded by a bundled ffmpeg, because the recompiled decoder showed them corrupted; that fix is by alex-mcfadden. On Linux and Steam Deck it runs through Proton 11. The latest release is 0.6.0 (July 22). 138 of its 143 commits list Claude as a co-author.

You needYour own NHL Legacy Edition dump for Xbox 360, as an .iso or an extracted folder with its default.xex. The port is built from one specific unmodified image, and the installer checks default.xex by its hash: a different region, a modified dump, or one with the title update won’t pass. Plus 64-bit Windows 10 or 11 (or Linux and Steam Deck through Proton 11), a Vulkan graphics card, a CPU with AVX2, the x64 Visual C++ Redistributable, and about 10 GB of free space.

★ 59 · 2026-07-22 View →
Xbox 360 Playable

Diablo III: Reaper of Souls – Ultimate Evil Edition

Boron853/Souls-of-the-Reaper

Souls of the Reaper: a static recompilation for Windows of Diablo III: Reaper of Souls – Ultimate Evil Edition for Xbox 360, on the ReXGlue SDK. The installer asks for your disc image and extracts the game data once, about 7.4 GB; the game’s language is your disc’s. It has two render paths: ROV, the faithful one, at 60 fps, and RTV, the fast one, at up to 240 fps, with 120, 144, and 240 fps options in the launcher. It supports keyboard, keyboard and mouse, and up to four controllers at once for local co-op, with in-game key rebinding (F4). Its author calls it playable and stable. Beta 1.3 (July 25) replaced the zip with a standard installer and added local co-op. The code was published in a single commit, and the repository description says it was made using AI.

You needYour own disc image of Diablo III: Reaper of Souls – Ultimate Evil Edition for Xbox 360; the author has tested the US and Spanish discs. Plus 64-bit Windows 10 or 11 and about 7.4 GB of free space for the game data.

★ 58 · 2026-07-25 View →
PS1 Experimental

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).

★ 58 · 2026-10-31 View →
Game-specific engine Fully playable

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.

★ 58 · 2026-10-28 View →
GBC Playable

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.

★ 58 · 2026-09-16 View →
Port (decomp) Fully playable

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.

★ 58 · 2026-08-31 View →
Port (decomp) Experimental

Metal Gear Solid: Integral (RE:INTEGRAL)

Drommedhar/mgs-reintegral

RE:INTEGRAL: an unofficial Windows source port of the PlayStation Metal Gear Solid Integral, built from the C code recovered by FoxdieTeam (their decompilation of the game) and the PsyZ platform library. Godot handles presentation and visual modding, and the native runtime handles gameplay, collision, animation state, audio, saves, and timing. 0.3.0 (October 15) brings the Godot renderer and a modding SDK together with the launcher and the preserved “Legacy 0.2” renderer. A preparation step, Prepare.cmd, extracts the data from your two campaign discs using the BIN/CUE images. Mods install as portable zips and there is a guide to making them. The project itself warns that campaign-wide acceptance of appearance, playability, and performance is still in progress. Windows is the only target; Linux is planned. The repository includes the project’s code and patches, and the releases also publish native debug symbols.

You needYour own Japanese campaign discs of Metal Gear Solid Integral: disc 1 (SLPM-86247) and disc 2 (SLPM-86248), as single-track MODE2/2352 BIN/CUE images; other regions and plain ISO files are not substitutes. Plus 64-bit Windows 10 22H2 or Windows 11 and .NET Framework 4.8 for the launcher, and a graphics card with Vulkan (Godot) or Direct3D 12 (Legacy renderer).

★ 57 · 2026-10-17 View →
Xbox 360 Playable

WWE '12

iMrBurn/wwe12-pc

A native Windows port of the Xbox 360 version, by static recompilation with the ReXGlue SDK and a native Vulkan renderer adapted from nefariousjosiah’s SmackDown vs. Raw ports, which in turn build on re:Blue. In beta 0.8.0, menus, matches with 1 to 6 wrestlers, and entrances render natively at 60 fps, with entrances at 30 like the console or at 60 in an experimental mode. It has a launcher with settings, controls, mods, backups, and import of your Xbox 360 saves; 540p to 4K internal resolution; DLC; all five languages of the European release; Xbox and PlayStation controllers; and a mods folder that replaces game files. Some graphics glitches remain on certain Intel and AMD cards. 100 of its last 100 commits list Claude as a co-author.

You needAn image (.iso) or the files of your own WWE '12 copy for Xbox 360; optional DLC also from your console. Plus 64-bit Windows 10 or 11 and a graphics card with Vulkan 1.2.

★ 57 · 2026-11-01 View →
PSP Playable

Grand Theft Auto: Vice City Stories

OverkillLabs3/vice-city-stories-recomp

VCSNative: a native Windows and Apple silicon macOS port of the US PSP release (ULUS-10160), made by static recompilation with PSPRecomp: the game’s MIPS program is translated to C++ ahead of time and runs on a reimplementation of the PSP’s Allegrex CPU and Graphics Engine, with no interpreter or JIT. The recompiler and the game profile are the work of Jessica Natalia, PSPRecomp’s author; this project adds keyboard and mouse with raw mouse look (the game’s prompts show your keys, or Xbox buttons with a controller), any aspect ratio from 4:3 to 32:9 with a correctly placed HUD, evenly paced 60 fps, a Vulkan graphics stack with SMAA or FXAA, color grading, a sky palette remap, sharpening, CloudWorks volumetric clouds, and Project2DFX distant lights, draw distance settings, a fix for the ATRAC3+ audio that silenced the second half of cutscenes, and a settings launcher. It also publishes an optional pack of more than 7,000 upscaled game and HUD textures, installed from the launcher. Missions and saves have had less testing than the opening areas, and it has only been tested on NVIDIA cards. Version 1.0.0 came out on October 5. The repository includes the C++ code generated from the game’s executable.

You needYour own US copy of GTA: Vice City Stories for PSP (ULUS-10160), in a PSP_DATA folder with PSP_GAME/SYSDIR/EBOOT_DECRYPTED.ELF (the executable, decrypted outside this project) and PSP_GAME/USRDIR. Plus 64-bit Windows 10 or 11 with a Vulkan 1.1 driver and a CPU with AVX2, FMA, BMI1/BMI2, LZCNT, F16C, MOVBE, and POPCNT, or macOS 13 or later on an Apple silicon Mac.

★ 56 · 2026-10-27 View →
Port (decomp) Experimental

Mario Party 4 (Party Board, mariopartyrd)

mariopartyrd/partyboard

Party Board: a work-in-progress port of Mario Party 4 for Windows, Linux, macOS, Android, and iOS, made with Aurora, whose authors thank the GameCube and Wii decompilation community. The repository contains no game assets or assembly: a copy of the game is required. The versions it lists as completed are revision 0 and revision 1 of the US release (GMPE01). It builds with CMake and has instructions for Windows, macOS, and Linux. The only published release is the alpha 0.2.0 from May 8, with packages for Windows (x64 and x86) and Android; the repository is still being updated (the latest change was on October 28). Another Party Board repository exists, zeranemesis’s, which is already in the catalog.

You needYour own copy of Mario Party 4 for GameCube, US (GMPE01), revision 0 or 1.

★ 56 · 2026-11-01 View →
Xbox 360 Playable

Tony Hawk's Project 8

theokyr/Project8Recomp

Project8Recomp: a static recompilation of the Xbox 360 version on the ReXGlue SDK, with builds for x86-64 Linux, Apple silicon macOS, and Windows, all using Vulkan. The launcher reads your disc image directly, checks by the default.xex hash that it’s the supported release before copying anything, copies the game data, and from then on starts the game straight away; saves, settings, and logs stay in the same folder. It has options for window size, monitor, fullscreen, and frame rate cap, and the launcher is fully usable with a controller. Linux is the main platform and is tested, Steam Deck included; on macOS it works but is slow in heavy scenes, and the Windows build is experimental: it’s cross-compiled from Linux and only tested under Proton. Leave the frame rate cap on, as it is by default: without it, in-level cutscenes run three to five times too fast. Version 0.3.0 (August 24) moved to ReXGlue 0.10 and improved Steam Deck performance. Three of its 33 commits, including the first release’s, list Claude as a co-author.

You needA disc image (.iso or .img) of your own copy of Tony Hawk's Project 8 for Xbox 360, the World 1.0 release (USA and Europe, title 415607DD, Media ID 2CB96AE4); the launcher refuses the others, such as the Japanese one. Plus a Vulkan graphics card and about 5 GB of free space, on x86-64 Linux, Apple silicon macOS, or x86-64 Windows.

★ 54 · 2026-08-24 View →
Xbox 360 Playable

Dragon Age: Origins

96dot/Dragon-Age-Origins-Recomp

A static recompilation of the Xbox 360 version into a native x86-64 Windows program, with a Direct3D 12 renderer based on Xenia’s. The download is an installer with nothing from the game: it checks your ISO, downloads the tools, translates the game’s code to C++ on your machine, and builds it (30–60 minutes the first time); afterwards it works as a launcher for settings, mods, and updates. It renders at up to 4K or more, with temporal upscaling and anti-aliasing through FSR 4, FSR 3.1, XeSS, or DLSS 4.5 (experimental), FSR 3.1 frame generation, HDR, and optional motion blur; it runs at 60 fps (the original is locked to 30) or, experimentally, up to 240 or uncapped, with low latency through Anti-Lag 2 or Reflex and an adjustable field of view. It adds a Graphics tab in the game’s own options, a photo mode, a cheats menu that runs the debug scripts BioWare left in the game, an on-screen keyboard for the controller, SDL3 controllers (DualSense included), mods with a converter for PC-version mods, save backups, the DLC (Awakening included) from your own packages, and the text in English, Italian, or Spanish. As an experiment, on AMD RDNA 4 cards it can apply DLSS 5’s neural rendering as ported by lmxxf, with the network’s weights downloaded separately. On Linux it runs through Wine or Proton, still untested. The latest release is 0.9.0 (October 14), with later development builds. 153 of its 158 commits list Claude as a co-author.

You needYour own ISO of Dragon Age: Origins for Xbox 360 (title 454108C0), the English, Italian, and Spanish edition (media 186A1115), which is also disc 1 of its Ultimate Edition; the French and German editions aren’t supported. For Awakening and other DLC, Title Update 6 or 7 and the DLC packages from your console. Plus Windows 10 or 11 (or Linux with Wine or Proton) on an x86-64 PC with an AVX CPU and a Direct3D 12 graphics card, and about 25 GB of free space.

★ 53 · 2026-11-01 View →
Mega Drive / Genesis Playable

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.

★ 53 · 2026-10-30 View →
PS1 Playable

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.

★ 53 · 2026-10-23 View →
N64 Playable

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.

★ 52 · 2026-10-29 View →
NES / Famicom Playable

The Legend of Zelda

mstan/LegendOfZeldaNESRecomp

A static recompilation of the NES The Legend of Zelda with nesrecomp, the author’s own framework: the ROM’s 6502 code is translated to C and compiled to native code, and the PPU, APU, and mapper advance in step with the CPU; unprofiled code and code run from cartridge RAM go through an interpreter. It uses the symbols from Aldo Nunez’s zelda1-disassembly to cover every function. The overworld, dungeons with their bosses and items, combat, caves, the inventory, and battery-backed saves all work. Version 1.0.0 (March 28) was presented as fully playable, and the build before the CPU change was tested through dungeon 7; since moving to the cycle-accurate CPU (1.9.0, October 5) a short route has been checked and a full audit is pending. As optional mods it has two experimental Voxel 3D views, a diorama of each room and a first-person view from Link’s position, and the “Zelda Remastered” HD mod, built from a Mesen HD pack you already have and applied in memory without touching your ROM. Version 1.9.2 (October 19) is for 64-bit Windows; there were Linux and macOS builds. 57 of its 99 commits list Claude as a co-author.

You needYour own US The Legend of Zelda ROM (PRG0) for NES; both iNES and NES 2.0 headers work. For the HD mod, a “Zelda Remastered” Mesen HD pack you supply yourself. Plus 64-bit Windows.

★ 52 · 2026-11-01 View →
Port (decomp) Playable

Ace Combat 04: Shattered Skies

Onaga00/ProjectStonehenge

A native x86-64 PC port of Ace Combat 04: Shattered Skies, based on the North American release (NTSC-U, SLUS-20152). It is built from a decompilation of the PS2 executable: the game code has been translated function by function into C++ (with AI assistance) and runs natively; the README states it is neither an emulator nor a static recompilation. All assets, including the executable’s own data tables, are loaded at run time from your disc image. It offers an unlocked frame rate (up to 360 FPS, with game logic at 59.94 Hz), internal resolution from 1x to 8x, FXAA and SMAA, FSR 1 upscaled cutscenes, PCSX2-compatible saves (still in beta), and a built-in debugger; code unused in the final game has been ported too. VS mode and Linux are listed as pending. Version v0.9.6-beta is from October 27. The README declares extensive use of Anthropic’s generative AI under human supervision.

You needYour own .iso image of Ace Combat 04: Shattered Skies, US release (NTSC-U, SLUS-20152; SHA-1 aaa707214aea7f8f9c2904c4b5e00c372c943533, 3,554,705,408 bytes), as ISO 9660 with 2048-byte sectors (raw .bin/.cue dumps are not supported). 64-bit Windows 10 or 11 and a graphics card with Vulkan 1.2.

★ 51 · 2026-10-27 View →
Xbox 360 Experimental Stalled · 8 months

Guitar Hero: Warriors of Rock

ronniecloud/re-wor

re-wor: a static recompilation of the Xbox 360 version (title 41560883) for Windows, on the ReXGlue SDK and based on re-gh2, YoshiCrystal9’s Guitar Hero II recomp. It detects XInput guitars and controllers automatically, decodes the original XMA2 audio in 6 channels through SDL, toggles fullscreen with F11, and shows your activity on Discord; the release also comes with a launcher built with Tauri. Its author presents it as a test version: audio can lag slightly behind the notes, rendering is locked to the original 720p, and it may crash on song or scene changes. The latest release is 1.1.0 (March 3).

You needYour own copy of Guitar Hero: Warriors of Rock for Xbox 360, with the ISO extracted into the assets folder (default.xex and the data folder). Plus 64-bit Windows 10 or 11 and a DirectX 12 graphics card; building it takes Clang 20 or later, CMake 3.25 or later, Ninja, and the ReXGlue SDK.

★ 51 · 2026-03-06 View →
Xbox Experimental

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.

★ 51 · 2026-10-23 View →
Xbox 360 Playable

WWE All Stars

shaneomac1337/WWE-AllStars-Recomp

An unofficial Windows version of the Xbox 360 game, recompiled with ReXGlue, with a native Vulkan renderer that draws the game’s Direct3D 9 calls instead of emulating the GPU. Tested and playable: 1v1 Exhibition, Path of Champions, Fantasy Warfare, Create a Superstar, four local players, DLC wrestlers, and online Player Match, against a server that stands in for Xbox Live and THQ’s servers. It adds supersampling, up to 2160p, in-game settings, enhanced vibration, 60 fps entrances, an unlock-everything option that leaves your save alone, experimental 120 fps matches, and a mod manager. On the Steam Deck it runs through Proton at 60 fps. Its author states it was made with Claude Code.

You needYour own WWE All Stars Xbox 360 disc image, US/Europe release, and its Title Update 2, dumped from your console; DLC is optional. Plus 64-bit Windows 10 or 11, a Vulkan graphics card, and about 8 GB of free space.

★ 51 · 2026-10-25 View →
SNES / Super Famicom Experimental

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.

★ 50 · 2026-11-01 View →
Xbox Playable

Project Gotham Racing

hk21x/pgr1-recomp

An unofficial native port of the original Xbox version for Windows, with extended graphics options and other enhancements. The game’s x86 code is statically recompiled with Xbox XBE Recomp into a Windows executable, and the console’s graphics, sound, and system libraries are reimplemented (Direct3D 12 or 11, XAudio2, and SDL); it is not an emulator. It works with the European (PAL, version 5, title ID 4D530003) release; the others haven’t been checked. Version 1.0 (October 23) includes movies, menus, the Kudos Challenge, Quick Race, Arcade Race, Time Attack, saves, sound, and the radio, at 60 frames per second, with widescreen and ultrawide (the 3D view widens; menus and HUD stay 4:3), render scale from 25% to 200%, keyboard, Xbox, PlayStation, and Switch controllers, and racing wheels. The only published file is PGR1Launcher.exe, which builds the game on your PC from your disc: the game’s code is never downloaded, only the tools and the project’s source. All 32 of its commits list Claude as a co-author.

You needYour own copy of Project Gotham Racing for Xbox, European (PAL), as an .iso image or a folder with the disc’s files (default.xbe with SHA-1 4878c3bdbd44663b64ce64986b313e8c6b7f8917). Plus 64-bit Windows 10 or 11, a graphics card with Direct3D 12 or 11, about 15 GB free, and an internet connection to download about 1.4 GB of build tools.

★ 50 · 2026-11-01 View →
Xbox 360 Playable

Rockstar Games presents Table Tennis

davidptrssvea/Table-Tennis-Rockstar-PC

A recompilation of the Xbox 360 version for 64-bit Windows, with ReXGlue SDK 0.10.0 and DirectX 12. A graphical installer checks your ISO, downloads what it needs (a portable Python, the Visual Studio Build Tools if missing, and the SDK), and builds the game on your PC: the downloads contain neither the game executable nor generated code. It adds up to 4K output with a higher internal resolution, 60, 120, 144, or 240 fps targets or uncapped, FXAA, FSR, and CAS, a settings launcher, a frame counter, and SDL3 controller support. It removes Xbox Live from the main menu, keeping Tournament, Exhibition, Training Mode, and Extras. Saving and loading progress hasn’t been fully revalidated yet.

You needYour own unmodified US or European Xbox 360 Table Tennis ISO (Title ID 545407DF), which the game keeps reading during play. Plus 64-bit Windows 10 or 11, an AVX2 CPU, a DirectX 12 graphics card, an internet connection for the first setup, and several GB of free space.

★ 50 · 2026-10-19 View →
PS2 Playable

TimeSplitters

GTTeancum/Timesplitters

A static recompilation of TimeSplitters (PlayStation 2, Free Radical Design, 2000; the US release, SLUS-200.90) to native code for Windows, Linux, and the original Xbox. The game’s MIPS program and VU microcode were translated to C++ with PS2Recomp and run on a runtime that replaces the PS2 hardware: the Graphics Synthesizer is drawn on the GPU (OpenGL 3.3 on PC), the sound chip and IOP are modeled, and memory cards are folders. It includes the full game (story, arcade, challenges, the map maker, cheats and unlocks), one to four players in split screen (with up to four controllers on PC), any window size, 16:9 widescreen, rendering at up to 4 times the PS2 resolution, FXAA, and texture replacement from PNG files. On first run it unpacks your disc into a game-data folder (about 600 MB). The Xbox version runs from the hard disk of a modded console. Version 1.0, from October 23, is the first release. The repository includes the C++ code generated from the game, with analysis files and a disassembly (in project/, about 65 MB). 79 of its last 88 commits list Claude as a co-author.

You needYour own copy of TimeSplitters for PS2 (US release, SLUS-200.90) as a .bin with its .cue, a lone .bin, or an .iso; the program unpacks it on first run. Plus 64-bit Windows 10 or 11 with OpenGL 3.3, or Linux x86-64 (the published binary was built on Ubuntu 26.04 and needs its FFmpeg 8 and OpenGL libraries; on other distributions you build it).

★ 49 · 2026-10-31 View →
Xbox 360 Playable

Infinite Undiscovery

doc-haz/infinite-undiscovery-recomp

A static recompilation of the Xbox 360 version into a native Windows x64 executable, on ReXGlue 0.10.0. A built-in wizard imports your discs (ISO or extracted folders), identifies the edition and disc from their contents, and rejects modified, mixed, or foreign dumps. It supports the US, European, Japanese, and Asian editions, plus a “USA-UNDUB” one with Japanese voices, each in its own profile with its own saves, shaders, and settings inside a portable folder. The in-game switch from disc 1 to disc 2 works, and the A Voucher and B Voucher DLC can be installed. F5 opens a menu with session info and recovery tools (save anywhere, step forward, undo the move). The wizard and menus are in English and Spanish, and the same author has a separate save editor, IU Save Bridge. 1.0.0-rc1 (October 7) is a release candidate: nobody has finished a full playthrough yet, and there’s a known softlock at Vesplume Tower (Orb of Patience). On October 20 the author froze development: they don’t consider it abandoned, but no fixes or new releases are planned.

You needYour own copy of Infinite Undiscovery for Xbox 360, US, European, Japanese, or Asian, as an ISO or extracted folders with each disc’s default.xex, ud1.bin, and ud2.bin. Disc 1 is required and disc 2 can be added later, though it’s needed to finish the game; the DLC is optional. Plus 64-bit Windows 10 or 11, a Direct3D 12 graphics card, and the x64 Visual C++ Redistributable 2015–2022, which isn’t bundled.

★ 48 · 2026-10-23 View →
Xbox 360 Playable

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.

★ 48 · 2026-10-31 View →
PS3 Playable

Soulcalibur II HD Online

n0madic/Soulcalibur2HD-recomp

A static recompilation of the PSN release for PS3 (NPUB31366) with ps3recomp: the PowerPC and SPU code is translated to C/C++ and compiled on your machine. It works on Apple Silicon Macs (Metal) and on Windows (Vulkan, tested on an Intel Arc laptop); on Linux it builds and runs, but has only been tried on a software rasterizer. On first run, the launcher installs your copy with its license, translates it, and compiles it in a few minutes, downloading a compiler if needed after asking. It supports versions 1.00 and 1.01, fullscreen, and options to unlock every character, and on Mac it adds FXAA and anisotropic filtering. Online Mode isn’t available, and the picture stays at 1280×720, with no internal scaling. 13 of its 35 commits list Claude as a co-author.

You needYour own PSN copy of Soulcalibur II HD Online (NPUB31366, US): the game package and its .rap license; the 01.01 update is optional. Plus Python 3.10 or later, about 1.5 GB of free space, and an internet connection on first run. There are builds for Apple Silicon Macs, x86-64 Windows, and x86-64 Linux.

★ 48 · 2026-10-26 View →
Port (decomp) Playable

⑂ Fork of LANCommander/THPS

Tony Hawk's Pro Skater

LANCommander/TonyWasAProSkater

A native Windows and Linux port of the US PlayStation version (SLUS_008.60), built from a matching decompilation of the game’s code, forked from LANCommander/THPS. It runs as a 32-bit program with an OpenGL 3.3 renderer, keyboard and gamepad controls, widescreen, high resolutions, and saves as plain files. The career mode with all nine levels can be played through; the only gap it names is the PS1’s reverb, which the port approximates with its own. Since 1.3.0 the graphics options switch between PS1 and Dreamcast assets. On first start it copies about 630 MB from the disc into a Data folder and the image isn’t needed afterwards. What the build takes from the retail executable is addresses, which are committed in the repository. Version 1.4.0 (October 24) added bilinear filtering and 1.3.0 (October 22) added VSync and keyboard text entry. 23 of its last 100 commits list Claude as a co-author.

You needYour own raw disc image (MODE2/2352 .bin) of the PlayStation Tony Hawk’s Pro Skater (USA), or the Dreamcast disc (.gdi and its tracks). Plus 64-bit Windows 10 or 11, or x86 Linux with the 32-bit SDL 2 and OpenGL libraries, and a graphics card with OpenGL 3.3.

★ 48 · 2026-10-24 View →
N64 Experimental

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).

★ 47 · 2026-11-01 View →
Xbox 360 Experimental

Destroy All Humans! Path of the Furon

masterspike52/reDAHM

“reDAHM”: a recompilation of the Xbox 360 version with the ReXGlue SDK, by the author of reNut (Banjo-Kazooie: Nuts & Bolts). Graphics still go through ReXGlue’s Xenos GPU emulation. On top of the now-native code, the author has added 60 fps (the original is capped at 30), the DLC costumes, a fix for the loading screen that got stuck, and overlays for fps (F1), logging (F2), and the engine’s debug commands (F5). On launch, a window asks for the folder with the files extracted from your ISO. There’s a Windows build, and the July release (“jank but works”) also brought a Linux AppImage. The latest, “new” (August 24), dropped its own audio workaround because ReXGlue fixed the sound.

You needThe files extracted from your own Destroy All Humans! Path of the Furon ISO for Xbox 360, including default.xex. The current README doesn’t name a region; until June it asked for the US release. For the Linux AppImage: glibc 2.35 or later, an x86-64-v2 CPU (SSE4.2 and POPCNT), a Vulkan graphics card, and PulseAudio, PipeWire, or ALSA. Windows requirements aren’t listed.

★ 46 · 2026-09-26 View →
Port (decomp) Playable

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.

★ 46 · 2026-10-30 View →
Native layer Playable

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.

★ 46 · 2026-10-28 View →
N64 Playable

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.

★ 46 · 2026-10-06 View →
PS1 Playable

Alien Resurrection (DiegoDeDios)

DiegoDeDios/AlienReRecomp

A native macOS, Windows, and Linux port of the US PlayStation release (SLUS-00633), made by statically recompiling the MIPS code to C, on a runtime that stands in for the console’s BIOS and hardware. The released builds contain no game code: they read the executables from your disc image and run them through the port’s own MIPS interpreter, with the same enhancements; the recompiled build is generated on your machine and is for personal use only. It adds widescreen from 16:9 to 32:9 that widens the field of view, up to 8x internal resolution, precision geometry that removes polygon wobble, a steady 60 fps, mouse and keyboard with rebindable controls, sticks without the original’s delay, sprinting, adjustable enemy damage, an infinite flashlight, and quick saves. The menus, the first level, the movies, and memory cards work; later levels haven’t been fully played through, and the Windows and Linux builds have only been tested under Wine, a virtual machine, and containers. 16 of its 35 commits list Claude as a co-author.

You needYour own US Alien Resurrection disc image (SLUS-00633), as a .cue with its .bin files. There are builds for macOS 11 or later, 64-bit Windows 10 or 11, and x86-64 Linux (glibc 2.35 or later).

★ 45 · 2026-10-25 View →
Xbox Playable

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.

★ 45 · 2026-10-02 View →
SNES / Super Famicom Playable

F-Zero (craigshaw)

craigshaw/FZeroRecomp

A static recompilation of the US release, built with snesrecomp and recomp-ui, and independent of the other F-Zero recomp in the catalog. It has Original (8:7), 16:9, and 32:9 modes with the HUD placed for each, including the title, race intro, results, Grand Prix ending, and Records screens; Enhanced, Vivid, and Black & White filters besides the original colors; and extended records: the ten best race times and five best laps for each car on all 15 tracks, with a combined leaderboard, while keeping saves compatible with the original game. It includes a launcher, .srm or .sav save import, a choice of save folder, and screenshots. There are Windows x64, x86-64 Linux, and Apple silicon macOS builds that need no compiling. 0.6.0 (October 17) added Linux and the save folder choice. Its README states that AI coding assistants contributed to the runtime, tooling, testing, and documentation, and 35 of its 52 commits list Codex as co-author.

You needYour own headerless US F-Zero ROM for SNES: 524,288 bytes, LoROM, SHA-256 bf16c3c867c58e2ab061c70de9295b6930d63f29f81cc986f5ecae03e0ad18d2 (the same ROM with a 512-byte copier header is also accepted). Plus 64-bit Windows 10 or 11 (the filters need Direct3D 12 with Shader Model 6.0), an Apple silicon Mac with macOS 13 or later, or x86-64 Linux with glibc 2.38 or later.

★ 45 · 2026-10-18 View →
GBA Playable

Pokémon Emerald (mstan)

mstan/EmeraldRecomp

Static recompilation of Pokémon Emerald for Windows, Linux, and Android with gbarecomp. The ROM’s ARM7TDMI code is translated to C, and the console’s real BIOS is recompiled and run too; code the recompiler didn’t cover runs through an interpreter the first time, is compiled to native code, and is saved for later launches. It gets into gameplay, though its author still presents it as a preview. From the pret/pokeemerald decompilation it only takes function names and addresses, not its code. Since 0.1.0 it has two-player netplay, over the internet or LAN, with input delay or rollback: each machine simulates both consoles and the link cable, which has been play-tested; 0.1.1 added the Wireless Adapter for the Union Room, still experimental, with no trades or battles verified that way. It also has an experimental overworld widescreen mod (fit to window, 16:9, 21:9, or 32:9, portrait included) that shows more scenery and characters, another mod that makes the in-game clock follow your computer’s time, and, on Android, its own touch controls: tap to walk, draw a path with your finger, or pick moves directly in battle. Version 0.1.2 came out on October 18. 31 of its 74 commits list Claude as a co-author.

You needYour own US Pokémon Emerald ROM (SHA-1 f3ae088181bf583e55daf962a92bb46f4f1d07b7) and a dump of your Game Boy Advance BIOS. Plus 64-bit Windows, x86-64 Linux, or Android 9 or later on ARM64. For netplay, both players need the same recomp release and the same ROM.

★ 45 · 2026-11-01 View →
PS1 Experimental

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.

★ 44 · 2026-10-28 View →
PS1 Fully playable

Syphon Filter 2

alexbeavs-ps1-ports/syphon-filter-2-recomp

A static recompilation of the US release of Syphon Filter 2, both discs, built with psxrecomp: the resident executable runs as native x64 code on a runtime that reproduces the PlayStation hardware, and the streamed modules (overlays) not yet covered go through an interpreter, so some areas may run slower. According to its README, the full two-disc campaign and the disc change have been played and verified. It keeps the original’s logic, scripts, collision, AI, and 20 Hz world update, and doesn’t reach 60 fps: its author explains that without at least a partial decompilation, a coherent in-between frame can’t be rebuilt. As options, off by default, it has native 16:9 widescreen, PGXP geometry, and direct mouse camera control; the launcher allows two keys or mouse buttons per control, plus controllers and, since 0.2.0, local two-player games. 0.2.0 (September 23) brought a setup program for Windows, Linux, and macOS that asks for the BIOS and discs, verifies them, generates the code, and builds the game on your machine; on Linux and Intel macOS only startup has been checked, and on Apple silicon macOS only the build. Its README says it was developed with AI assistance, directed by its author.

You needYour own US Syphon Filter 2 discs, Disc 1 (SCUS-94451) and Disc 2 (SCUS-94492), as Redump CUE/BIN or CHD, and an SCPH-1001 BIOS dumped from your console (512 KiB, identified by its SHA-256). Plus Python 3; if CMake and Ninja are missing, setup downloads a portable pack.

★ 44 · 2026-09-30 View →
GBA Playable

Final Fantasy Tactics Advance (james2doyle)

james2doyle/ffta-recomp

FFTA Recomp: a static recompilation of the US release for Windows, Linux, Steam Deck, and Android, built with gbarecompx, the same author’s fork of gbarecomp. It’s a separate project from Jorge262007’s FFTARecomp. All the code that runs is translated ahead of time, with no interpreter fallback. No Nintendo BIOS is needed, since it bundles emibios, a free clean-room BIOS. It adds a widescreen view up to 448 pixels wide, a shader stack (MMPX edge smoothing, sharp scaling, pixel grid, LCD subpixel grille, dithering), experimental frame interpolation, LCD ghosting and several GBA screen modes, 2–10x fast forward, save states, and keyboard, controller, and touch controls. Version 2.0 (October 19) moved the engine from SDL to raylib, with a launch screen showing the box art, and brought a Steam Deck AppImage. Its README places it in R.A.I.D. (Retro AI Development), a static recompilation community, and for context points to an article on making these recompilations with AI.

You needYour own US Final Fantasy Tactics Advance ROM (AFXE, SHA-1 4ac05441f4de70a4ec3dd932116346c61b8783d9). Plus 64-bit Windows 10 or later, x86-64 Linux with OpenGL and X11 or XWayland, SteamOS 3, or Android 9 or later on arm64.

★ 43 · 2026-11-01 View →
PS2 Playable

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.

★ 43 · 2026-10-30 View →
PS1 Experimental

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.

★ 43 · 2026-08-29 View →
N64 Playable

WCW vs. nWo World Tour

jessetbh/WCWvsNWOWorldTourRecomp

Native PC port of WCW vs. nWo World Tour via static recompilation: full matches, local multiplayer, saves, and rumble.

You needA WCW vs. nWo World Tour ROM (N64, .z64).

★ 43 · 2026-10-28 View →
N64 Playable

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).

★ 42 · 2026-10-28 View →
N64 Playable

WWF No Mercy (jessetbh)

jessetbh/WWFNoMercyRecomp

A static recompilation of WWF No Mercy for Windows, with N64Recomp, N64ModernRuntime, and RT64, by the same author as the World Tour and Revenge ports already in this catalog. It’s in beta: it boots, plays through menus and matches with sound, controller, and keyboard, rumbles, and saves the cartridge’s flash memory automatically. There’s no decompilation of the game: its symbols come from its own disassembly. It adds widescreen, high resolution, menus with full control rebinding, and, as experimental options, 60 and 120 fps through interpolation, ray tracing with a lighting rig for every venue, a CRT filter, and HDR. It has a mods menu with a free camera, cheats, and a Quick Match tool, and many ROM hacks run as mods applied to your clean ROM.

You needYour own US WWF No Mercy ROM, revision 1; revision 0 and other regions won’t work. Plus Windows with a Direct3D 12 (Shader Model 6) or Vulkan 1.2 graphics card and a CPU with SSE4.1.

★ 42 · 2026-10-29 View →
Port (decomp) Playable

EarthBound (EarthBound Companion)

rages4calm/earthbound-companion

EarthBound Companion: a native Windows port of the US release, with preview builds for Linux, macOS, and Android. It has no engine of its own: it uses BrianPugh/earthbound’s C recreation of the game’s code, derived from the ebsrc disassembly, through seanstaggsQU’s fork, and adds its own patches and a launcher. It has two editions with separate saves: the original EarthBound and a native adaptation of the MaternalBound Redux hack, with its restored text and graphics and its gameplay changes. It offers 720p to 4K and 3440×1440 output, a wider view at 4:3, 16:9, and 21:9, smooth scrolling, image filters and CRT effects, MSU-1 music, remappable keyboard and controller, sprinting, 2x–16x fast-forward, experience and money multipliers, quick saves in five slots, save backups, 46 offline achievements, and Story Shuffle, its own randomizer. The author finished the Redux edition through the credits, and players report finishing both. Version 1.0.0 (October 13) completed the feature set, and the latest, 1.0.12, came out on October 20. Its author states it was made with help from OpenAI Codex. For the Redux edition, setup downloads the source of ShadowOne333’s MaternalBound Redux hack, pinned to one revision of its repository, and builds it on top of your ROM. If you leave it checked, it also downloads from archive.org the 164 tracks of ShadowOne333’s EarthBound MSU-1 music pack; it’s optional, and without it the original music plays.

You needYour own unmodified US EarthBound ROM (3 MiB, with or without the 512-byte header); other revisions and modified ROMs are rejected. Plus x64 Windows, or, for the preview builds, x64 Linux with glibc 2.38 or later, macOS 12 or later, or Android 8.0 or later. Setup needs an internet connection.

★ 41 · 2026-11-01 View →
Xbox 360 Playable

⑂ Fork of mchughalex/skate3recomp

Skate 3 (dougieprishpreed)

dougieprishpreed/skate3recomp-plus

An extended version of mchughalex’s Skate 3 recompilation for Windows, Linux and macOS, with 29 commits of its own ahead. It adds New San Vanelona, Skate 2’s city, reachable from the game’s locations menu, with 25 spawn locations, distant backdrop, skybox, clouds, water, animated vegetation, neon signs, reflective glass, original cars and peds, DLC maps and a night mode. It also fixes native renderer problems that affect every map (Hall of Meat bones, motion blur, vignette, shadows, hair, tattoos, traffic lights) and adds an imgui interface (RB+Start or Esc) with options such as night mode, unlocked ragdoll, no fall damage and walking out of bounds. Vulkan with the native renderer is the default and has only been tested on Windows; the emulated renderer is broken in New San Vanelona. v0.2e (October 25) has zips for Windows, Linux and macOS. 9 of its last 100 commits list Claude as a co-author.

You needYour own copy of Skate 3 for Xbox 360 as an ISO, chosen from the launcher; DLC is optional and comes from your own copy. Windows (the most tested), Linux or macOS on Apple silicon.

★ 41 · 2026-10-25 View →
PS2 Playable

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.

★ 40 · 2026-10-30 View →
N64 Playable

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.

★ 40 · 2026-10-30 View →
Xbox 360 Experimental

2010 FIFA World Cup South Africa

RamiChaaben8/Fifa_World_Cup_2010_PC_Port

An experimental, incomplete port of 2010 FIFA World Cup South Africa (Xbox 360) for Windows, based on the FIFA Street PC port and the ReXGlue SDK. The installer builds the port on your PC from your ISO and does not include the game; it leaves a folder with the game and a settings tool (Settings.exe) for the display and for choosing the executable. The README warns that some game paths may stop on missing recompiled functions or other compatibility issues. Version 0.6 (October 28) added resolution and upscaling options (profiles, internal resolution from 1× to 4×, FXAA, MSAA, and FSR), and fixes for team selection on the globe, the World Cup mode interface, and keyboard controls.

You needYour own ISO of 2010 FIFA World Cup South Africa for Xbox 360 (any region), extracted with extract-xiso; the installer asks for it and builds the port. 64-bit Windows with the Visual Studio C++ Build Tools (downloaded from Microsoft if missing) and several gigabytes free.

★ 39 · 2026-10-28 View →
Xbox Playable

Burnout 2: Point of Impact

timftw21/burnout2-recompilation

An unofficial static recompilation of the Xbox version for Windows. The project’s own recompiler, written in C++, translates the game’s code ahead of time into native functions, and a hand-written layer replaces the Xbox services: graphics go to Direct3D 11, and windowing, controllers, and sound go through SDL3. It’s a second attempt: the author pulled the first version, which was slower and more complex, and started over with a smaller one focused on speed. Startup, menus, many tracks and modes, music, sound effects, and saves work; testing every mode, every track, and full progression is still pending. It adds refresh rates from 60 Hz to unlimited at normal game speed, 1x–4x internal resolution, native 16:9 and 21:9 with the HUD in its proportions, MSAA or FXAA, up to 16x anisotropic filtering, optional ambient occlusion, 2x or 4x draw distance, your own music in the game’s music selection menu, rebindable keyboard controls, and experimental DLSS, FSR, and XeSS. The download is a source package: an installer checks your image, downloads the dependencies, and builds the game on your machine. Version 1.7 (October 19) added 21:9, a motion blur toggle, and song looping. Its author states that it was made with help from Codex.

You needAn XISO image of your own US copy of Burnout 2: Point of Impact for Xbox (.iso or .xiso); full-disc dumps must be converted to XISO first. Plus 64-bit Windows, a DirectX 11 graphics card, and, to build it, Visual Studio 2026 with Desktop development with C++ and the C++ CMake tools, CMake 4.2 or later, Git, LLVM 22.1 or later, and Ninja. The first build needs an internet connection.

★ 39 · 2026-10-31 View →
Xbox 360 Playable

WWE SmackDown vs. Raw 2010

nefariousjosiah/WWE-SVR2010-RECOMP

A native Windows port of the Xbox 360 version, by static recompilation with the ReXGlue SDK and a native renderer adapted from re:Blue’s, which instead of emulating the console’s GPU watches the game’s Direct3D library and draws the same scenes with Direct3D 12 or Vulkan; on Linux and Steam Deck it runs through Proton. It keeps the game’s own 60 fps mode in matches too, where the console dropped to 30, with 480p to 8K resolution and the edge blur and background blur off by default, though both can be turned back on. Matches load in about 15 seconds and there are no first-time stutters. You can pick the text language among English, Spanish, French, German, and Italian (commentary is English only), use your own songs as entrance music, as the console did with songs from its hard drive, and load your own DLC. It works with Xbox, PlayStation, Switch Pro, and Steam Deck controllers; keyboard controls are untested. It updates from inside the game when you choose to, backing up your saves first. Road to WrestleMania with a created superstar can crash after the second match. 2.0 came out on October 21. The download includes, inside the executable, the game’s shaders already converted for PC.

You needA .iso image of your own WWE SmackDown vs. Raw 2010 disc for Xbox 360, US or European release (Title ID 54510844, Media ID 518DE415, about 7.3 GB); optional DLC also from your console. Plus 64-bit Windows 10 or 11 and a Direct3D 12 or Vulkan graphics card, or Linux or Steam Deck with Proton Experimental.

★ 39 · 2026-10-24 View →
GBA Experimental

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.

★ 37 · 2026-10-19 View →
PS1 Fully playable

King's Field II / King's Field III

Voicedrew11/verdite3

Verdite3: a PC port of King’s Field II, the US edition (SLUS-00255) of Japan’s King’s Field III, built on RecompOne by the author of Verdite2, the King’s Field port. It adds 16:9, 16:10, and 21:9 widescreen with adjusted culling, perspective-correct textures without vertex wobble, anisotropic filtering, ambient occlusion, a Z-buffer, 24-bit color, 60+ fps at a consistent game speed, longer render distance, per-pixel lighting, water with waves and reflections, smooth fog, and better audio. It has keyboard and mouse, twin-stick or analog tank controls, gyro aiming for the bow, rumble on the bow (with DualSense haptics as a work in progress), an in-game settings menu, an automatic save reload on death, and C# mods. The released builds contain no game code: the launcher recompiles it from your disc image on first launch. Its author calls it playable from start to finish, with occasional issues, and describes it as an AI-driven attempt; 203 of its 230 commits list Claude as co-author. Version 0.2.0 (October 18) added a first-run setup to choose which gameplay and graphics changes to turn on.

You needYour own King’s Field II dump (PS1, North American edition SLUS-00255), as .cue/.bin or .chd; the launcher refuses the US King’s Field (SLUS-00158), which is a different game. There are builds for 64-bit Windows (installer or zip) and x86-64 Linux (AppImage).

★ 37 · 2026-10-18 View →
PS1 Playable

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.

★ 36 · 2026-10-12 View →
Dreamcast Playable

Soulcalibur (enrique363)

enrique363/voldorium

Voldorium is an unofficial native Windows and Linux port of Soulcalibur for the Dreamcast (US version, T-1401N V1.000), made by static recompilation: the game’s SH-4 code is translated into C with the project’s own translator and compiled together with a native runtime that stands in for the console’s hardware. It adds 16:9 widescreen (the 3D scene widens; the HUD, menus, and text keep their proportions), any resolution, multisample anti-aliasing, a virtual memory card, an in-game graphics menu, optional 16:9 artwork, and online versus in the main menu, with a worldwide lobby, matchmaking, NAT hole punching with a relay, and GGPO rollback netcode that joins Windows and Linux players. Voldorium.exe contains no game code: on first start it builds a module (sc_game.dll) on your PC with the translated code from your disc, and that module isn’t published because it derives from the game. Version 1.1.3, from October 31, is the latest. All 43 of its commits list Claude as a co-author, and the README names it among the project’s tools.

You needYour own dump of Soulcalibur for the Dreamcast, US (T-1401N V1.000), as a .gdi with its tracks; only that version works. Windows 10 or 11, or x86-64 Linux with glibc 2.28 or later, SDL2, and OpenGL, about 1 GB free, and an internet connection on first start, which downloads the Zig compiler and two Flycast files to build the module.

★ 36 · 2026-10-31 View →
N64 Playable

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.

★ 36 · 2026-11-01 View →
Xbox 360 Playable

WWE SmackDown vs. Raw 2008

nefariousjosiah/WWE-SVR2008-RECOMP

A native Windows port of the Xbox 360 version, by static recompilation with the ReXGlue SDK and a native renderer adapted from re:Blue’s, which instead of emulating the console’s GPU watches the game’s Direct3D library and draws the same scenes with Direct3D 12 or Vulkan; on Linux and Steam Deck it runs through Proton. It’s by the same author as the SmackDown vs. Raw 2010 port and shares its performance work. It keeps the game’s own 60 fps mode in matches too, where the console dropped to 30, with 480p to 8K resolution, the edge blur and background blur off by default, though both can be turned back on, and no first-time stutters. The disc has the text in English, Spanish, German, and Italian, but the game only ever showed English: the port lets you pick any of them (commentary is English only). It works with Xbox, PlayStation, Switch Pro, and Steam Deck controllers; keyboard controls are untested. It updates from inside the game when you choose to, backing up your saves first. 1.0.9 (October 20) fixed created superstars’ photos and names, and 2.0 came out on October 21. The download includes, inside the executable, the game’s shaders already converted for PC.

You needA .iso image of your own WWE SmackDown vs. Raw 2008 disc for Xbox 360, US or European release (Title ID 5451080B, Media ID 5E35F037, about 7.8 GB). Plus 64-bit Windows 10 or 11 and a Direct3D 12 or Vulkan graphics card, or Linux or Steam Deck with Proton Experimental.

★ 36 · 2026-10-24 View →
PS1 Playable

Ace Combat 3: Electrosphere

sal063/Ace-Combat-3-static-recompilation

A native Windows port of the Japanese PlayStation release, made by statically recompiling the MIPS code to C and linking it against rewritten versions of the Psy-Q libraries the game used, with no CPU emulator underneath; overlays run through an interpreter. The repository contains no game code: the C translation is generated on your machine from your disc when you configure the build. It produces two programs: ac3.exe draws the game in software, pixel for pixel as the console did, and ac3_enhanced.exe adds a Vulkan renderer with a 1–8x resolution scale, 16:9, perspective-correct textures and, in flight, longer draw distance, atmosphere, clouds, ocean, and forest, with a settings menu on F1. It mounts both discs at once, so it never asks for a disc swap, and supports SDL controllers and keyboard. It includes Team NEMO’s English fan translation (v0.9b3), applied in memory without touching your images. There’s a prebuilt release, V0.5 BETA (October 2): some cutscenes look wrong in widescreen and some in-mission videos get covered by terrain and clouds, which turning those options off avoids. It’s by the author of the Ace Combat 6 recompilation.

You needBoth discs of your own Japanese copy of Ace Combat 3: Electrosphere (SLPS-02020 and SLPS-02021), the “Rev 1” revision, as .bin files with 2352-byte sectors and their Redump names. Plus 64-bit Windows and a graphics card with a Vulkan driver. Building it requires Visual Studio 2022 or its Build Tools, LLVM (clang), CMake, Ninja, Python 3, the Vulkan SDK, and SDL3.

★ 35 · 2026-10-02 View →
Xbox Playable

Bloody Roar Extreme

bromurok/BloodyRoarExtremeRecomp

An unofficial native PC port of the original Xbox version of Bloody Roar Extreme (Bloody Roar: Primal Fury), made with Xbox XBE Recomp, with extended graphics options, a Vulkan renderer, high resolution, and controller support. An in-game configuration menu (F1) changes display mode, resolution, and render scale, and the keyboard has two layouts. The three regions (USA, Europe, and Japan) have their own executable, with the SHA-1 of the expected default.xbe. The README declares it was made with the help of Google Gemini. The releases are .rar files of about 11 to 19 MB with the already built executables; the latest is v1.0.4 (October 21). None of its 26 commits lists Claude as a co-author.

You needYour own copy of Bloody Roar Extreme for Xbox: USA (default.xbe SHA-1 e58541178170e32ba71babce2c9ccf905bdb4db4), Europe (60380ebc7bc976aefd7e75d72609a02fae74a507), or Japan (85d897dc5ae88f8914eda42d31be81b6386045fa), as .iso, .xiso, or an extracted folder. 64-bit Windows with Vulkan.

★ 35 · 2026-10-30 View →
GBA Playable

Pokémon FireRed / LeafGreen (mstan)

mstan/FireRedLeafGreenRecomp

Static recompilation of Pokémon FireRed and LeafGreen for Windows with gbarecomp, with a separate executable and download for each game. The ROM’s ARM7TDMI code is translated to C, and the console’s real BIOS is recompiled and run too. Both games boot and get into gameplay, but its author presents it as an early preview: code the recompiler didn’t cover runs through an interpreter the first time, is compiled to native code on the fly, and is saved to disk for later launches. From the pret/pokefirered decompilation it only takes function names and addresses, not its code. It has a pre-boot launcher to pick the ROM and BIOS and set up video, audio, and controls, plus save states. Version 0.0.4 (October 18) updated the engine and launcher. 18 of its 29 commits list Claude as a co-author, and the first one describes itself as the work of a Codex session.

You needYour own US v1.0 Pokémon FireRed (SHA-1 41cb23d8dccc8ebd7c649cd8fbb58eeace6e2fdc) or LeafGreen (SHA-1 574fa542ffebb14be69902d1d36f1ec0a4afd71e) ROM, depending on the game, and a dump of your Game Boy Advance BIOS. Plus 64-bit Windows.

★ 33 · 2026-11-01 View →
GameCube Playable

Scooby-Doo! Night of 100 Frights

josiahg2502-glitch/Scooby-Doo-Refrightened

Scooby-Doo: Refrightened: a Windows port of the US GameCube release, made by statically recompiling the PowerPC code to C++ with WiiCompiled; the console’s graphics, audio, and system calls are reimplemented. It’s by the same author as Scooby-Doo: Re-Masked, also in the catalog. It offers up to 4K, true widescreen (16:9, fill, or cinematic 2.39:1) that widens the game’s own camera instead of stretching the picture, or the original 4:3, and 30, 60, or 120 fps without changing game speed. It adds MSAA, HDR, controllers and keyboard with rebindable controls, and on-screen prompts that match your Xbox, PlayStation, or Nintendo controller. It saves to GameCube memory cards, can skip the intro movies, and supports mods that replace game files or textures. A launcher installs the game from your disc image. The download includes an HD texture pack by dogerki, published on the Dolphin forums, which can be turned off. Version 1.0 came out on October 17 and 1.0.2 the next day. All nine of its commits list Claude as co-author.

You needYour own dump of Scooby-Doo! Night of 100 Frights for GameCube, US release 1.01 (GIHE78, revision 1), as an .iso, .gcm, or .ciso. Plus 64-bit Windows 10 or 11.

★ 33 · 2026-10-18 View →
N64 Playable

Snowboard Kids (cdlewis)

cdlewis/snowboardkids-recomp

Snowboard Kids: Recompiled, a static recompilation of the US release, built with N64Recomp and with RT64 as its renderer. It isn’t based on the same author’s decompilation, though it uses its headers and some functions for its patches. It runs at any frame rate (your monitor’s by default) without changing game speed, and at any aspect ratio, ultrawide included, with an option to keep the HUD at 16:9. It adds in-game settings menus you can use with mouse, controller, or keyboard, adjustable deadzone and Y-axis inversion, low input lag, and near-instant loading. It supports mods and texture packs, with a template and documentation for making them. There are builds for Windows, Linux (also as a Flatpak and for ARM64), and macOS. Split-screen multiplayer is planned. 1.0.4 came out on October 4 and the latest, 1.0.6, on October 13, making texture packs easier to create and fixing the training screen.

You needYour own US Snowboard Kids ROM for N64; if it isn’t a .z64 it’s converted automatically, and no other ROM is accepted. Plus a graphics card with Direct3D 12.0 (Shader Model 6), Vulkan 1.2, or Metal Argument Buffers Tier 2 (at least a GeForce GT 630, Radeon HD 7750, or Intel HD 510), a CPU with SSE4.1 on x86-64, and, on Windows, the Visual C++ Redistributable. On a Mac, Apple silicon or a 7th-gen Intel CPU with macOS 13 or later.

★ 33 · 2026-10-31 View →
Xbox 360 Playable

WWE SmackDown vs. Raw 2009

nefariousjosiah/WWE-SVR2009-RECOMP

A native Windows port of the Xbox 360 version, built with ReXGlue, which translates the game’s executable to C++ and reads its data straight from your disc image. Instead of emulating the console’s GPU, a renderer adapted from re:Blue’s (Blue Dragon) draws the same scenes through Direct3D 12 or Vulkan, with the shaders converted ahead of time. Everything runs at 60 fps, matches and Road to WrestleMania cutscenes included, using the game’s own 60 fps mode, which the console dropped to 30 for matches; resolution goes from 480p to 8K. Matches load in about 20 seconds instead of nearly a minute; text and menus can be set to English, Spanish, French, German, or Italian (commentary stays in English); it supports your own MP3 entrance music and the DLC packages from your console, and it updates from inside the game. It works with Xbox, PlayStation, Switch Pro, and Steam Deck controllers, with local multiplayer, and on Linux and the Steam Deck through Proton (720p at 60 fps on the Deck). Its author leaves the roster and gameplay unchanged. 1.0 came out on October 19 and 2.0 on October 21, with two blur options (edge and background) that are off by default. The download’s executable includes the game’s shaders, converted for PC.

You needYour own disc image (.iso, about 7.3 GB) of WWE SmackDown vs. Raw 2009 for Xbox 360, US/Europe release (title 54510826, media 7AFA4596); DLC, if you want it, copied from your own console. Plus 64-bit Windows 10 or 11 and a Direct3D 12 or Vulkan graphics card; on Linux and the Steam Deck, Proton Experimental.

★ 33 · 2026-10-24 View →
PS1 Playable

The Simpsons Wrestling

TekRantGaming/simpsons-wrestling-recompiled

The Simpsons Wrestling Recompiled: a static recompilation of the North American release (SLUS-01227) as a native Windows and Linux program, built with psxrecomp and with the same author’s TRG Launcher, which asks for your disc image, checks that it’s the right one, and reads it where it is, without copying it. It adds 16:9 in matches with real extra picture (more of the arena and crowd at the sides, and the health bars and portraits at the edges), render resolution from 240p to 8K or your screen’s own, anti-aliasing, stable geometry without the PlayStation’s wobbling polygons, CRT, composite, or Trinitron filters with scanlines, and 60 fps in matches at the original game speed (the original manages 20 to 30), with an experimental 120 fps mode. By default it skips the intro and unlocks every wrestler, both circuits, and Bonus Match Up, both of which can be turned off, and it has fast loading, controllers picked up even when switched on mid-game, two players, button remapping, and rumble. The launcher checks GitHub for updates and installs them, keeping your settings and saves. Pausing a match in widescreen puts some labels back at their 4:3 positions, and the Linux build has only been tested under WSL. Its README states that the port was made almost entirely with Claude Code: the repository owner directed and tested the work, and the AI did the analysis, code, tools, and documentation. 1.0.0 came out on October 7.

You needYour own North American The Simpsons Wrestling disc image (SLUS-01227): a .cue with its .bin next to it. Plus 64-bit Windows 10 or 11, or 64-bit Linux from 2023 or later (glibc 2.38), and an OpenGL 3.3 graphics card.

★ 32 · 2026-10-13 View →
Game-specific engine Playable

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).

★ 31 · 2026-11-01 View →
Xbox 360 Playable

Perfect Dark (Xbox 360, CaiusCodes)

CaiusCodes/Perfect-Dark-XBLA-PC-Recomp

A native Windows version of Perfect Dark from the 2010 Xbox Live Arcade remaster, made by static recompilation with ReXGlue. It runs at 60 fps up to 4K, with keyboard and mouse or an Xbox controller, and has LAN or virtual-LAN multiplayer for up to 8 players and two-player co-op. It offers render scale from 1x to 3x, upscaling with AMD CAS or FSR 1, Direct3D 12 on NVIDIA and Vulkan on AMD and Intel, leaderboards and achievements kept on your PC, and optional extras at setup (all cheats, 100% story completion, all multiplayer content). On first start a setup window reads the Xbox 360 package you give it, checks that it is the supported version and imports the game data into its folder; it doesn’t need the package afterwards and doesn’t contact Xbox Live. v0.9.0 (October 28, a zip of about 14 MB) is the only release. 2 of its 16 commits list Claude as a co-author.

You needYour own Perfect Dark XBLA package for Xbox 360 (title ID 584109C2). 64-bit Windows 10 or 11, a CPU with AVX2, and a graphics card with DirectX 12 or Vulkan support.

★ 31 · 2026-10-28 View →
PS1 Experimental

Shadow Tower

JFryy/reshadowtower

ReShadowTower: an experimental static recompilation of the US release (SLUS-00863) for Windows and Linux, built with PSXRecomp. The game’s code is generated and compiled on your machine from your disc with tools bundled in the package, with nothing downloaded, and paths that haven’t been translated fall back to an interpreter; no console BIOS is needed, since it includes OpenBIOS. It adds mouse look and WASD movement, a render scale up to 8x (3x by default), sharper filtering for environment textures, projection-based widescreen (16:9 and 21:9, with a stretched HUD), FXAA, adaptive sharpening, and optional color grading, grain, bloom, and a CRT filter, plus save states on F7. Its own launcher holds the graphics, audio, and control settings. Controllers use the original digital controls, and the game logic keeps its original pace of about 20 updates per second: the author hasn’t enabled an unlock because the test version sped the game up. Version 0.2.0 came out on October 5.

You needYour own BIN/CUE dump of Shadow Tower (USA) for PS1 (SLUS-00863); other regions aren’t supported, nor an ISO or CHD with its extension changed. Plus 64-bit Windows (installer) or x86-64 Linux (AppImage), with OpenGL 3.3 drivers.

★ 31 · 2026-10-06 View →
Fan remake Playable

Woody Woodpecker: Escape from Buzz Buzzard Park

jjmhalew/WoodyRE

WoodyRE: a reimplementation of the 2001 PC game’s engine, rebuilt by reverse engineering, that runs the original data from your own CD. Its author documented the game’s script virtual machine and every format of its 28 levels, validated byte for byte. On first start it looks for the CD (or a mounted ISO image), copies and checks about 640 MB of files, and no longer needs it after that. There are builds for Windows, Linux and Steam Deck, Android with touch controls, and, experimentally, a homebrew Switch. It adds any resolution, widescreen, windowed or fullscreen, vsync and a frame cap, and, as options, ambient occlusion, SMAA, MSAA, and difficulty tweaks, plus PlayStation and Xbox controllers with rumble, remappable controls, and HD texture packs. Saves use the original’s format, which can be imported. 89 of its last 100 commits list Claude as a co-author.

You needYour own CD of Woody Woodpecker: Escape from Buzz Buzzard Park for PC: the English 1.00 release, the Spanish one, or the 2002 Brazilian, Polish, and Russian ones; others are untested. Plus Windows, Linux with SDL2, or 64-bit Android 7.0 or later.

★ 31 · 2026-10-25 View →
Xbox 360 Fully playable

X-Men: Destiny

florinp93/xmd-recompiled

“XMD Recompiled”: a native Windows port of the Xbox 360 version, by static recompilation with the ReXGlue SDK. According to its first alpha, the game is playable from start to finish. An installer asks for your ISO, extracts it, and creates a shortcut to a launcher with settings for resolution scale (over the original 1280×720), MSAA, FXAA, anisotropic filtering, vsync, and fullscreen, plus advanced options; the launcher checks GitHub for updates and installs them. It supports keyboard and mouse plus DualSense, DualShock, and Xbox controllers through SDL3, and writes a crash dump if the game closes. It’s still in alpha: button icon texture replacement is disabled and some visual effects may render wrong. 0.1.0-alpha.2 fixed a crash when continuing or starting a new game, and the latest, 0.1.0-alpha.3, came out on August 31. Its author states that AI was used for documentation, research, and commit messages, and that the code and decisions are their own; two of its commits list Devin as co-author.

You needYour own copy of X-Men: Destiny for Xbox 360 as an ISO. Plus 64-bit Windows 10 or 11 and a Direct3D 12 graphics card.

★ 31 · 2026-09-02 View →
Xbox 360 Experimental

Guitar Hero II (jillsandwich1998)

jillsandwich1998/reGH2

Guitar Hero II for Xbox 360 on PC, rebuilt on your machine from your own copy; for now Linux only, with Vulkan. The game’s PowerPC code in default.xex is translated to C++ once, on your machine, with the ReXGlue SDK’s code generator, and compiled with a compiler that ships inside the AppImage; no game file and no code generated from it is distributed. Since 0.2.0 the game no longer runs on the SDK’s runtime (derived from Xenia): it uses its own code for the system core and a native Vulkan renderer at 1080p, 1440p, and 4K, with SDL3 for audio and controllers, and it stays at 60 fps because the logic is tied to 60 Hz. The README warns that this is a pre-release: it has been played in Quick Play and in Career mode up to the fourth venue, with an X-plorer guitar and on a single machine (AMD, Mesa RADV), but not from start to finish, and how it behaves on NVIDIA, Intel, or SteamOS is unknown. The latest version is 0.2.0 (October 27). 21 of its 22 commits list Claude as a co-author.

You needYour own copy of Guitar Hero II for Xbox 360 (USA): the disc image, the extracted game, or the folder with default.xex. Plus 64-bit Linux with a Vulkan driver for your graphics card (the AppImage doesn’t include it).

★ 29 · 2026-10-27 View →
Xbox 360 Playable

Rumble Roses XX

JesusTaylo/rumble-roses-xx-recomp

An unofficial work-in-progress native PC port made by static recompilation: the game’s PowerPC code is translated to C++ and compiled for x86-64 with the ReXGlue SDK on your own PC, from your own copy. It isn’t an emulator. The README calls it alpha: it boots, plays the intro video, reaches the menus, and full matches are playable with a gamepad; it was tested on a single PC (Windows 11 with integrated Intel UHD graphics). A small .NET Framework launcher (about 2.7 MB, with no game files or recompiled code) runs setup.ps1 and then the game; the first install takes 20 to 90 minutes, mostly compiling. Online play is out of scope. The development docs are mostly in Spanish. Launcher v0.2 is from October 26. It states it was developed with the help of Claude Code; all 5 of its commits list it as a co-author.

You needYour own copy of Rumble Roses XX for Xbox 360 as a disc image (.iso), which the setup extracts with extract-xiso; no key is needed from you. 64-bit Windows 10 or 11, a Direct3D 12 graphics card, about 25 GB free and, to build, Visual Studio 2022 Build Tools with C++, LLVM/clang, CMake, Ninja, Git and Python 3 (the launcher installs what is missing with your confirmation).

★ 29 · 2026-10-26 View →
Wii Playable

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.

★ 29 · 2026-10-31 View →
Port (decomp) Playable

Top Gear

thebradshaw/topgear-pc

A PC port of the SNES game Top Gear, presented as a faithful decomp with optional widescreen, a full-screen one-player view, and higher frame rates. The race program (the per-frame update, the renderer, the cars, the sprites, and the raster interrupts) now runs as translated C; the menus and a few routines still run the original code on LakeSnes, an embedded emulator that also checks the C code call by call. The C races drop the original’s slowdown and loading pauses, and --original plays the game’s own code throughout. Graphics, sound, and music come from your ROM, which must be unmodified; the assembly that the disassembly tool generates stays on your machine and is never published. The latest release, 0.1.3 (October 20), ships Windows and an experimental Linux build. 89 of its 90 commits list Claude as a co-author.

You needYour own unmodified Top Gear (USA) ROM, 524,288 bytes (SHA-256 ca9889f17f184b3d99a2eaaa82af73e366f03ed00313fdd369e5e023b208e788); a 512-byte copier header is removed automatically. 64-bit Windows or 64-bit Linux (experimental).

★ 29 · 2026-10-28 View →
PS1 Experimental

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).

★ 28 · 2026-08-29 View →
Xbox Experimental

The Sims 2

abilliontokens/sims2-recomp

An unofficial native port of the original Xbox version of The Sims 2 (USA), produced by statically recompiling the x86 XBE with the XboxXBERecomp SDK. According to the README it reaches live gameplay on Windows and Linux: it plays the startup movies, reaches the title screen and main menu, and enters live gameplay on a lot; on Linux (Vulkan) it reaches the title and a 3D neighborhood scene. It adds a settings panel (F1) and a frame-time graph (F2), and replaces the engine’s frame step so the game keeps its real speed at any frame rate. The author has not yet published frame-rate or resolution measurements. Version 0.2.0 (October 20) includes Windows and Linux packages.

You needYour own copy of The Sims 2 for the original Xbox, USA, as a disc image (whole-disc dump or xiso) or with the extracted files (default.xbe with its DATA and movies folders), in the assets folder. It only runs the XBE it was recompiled from (USA retail, SHA-1 starting with 16f9e41c). 64-bit Windows 10 or 11 with Direct3D 12, or Linux with Vulkan.

★ 28 · 2026-10-20 View →
Game Boy Playable

Wario Land: Super Mario Land 3

GABRIELNNK/Bigodao

Bigodão: WL SM3: a native Windows, Linux, and Android port made by static recompilation with gb-recompiled, which its author presents as a study project. It starts from the original cartridge with korxo’s DX 1.2 color patch, applied in memory without touching your ROM. Since 1.0.0 the game is drawn by the port itself instead of the emulated PPU (a full comparison with the emulated mode found zero differences), with 1x to 4x internal resolution and 16:9 widescreen on by default, showing more of the level at the sides. It supports mods as .o2r files: high-resolution tile and sprite packs, with tools to capture scenes, paint them, and pack them, and .ogg music in place of the Game Boy soundtrack, while sound effects still come from the original audio. On Windows it’s a single executable with no DLLs. Version 1.1.1 (October 20) brought a more readable launcher, blurred edges in the parts that aren’t widescreen, and experimental 120 fps.

You needYour own Wario Land: Super Mario Land 3 ROM, World release (SHA-256 ac1682f17abcf590311a233289ee325214c2d71ab3a5aa175004002d85075e56), and korxo’s “Wario Land - Super Mario Land 3 DX (World)” 1.2 IPS patch (SHA-256 599d9f59090df3e1e77c1678e069290a2cd9ce59c71cf58d66c4dc3db8b7facd). Plus Windows, Linux, or arm64 Android.

★ 28 · 2026-11-01 View →
Port (decomp) Playable

SegaSonic the Hedgehog

cheviman/segasonic-port

A native port of Sega’s System 32 arcade game for Windows, Linux, and macOS, built from the decompilation of the game’s program to C (segasonic-decomp) and built for each system; it is not an emulator. A console version made for playing at home sits alongside the arcade one, both from the same program, with 16:9 widescreen, time attack, and a stage select. The author checks the arcade version with 98 scenarios (the attract mode, one- to three-player games, every stage, the ending, and the test mode) that run on the game and on the original program on MAME’s V60 core, and the two match frame by frame. Version 1.3.0 (October 29) provides packages for Windows x64, Linux x64, macOS (Apple Silicon and Intel), and Anbernic H700 handhelds; with the assets made on your computer there are also builds for the Switch and Android.

You needYour own copy of the arcade ROM set: MAME’s sonic.zip (SegaSonic The Hedgehog, Japan, rev. C), 18 files, which the game checks by CRC32 and from which it extracts an asset pack (segasonic.assets) on first run that is yours and not to be shared. Plus Windows x64, Linux x64, or macOS.

★ 27 · 2026-10-31 View →
Mega Drive / Genesis Playable

Sonic the Hedgehog 2

mstan/SonicTheHedgehog2Recomp

Static recompilation of Sonic the Hedgehog 2 for the Mega Drive with segagenesisrecomp, its author’s own recompiler. It goes well beyond the original: rollback online play for up to four players plus spectators, local party play, Super forms for every character, and adaptive widescreen. Amy and Knuckles are playable if you also supply the ROMs they come from. There’s only a Windows build. 31 of its last 100 commits list Claude as a co-author.

You needYour own Sonic the Hedgehog 2 ROM (World version, Rev A or REV01). For online play, everyone needs the same recomp version.

★ 27 · 2026-10-28 View →
N64 Experimental

WCW/nWo Revenge

jessetbh/WCWnWoRevengeRecomp

Native PC port of WCW/nWo Revenge via static recompilation. A sibling of the World Tour port, in active development. 2 of its 100 commits link a Claude Code session.

You needA WCW/nWo Revenge ROM (N64, .z64).

★ 27 · 2026-10-28 View →
N64 Playable

⑂ 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.

★ 26 · 2026-10-18 View →
Xbox 360 Playable

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.

★ 26 · 2026-10-23 View →
Xbox Experimental

Marvel Nemesis: Rise of the Imperfects

15Cyber/marvel-nemesis-recomp

An unofficial Windows port of the Xbox version by static recompilation with XboxXBE-Recomp. It’s an alpha distributed as source only: you build the game yourself from your own files. On its author’s PC, a fresh build, campaign gameplay, two-player local Versus, and saving and loading have been tested, without claiming the campaign can be finished. It adds a PC settings menu inside the game itself, resolution and render scale, MSAA and SMAA, anisotropic filtering, ambient occlusion, sharper character shadows, bloom, longer visibility distance, remappable keyboard and controllers, optional cheats, a selector for test scenes left on the disc, and an experimental mods folder for replacing files. It states it was made with help from OpenAI Codex and Anthropic Claude, with testing and approval by its author.

You needThe extracted files from your own copy of Marvel Nemesis for Xbox, with a default.xbe from the exact supported release (SHA-1 66481feb…); other releases won’t work. To build it, 64-bit Windows with Visual Studio, Clang, CMake, Ninja, the Windows SDK, and Git; to play, a Direct3D 12 graphics card.

★ 25 · 2026-10-29 View →
Xbox 360 Experimental

Pirates of the Caribbean: At World’s End

ElGuslml/PiratesAtWorldsEndRecomp

A native Windows version of the Xbox 360 game, recompiled with the ReXGlue SDK and drawn with a native Vulkan renderer; it offers sharper graphics, wide screens and 60 fps. It is an early release: the first levels have been played, in sessions of an hour, without problems, and later levels haven’t been tested. The README says the released program contains the game’s code recompiled for the PC, but none of its files, and that it doesn’t run without yours. A launcher installs the game from your ISO. v0.3.0 (October 27) is the latest of three releases. It states it is developed with the help of Claude; 97 of its last 100 commits list it as a co-author.

You needYour own Pirates of the Caribbean: At World’s End disc for Xbox 360 (the USA one), made into an ISO image that the launcher installs. 64-bit Windows 10 or 11 and a graphics card with a Vulkan driver.

★ 25 · 2026-11-01 View →
Native layer Playable

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.

★ 25 · 2026-10-30 View →
Xbox 360 Playable

Skate

cookingwithsimon/Skate1Recompiled

An unofficial native Windows port of skate (EA Black Box, 2007) for Xbox 360, made by statically recompiling the console executable to C++ with ReXGlue, using the SDK fork from the Skate 3 recompilation and following the same approach as Skate2Port. According to the README, the intro videos, menus, audio, career start, and Freeskate work. Everything derived from the game (extracted files, decrypted image, generated C++) is produced locally and ignored by git. macOS support on Apple Silicon is theoretical and nobody has run it. Version 0.2.0 is from October 11. 12 of its 18 commits list Claude as a co-author.

You needYour own copy of skate for Xbox 360 as an ISO (for example, Skate. (USA).iso), extracted into the game folder. To build: Windows, Visual Studio 2022 Build Tools, LLVM/Clang 18 or newer, CMake 3.25 or newer, Ninja, and Python 3.

★ 25 · 2026-10-24 View →
SNES / Super Famicom Fully playable

ActRaiser

DerrickGold/ar-recomp

A static recompilation of the US cartridge: the 65816 code is translated to C with snesrecomp-go, the project’s own Go port of snesrecomp, and linked with a hand-written SDL3 runtime. A Builder for Windows (x64 and ARM64), macOS (Apple silicon and Intel), Linux (x64 and ARM64), and Steam Deck includes the compiler, verifies your ROM, and builds the game on your machine, offline too; the downloads contain no game code. According to the project, the full US campaign has been played from start to finish: all six towns, all 12 acts, Death Heim, and the ending. It boots with the original 4:3 look, and everything else is optional: true 16:9 or 16:10 widescreen that extends the backgrounds, a Diorama mode that splits the action stages into 3D planes, towns rebuilt in 3D with terrain relief and voxel models, a spherical 3D world for traveling between them, GPU and CRT effects, high-resolution Mode 7, interpolated frames on high-refresh displays, an HD title logo, replacement music in OGG, language packs with their own editor, US, Japanese, or European regional rules, ten save slots, and optional fixes for bugs in the original. The latest pre-release is 0.803 (October 17), and a full decompilation is in progress. Its README states that several AI coding assistants contributed to the tooling, runtime, debugging infrastructure, and documentation, and 121 of its 901 commits list Claude as co-author.

You needYour own US ActRaiser ROM for SNES (internal title ACTRAISER-USA), 1,048,576 bytes without a copier header, internal checksum 0x83DB, SHA-256 b8055844825653210d252d29a2229f9a3e7e512004e83940620173c57d8723f0. Plus Windows 10 or 11 (the Builder uses WebView2, which they already include), macOS, Linux, or a Steam Deck.

★ 24 · 2026-10-30 View →
PS1 Fully playable

⑂ 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).

★ 24 · 2026-10-30 View →
N64 Experimental

Body Harvest (danielgomesvieira2000)

danielgomesvieira2000/body-harvest-recomp

Body Harvest: Recompiled, a native Windows and Linux port by static recompilation with N64Recomp, on N64ModernRuntime, with RT64 for rendering and RecompFrontend for the launcher. The recompiler reads the matching build of the game’s decompilation (body-harvest-decompilation), whose names it also uses, and the launcher and tooling come from the same author’s Wave Race 64: Recompiled. It adds widescreen at your window’s aspect ratio, a genuinely wider view in which the game also draws what’s at the sides, indoors included, with the radar, bars, and weapon panel anchored to the edges; a high frame rate through interpolation (the logic keeps its own 20 fps); graphics, sound, and controls settings with remapping; a mods tab; keyboard and controller; EEPROM saves; Rumble Pak; and a debug menu with a HUD editor. Version 0.1.0 (September 17) is very early: only the start, up to the first part of Greece, has been played, and vehicles, the later levels, and loading saves are untested. Its author states it was built with Claude Code, and all 36 of its commits carry Claude as co-author.

You needYour own US Body Harvest ROM (SHA-1 bbb6666f5014a473747ee4145f036d9fb25d7348), as .z64, .n64, .v64, or a ZIP; no other version works. Plus 64-bit Windows or Linux; the Linux build has only been run under WSL.

★ 24 · 2026-09-17 View →
GBA Playable

Fire Emblem: The Sacred Stones

Lordingard/SacredStonesRecomp

A static recompilation of Fire Emblem: The Sacred Stones to a native Windows executable and an Android arm64 app, on a fork of the gbarecomp runtime and another of the recomp-ui launcher. The README calls it playable, though still early: it boots from the launcher, which selects the ROM and BIOS, with save states in nine slots, fast-forward from 2x to 10x, rewind, full screen, gamepad, mouse on Windows and touch controls on Android, and ZIP export of saves. On Android there is a signed arm64 APK, tested by the author on several devices. Version 0.1.20, from October 17, is the latest. The README states substantial development help from OpenAI Codex.

You needYour own ROM of Fire Emblem: The Sacred Stones for the GBA, US (revision 0), and a GBA BIOS. 64-bit Windows or Android arm64; to build, the toolchain the README describes.

★ 24 · 2026-10-17 View →
Xbox 360 Experimental

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.

★ 24 · 2026-10-21 View →
GBA Playable

Pokémon Ruby / Sapphire (mstan)

mstan/RubySapphireRecomp

Static recompilation of Pokémon Ruby and Sapphire for Windows with gbarecomp, with a separate executable and download for each game. The ROM’s ARM7TDMI code is translated to C, and the console’s real BIOS is recompiled and run too. Both games boot and get into gameplay, but its author presents it as an early preview and warns that, as the oldest Generation III engine, it should have a few more boot, save, and clock quirks than their FireRed and Emerald recomps. Code the recompiler didn’t cover runs through an interpreter the first time, is compiled to native code on the fly, and is saved to disk for later launches. From the pret/pokeruby decompilation it only takes function names and addresses, not its code. It has a pre-boot launcher to pick the ROM and BIOS and set up video, audio, and controls, save states, and an optional Absolute RTC mod that makes the in-game clock follow your computer’s time. Version 0.0.5 (October 18) updated the engine and launcher. 15 of its 28 commits list Claude as a co-author.

You needYour own US (revision 1) Pokémon Ruby (SHA-1 610b96a9c9a7d03d2bafb655e7560ccff1a6d894) or Sapphire (SHA-1 4722efb8cd45772ca32555b98fd3b9719f8e60a9) ROM, depending on the game, and a dump of your Game Boy Advance BIOS. Plus 64-bit Windows.

★ 24 · 2026-11-01 View →
GBA Experimental

Super Mario Advance 2: Super Mario World

mstan/SuperMarioAdvance2Recomp

An experimental static recompilation of Super Mario Advance 2: Super Mario World for Windows, a byproduct of the development of gbarecomp. It runs the original Game Boy Advance game as a native desktop application, with a launcher, display, audio, and controls settings, and an optional Adaptive Widescreen mod, off by default, that renders extra content at the sides in supported scenes up to 9:5 and leaves menus and the HUD in the original area. Per the README, the game boots and runs through its opening and attract sequence; it is an experimental release and the widescreen work continues scene by scene. Version 0.0.4 is from October 18. 3 of its 16 commits list Claude as a co-author.

You needYour own copy of Super Mario Advance 2: Super Mario World for Game Boy Advance, from the USA or Australia, plus a retail GBA BIOS. Plus Windows.

★ 24 · 2026-10-19 View →
PS1 Playable

Tomba! 2: The Evil Swine Return

mstan/Tomba2Recomp

Native recompilation of Tomba! 2 (US version) with psxrecomp, with 21:9 support and full-frame-rate OpenGL. Part of the R.A.I.D. ecosystem. 26 of its last 100 commits list Claude as a co-author.

You needA disc image of Tomba! 2 (PS1, US version).

★ 24 · 2026-10-31 View →
GBA Experimental

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.

★ 24 · 2026-10-19 View →
Game-specific engine Playable

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.

★ 24 · 2026-10-31 View →
PS1 Playable

Earthworm Jim 2

elprogramadorloco-arch/jim2-recomp

A native Windows version of the PlayStation release of Earthworm Jim 2, produced by static recompilation with psxrecomp: the game’s MIPS code is translated to C and compiled into a normal Windows executable. It is not an emulator and does not include the game: you build it on your PC from your disc. The boot loader and all 19 game executables (main menu, the 17 levels, and the ending) are recompiled ahead of time, and every level was checked against the DuckStation emulator during development. The first build downloads a portable toolchain and the framework sources at pinned commits and takes roughly 30 to 60 minutes. It includes a partial 16:9 widescreen patch, on by default: Puppy Love 1-3, Flyin’ King, and Lorenzo’s Soil still play in 4:3, as do menus, transitions, videos, and the ending. Version 0.2 (October 3) is the latest release.

You needYour own dump of the European release (SLES-00343): the Redump set with one .cue and 15 .bin tracks (track 1 SHA-256: D251CF65BB60EE375778F4369CF74FB88371E07EAB51EC337C0AD34F8DEF932B). Plus 64-bit Windows 10 or 11, about 6 GB free (16 GB of RAM recommended for the build), and an internet connection for the first build.

★ 23 · 2026-10-03 View →
N64 Playable

Glover

ThatGuyMcd/Glover-R

A static recompilation of the Nintendo 64 Glover that brings it to Windows and Linux, with widescreen, higher frame rates, and a modern camera. The launcher and the in-game settings (F1 or Escape) cover resolution, frame rate, interpolation, texture filtering, field of view, and draw distance, with an Original value that restores the stock settings, and Controller Studio lets you assign a keyboard, mouse, or gamepad input to each N64 control. A Mods tab installs mods and texture packs with profiles of their own, and the release bundle includes the Mod SDK and Modern Analogue Camera 1.0.2, which adds right-stick, keyboard, and mouse look. Version 1.0.1 (October 6) provides Windows x64, Linux AppImage, Linux portable, and Steam Deck packages.

You needYour own unmodified US Glover ROM, revision 0, game code NGVE, 8 MiB, as a .z64, .n64, or .v64 with SHA-1 270be17b3c8da9b88a7b99c2a545b0bce16837f4, which you choose in the launcher. Plus Windows x64 or x86-64 Linux (the x86_64 package on the Steam Deck).

★ 23 · 2026-10-06 View →
GBA Playable

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.

★ 23 · 2026-11-01 View →
Port (decomp) Playable

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).

★ 22 · 2026-11-01 View →
Virtual Boy Playable

Mario's Tennis

mstan/MarioTennisVirtualBoyRecomp

A static recompilation of the Virtual Boy Mario’s Tennis with vbrecomp, the author’s own framework: the cartridge’s V810 code is translated to C once, function by function, and compiled to native code, while the runtime library reimplements video (VIP), sound (VSU), interrupts, and timers. A full match against the CPU completes, and the title screen matches Beetle VB pixel for pixel; version 0.2.0 (June 29) fixed the speed, which ran at double, and locked it to the console’s 50.27 Hz. It shows one eye’s image or, with an option, both stacked. It has the recomp-ui launcher with its own Virtual Boy theme, rebindable keyboard and controller input, and a mod catalog that leaves the ROM untouched; since 0.2.2 (September 8) it includes an experimental mod, off by default, that colors characters, portraits, court, and scoreboard using material masks over the original art. Version 0.2.3 (October 19) reached the courts with all seven characters in singles and doubles. The download is for 64-bit Windows; there were Linux and macOS builds. The repository includes the C code generated from the ROM (about 17 MB). 7 of its 23 commits list Claude as a co-author.

You needYour own Mario’s Tennis cartridge dump for Virtual Boy (524,288 bytes, CRC32 7CE7460D, SHA-256 5dc5e6b5d5f538f56b3b9727db1c7931d9dfe1bbd0743f698897e0fd90e70101). Plus 64-bit Windows.

★ 22 · 2026-10-19 View →
N64 Playable

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.

★ 21 · 2026-10-28 View →
DS Experimental

Final Fantasy Crystal Chronicles: Echoes of Time

JonathanDC64/FFCCEOT-Recomp

A native PC port of the Nintendo DS version, made by static recompilation: the game’s ARM code is translated to C and compiled on your PC, not emulated. When you pick your ROM the first time, the game is built on your PC in about a minute. It plays on a single screen by default, with the second screen as a touchable picture-in-picture and other layouts available, with an OpenGL renderer up to 16 times the DS resolution, widescreen, interpolation from 30 frames to 60 or your monitor’s rate, full gamepad play, and online play. The README calls it alpha: it boots and plays from the title screen into the field, with sound and saves, but only the opening areas have been played through; the features marked experimental (widescreen, 3D at higher frame rates, online play) have had less testing, and on Linux the crash dialog and local wireless are missing. Version 0.3.1-alpha (October 12) provides a Windows zip and a Linux AppImage. 84 of its last 100 commits list Claude as a co-author.

You needYour own Final Fantasy Crystal Chronicles: Echoes of Time ROM for the DS, US (CFIE, SHA-1 1df23d5a3a655bdd587c360b581202931d0f66e1) or European (CFIP, SHA-1 18f7004f74c83feba40f003641ec00571e52a301); the Japanese one is not supported. Each version keeps its own saves. Plus Windows or x86-64 Linux.

★ 21 · 2026-10-18 View →
PS1 Experimental

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.

★ 21 · 2026-09-03 View →
Other Playable

James Pond 2: Codename RoboCod

griches/JamesPond2RobocodRecomp

A native version of the Amiga classic for Windows, macOS, Linux and Steam Deck, Android, and PlayStation 5. The game’s 68000 code was translated into C++ with a recompiler of the project’s own that reads your disk image; the generated code is made on your machine and is not in the repository. For what the recompiler hasn’t translated yet it uses the Musashi 68000 emulator. The runtime reimplements the Amiga’s custom chips and adds true widescreen, smooth motion at your display’s refresh rate, picture filters, a model of the Amiga 500 or 1200 sound output filter, saves, level select, the game’s own cheats, and controller rumble. The README doesn’t say whether it can be finished. Version 1.0.4 (October 28) is the latest of five releases published between October 26 and October 28; the Windows zips weigh about 2.6 MB and don’t include the game.

You needYour own Amiga disk image of James Pond 2: Codename RoboCod: an .adf of the Kixx re-release or of the common cracked disks (for example Skid Row’s), packed as .adz or inside a .zip, or a WHDLoad install folder. The original Millennium release, raw-track (extended ADF) dumps of the copy-protected disk, and .dms and .ipf images don’t work yet. Android needs a controller; the PlayStation 5 needs a console that runs homebrew.

★ 21 · 2026-10-28 View →
Port (decomp) Playable

Pokémon Platinum

xgcModding/platinum

A port of Pokémon Platinum for Windows, Linux, and macOS, made from a decompilation the author doesn’t link because its original repository contains the full decompiled game with assets; here they removed all copyrighted data. It adds Lua mod support, better performance, and an unlocked frame rate. The author says they completed the game, though they haven’t tested all of it, and that they used AI in development. Its new options include movement and battle speed from 1× to 4×, experience for catching, an experience share, resolution, screen layout, FPS, camera distance, and autosave, and it ships mods such as Auto HM, Battle Encounters, Better Berries, Experience, Fast Ball Battle, Faster Eggs, Infinite Honey, and Infinite TM. Version 0.3 (October 27) is the latest, with packages for all three systems.

You needYour own Pokémon Platinum .nds ROM, US or European, which you import with File > Import ROM. Plus Windows, macOS, or Linux; the x86-64 Linux AppImage needs a graphics driver with OpenGL 4.2.

★ 21 · 2026-10-27 View →
N64 Playable

WWF WrestleMania 2000

jessetbh/WWFWrestleMania2000Recomp

A static recompilation of WWF WrestleMania 2000 for Windows, with N64Recomp, N64ModernRuntime, and RT64; it’s the third in the same author’s family of AKI wrestling games, after World Tour and Revenge. It’s in beta: it boots, plays through menus and matches with music and sound, controller and keyboard, rumbles, and saves both the cartridge save and the Controller Pak automatically. There’s no decompilation of the game: the symbols come from the author’s own disassembly. It adds widescreen, high resolution, menus with full control remapping, and, experimentally, 60 and 120 fps through interpolation, ray tracing with venue lighting, a CRT filter, and HDR. It comes with a mods menu with a free camera and cheats, and many ROM hacks run as mods on top of your clean ROM. 3 of its last 100 commits link a Claude Code session.

You needYour own US WWF WrestleMania 2000 ROM, revision 1.2; revisions 1.0 and 1.1 and other regions won’t work. Plus Windows with a Direct3D 12 (Shader Model 6) or Vulkan 1.2 graphics card and a CPU with SSE4.1.

★ 21 · 2026-10-28 View →
PS1 Playable

Legend of Legaia

SamSteProjects/legend-of-legaia-recomp

A Windows playtest build of Legend of Legaia (USA) made with psxrecomp, which the README itself presents as an early playtest and not an official release. What it says has been tested includes field, town, and world-map traversal, cutscenes and FMVs, saving and loading through the memory-card screen, attacks, combos, items, Spirit, Hyper Arts, and summons, and the Muscle Dome, Sol Fever Disco, Baka Fighter, slot machine, and fishing. It includes an optional diagnostic overlay and saves hitch reports. The package is 64-bit Windows; on Steam Deck it can be used through Proton, but the README states this is not native Linux support. The latest release is v0.1.7, a diagnostic build (August 27).

You needYour own copy of Legend of Legaia (USA): SCUS_942.54 extracted from the disc, in the disc folder, and the matching .cue + .bin image in game (the .cue must be named “Legend of Legaia (USA).cue”). Also a US PS1 BIOS (SCPH1001.BIN) in the bios folder, and 64-bit Windows.

★ 20 · 2026-08-27 View →
PSP Playable

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.

★ 20 · 2026-10-31 View →
Xbox Playable

The Urbz: Sims in the City

abilliontokens/urbz-recomp

A native port of the US Xbox release by static recompilation with XboxXBE-Recomp, for Windows with Direct3D 12 and, since 0.6.0 (October 20), for Linux with Vulkan. It reaches the free-roam city game: creating your Urb, loading the city, dialogue, and social moves. The districts hold 60 fps at any camera distance, and at any frame rate the game runs at its real speed, because the way the engine measures time was fixed. A settings panel gathers resolution, aspect ratio and ultrawide, HDR (Windows only), render scale, anisotropic filtering, a modern HUD, and the game’s own console cheats. It plays with keyboard and mouse or with Xbox, PlayStation, and Switch controllers.

You needYour own US The Urbz: Sims in the City Xbox disc, as an image or as extracted files; it only works with that release’s executable. Plus 64-bit Windows 10 or 11 with Direct3D 12, or x86-64 Linux with Vulkan 1.3.

★ 20 · 2026-10-20 View →
N64 Fully playable

Toy Story 2: Buzz Lightyear to the Rescue

Capridog/SpaceRanger

SpaceRanger: a native Windows port of the Nintendo 64 version of Toy Story 2: Buzz Lightyear to the Rescue, made by static recompilation with N64: Recompiled and rendered with RT64; it is not an emulator and cannot run any other ROM. According to the README, the game is playable from start to finish, though this is a pre-release with known issues (a thin dark band around Buzz’s waist, particles and projectiles that are not interpolated yet, sound effects that sometimes go away). It adds widescreen, a high frame rate through RT64 interpolation, full draw distance, and menus for graphics, controls, and sound. The ROM is loaded from within the game; there is no extraction step. Version 0.1.0 is from October 12. The README says it was built with heavy help from Claude and ChatGPT/Codex, and 6 of its 10 commits list Claude as a co-author.

You needYour own copy of Toy Story 2: Buzz Lightyear to the Rescue for Nintendo 64, North American (USA), as .z64, .n64, or .v64; you pick it with “Load ROM” on the title screen. Plus 64-bit Windows 10 or 11 and a graphics card with Direct3D 12.0 (Shader Model 6) or Vulkan 1.2.

★ 20 · 2026-10-12 View →
Xbox 360 Playable

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.

★ 19 · 2026-10-24 View →
GBA Experimental

Super Mario Advance 4: Super Mario Bros. 3

mstan/SuperMarioAdvance4Recomp

Static recompilation of Super Mario Advance 4: Super Mario Bros. 3 for Windows with gbarecomp: the original Game Boy Advance code runs as a native application. It boots, reaches the title screen, and lets you play Super Mario Bros. 3, but its author presents it as an experimental release, with game-specific bugs still to be found. It has a launcher to pick the ROM and BIOS and set up video, audio, and controls, controller support, fullscreen, an in-game settings menu, and save states. Version 0.0.3 (October 18) updated the engine and launcher. 2 of its 14 commits list Claude as a co-author.

You needYour own US/Australia revision 1 Super Mario Advance 4 ROM (SHA-1 532f3307021637474b6dd37da059ca360f612337) and a dump of your Game Boy Advance BIOS. Plus 64-bit Windows.

★ 19 · 2026-10-19 View →
Xbox 360 Playable

WWE SmackDown vs. Raw 2011 (shaneomac1337)

shaneomac1337/SVR2011-Recomp

An unofficial Windows version of WWE SmackDown vs. Raw 2011 for Xbox 360, made by recompiling its code to x86-64 with ReXGlue; the launcher copies the game files once from your disc image. According to the README, exhibition matches with entrances, finishers, and cutscenes, backstage brawls, the menus, and the Create a Superstar, Superstar Threads, and Paint Tool modes have been tested and work, usually at 60 FPS. Road to WrestleMania hasn’t been tested and can crash at any point, and neither have Universe or online play. It has only been tested on Windows 11 with an AMD Radeon RX 7900 XT. The latest version is 0.5.0 (October 2), with the native renderer in beta. 54 of its 69 commits list Claude as a co-author.

You needYour own disc image (.iso) of WWE SmackDown vs. Raw 2011 for Xbox 360, USA or Europe; the launcher checks all 366 files against that release and refuses any other. Plus 64-bit Windows 10 or 11, a graphics card with Vulkan, and about 6 GB free; a controller is recommended.

★ 19 · 2026-10-02 View →
PS3 Experimental

⑂ Fork of Sean13128/disgaea-d2-recomp

Disgaea D2: A Brighter Darkness

LUUKASR1/disgaea-d2-recomp-windows

Windows adaptation of the Disgaea D2 static recompilation made with ps3recomp, with Direct3D 12 and a launcher that prepares the game from your copy. It has internal and output resolution options, windowed or borderless full-screen display, VSync, and FSR 1 upscaling; importing PS3 saves is experimental. It builds on Sean13128’s original Apple Silicon macOS project, which its author no longer maintains and says was built almost entirely by AI coding agents (Claude and Codex).

You needYour own ISO of the US release (BLUS31313) updated to 1.40. Neither the project nor the downloads include game data, updates, firmware, or keys.

★ 18 · 2026-10-22 View →
GBA Experimental

Dragon Ball Z: The Legacy of Goku II

mstan/DragonBallZLegacyofGokuIIRecomp

Static recompilation of Dragon Ball Z: The Legacy of Goku II for Windows with gbarecomp. The US release boots, goes through the attract sequence, and gets into gameplay, and its tests cover attract mode, gameplay, and a 6,000-frame automated traversal route in native code without falling back to the interpreter; even so, its author presents it as an experimental release that hasn’t been tested from start to finish. It has a launcher to pick the ROM and BIOS and set up video, audio, controls, and mods, sharp scaling or optional filtering, an in-game settings menu, and save states. It includes an optional adaptive widescreen mod that, as the window widens, expands the overworld and HUD up to 480×160 without stretching the image or moving the camera. Version 0.0.3 (October 18) updated the engine and launcher. 4 of its 12 commits list Claude as a co-author.

You needYour own US (revision 0) Dragon Ball Z: The Legacy of Goku II ROM (SHA-1 18e0715dec419f3501c301511530d2edcd590f8b) and a dump of your Game Boy Advance BIOS (SHA-1 300c20df6731a33952ded8c436f7f186d25d3492). Plus 64-bit Windows.

★ 18 · 2026-10-19 View →
N64 Playable

Hybrid Heaven (ogdanimal)

ogdanimal/HybridHeaven-Recomp

A native port of Hybrid Heaven for Windows, Linux, and Android, by static recompilation with N64Recomp, N64ModernRuntime, and RT64, on the same stack as Goemon 64: Recompiled, from which it takes the launcher, menus, and input layer. It builds on its own decompilation, also in this catalog. It adds widescreen, higher internal resolutions, MSAA, V-Sync and frame-rate options, a free analog camera on the right stick, optional autosave through the game’s own save routine, save import, a mods menu, and, on Android, touch controls and a GPU driver switcher. The ROM is verified and copied once; nothing has to be decompressed or converted. Version 1.0 came out on October 4. All 7 of its commits list Claude as a co-author.

You needYour own US Hybrid Heaven ROM, as dumped from the cartridge. Plus 64-bit Windows with Direct3D 12 or Vulkan, or Linux with Vulkan, SDL2, and GTK 3; on Android, 9.0 or later on a 64-bit device with Vulkan.

★ 18 · 2026-10-12 View →
Xbox 360 Playable

NFL Head Coach 09

tools81/nfl-head-coach-09-static-recomp

A native Windows port of NFL Head Coach 09 (Xbox 360, title ID 45410841): the game’s PowerPC executable is statically recompiled to C++ with XenonRecomp and runs on a custom layer that replaces the Xbox kernel, XAM, graphics, audio, and input. The installer (HC09Setup.exe) checks the build tools, asks for your .iso disc image, downloads the source, imports the executable from your disc, recompiles it, and builds HC09.exe; the game reads its data straight from the image while you play. According to the README it boots, plays the intro, reaches the menus, and can be played: career mode, a game with play calling, and a 21-minute match without errors, at about 30–35 frames per second with a Direct3D 12 renderer. It also builds HC27.exe, the same game with today’s rosters (players, coaches, portraits, and logos) and seasons that start in 2026. Version 0.8.1 (October 28) is the latest. All 12 of its commits list Claude as a co-author.

You needYour own NFL Head Coach 09 disc for Xbox 360 as an .iso image (the installer checks that it is the right game). Windows with Visual Studio 2022 or later (Desktop development with C++, the C++ Clang compiler, and CMake tools) and Git for Windows; about 1 GB of downloads and 10 to 20 minutes of build time.

★ 18 · 2026-10-29 View →
Port (decomp) Playable

⑂ Fork of aikatore/recvx-enhanced-port

Resident Evil - Code: Veronica X (camybiohazard)

camybiohazard/Project-Veronica

Project Veronica: a native Windows and Linux port of the US PS2 release (SLUS-20184), forked from aikatore/recvx-enhanced-port and built on AshfordFamily’s recvx-decomp decompilation. The game’s code and its PS2 platform layer are compiled for PC, the console hardware is emulated at its boundaries, and the expensive parts are replaced with native paths. It offers an enhanced renderer (widescreen up to ultrawide, internal resolution up to 8x, and in-between frames while the logic stays at 30 fps), an optional third-person mode, modern controls for the fixed cameras, model swaps for characters and creatures, enemy options with a spawner and a seeded randomizer, individual save files, cheats and debug tools, PCSX2 HD texture packs (none included), and room mods. Version 1.0.3 (October 28) added an ammo counter. It carries 22 commits of its own on top of the original, and 71 of its last 100 commits list Claude as a co-author.

You needYour own disc image (.iso) of Resident Evil Code: Veronica X for PS2, NTSC-U, SLUS-20184. x86 Linux (the game is a 32-bit program and needs glibc 2.34 or newer and the 32-bit OpenGL, X11 or Wayland, and audio libraries) or Windows 10 or later (32-bit executable), with a graphics card with OpenGL 3.3.

★ 18 · 2026-11-01 View →
PS3 Playable

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.

★ 18 · 2026-10-27 View →
PSP Playable

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.

★ 18 · 2026-10-23 View →
N64 Playable

BattleTanx: Global Assault (TheGh0stShip)

TheGh0stShip/BattleTanx-Global-Assault-PC-Port

Native Windows and Linux port by recompilation with N64Recomp, built on its matching decompilation and using N64ModernRuntime, RT64, and SDL2. The original menus and the campaign are playable, with graphics, sound, keyboard, and controller support, in any aspect ratio from 4:3 to 32:9; multiplayer and broader validation are still in development.

You needYour own legally obtained USA revision 0 (NBQE) BattleTanx: Global Assault ROM.

100% decompiled
★ 17 · 2026-10-15 View →
Xbox Playable

Breakdown

Heromachine/Breakdown-Recompilation

A Windows launcher that turns your own copy of Breakdown (Namco, 2004, original Xbox) into a native build. It uses a fork of xboxrecomp to statically recompile the game’s code to C instead of emulating it; the first time it runs it asks for your disc image (USA) and builds the game on your computer, in a few minutes and only once. It is an early, incomplete, but playable release. Known issues in 0.2.2 include background music in some rooms playing a short repeating fragment, loading after dying taking a long time, and some textures appearing late. It offers brightness, full screen (with black bars to keep 4:3), and a saved-games folder. Version 0.2.2 (October 8) is its first published release. Its only commit lists Claude as a co-author.

You needYour own .iso image of the Breakdown disc for Xbox, USA version. 64-bit Windows 10 or 11, a graphics card with Direct3D 11, and about 6 GB free for the one-time build. An Xbox-style controller is recommended.

★ 17 · 2026-10-08 View →
N64 Playable

International Superstar Soccer 2000 (Mabec-games)

Mabec-games/iss2000-recomp

A native Windows and Linux port by static recompilation with N64Recomp, N64ModernRuntime, and RT64, built above all for true widescreen: it draws the 16:9 or wider view at your screen’s resolution, with the players and the ball visible right to the edges and the stadium sky extended, no black bars, and the HUD left in its original layout. It accepts the US Rev 1 release and both European ones, which since 1.2 (October 18) bring their own languages, the International Cup, and their harder single-player game, and run at 50 Hz like on a PAL console. It has 4x MSAA, Project64-compatible Controller Pak saves, a launcher that picks the ROM, and controller or keyboard input; there’s no rumble or control remapping yet. All 8 of its commits list Claude as a co-author.

You needYour own International Superstar Soccer 2000 ROM: the US Rev 1 or either European release (as .z64, .n64, or .v64). Plus 64-bit Windows 10 or 11 with Direct3D 12 or Vulkan, or Linux (glibc 2.34 or later) with Vulkan.

★ 17 · 2026-10-28 View →
N64 Playable

San Francisco Rush 2049

n64hub/rush-2049-recomp

A native PC port of the Nintendo 64 version, made by static recompilation: the game’s MIPS code is translated to C with N64Recomp and run natively on N64ModernRuntime, with RT64 as the renderer; it is not an emulator. The README states that almost all of the code was written by AI agents (Claude), directed and play-tested by a person. On Windows the menus, Single Race, Circuit, Ghost Race, Stunt, and Battle run at full speed, all six tracks race through to the results screen, two- and four-player split screen renders, and Controller Pak saves survive a restart. The Linux build reaches the title screen and the first attract race with a software Vulkan driver, but nobody has played it on a Linux GPU. It adds high resolution, enlarged menu and HUD text, game logic at 60 frames per second, and options with an Original value, and it also builds as a web page. Version 0.1.27 (October 29) is the latest. 59 of its last 100 commits list Claude as a co-author.

You needYour own San Francisco Rush 2049 (U) ROM, the US release, as a .z64 with SHA-1 3f99351d7bb61656614bdb2aa1a90cfe55d1922c; other regions and revisions are not supported. Plus Windows, or x86-64 Linux with glibc 2.35 or newer, a Vulkan driver, GTK 3, and FreeType.

★ 17 · 2026-11-01 View →
PS1 Playable

Battle Arena Toshinden (mstan)

mstan/BattleArenaToshindenRecomp

A static recompilation of Battle Arena Toshinden (US version, SCUS-94200) with psxrecomp. It goes through the intro and character select into combat; its author believes it’s stable despite being an early release. It comes with optional mods: fixed 16:9 or adaptive widescreen up to 32:9, with the health gauges extended to the edges; frame blending to present at 60–240 Hz without changing game timing; “Extra Roster”, which adds Gaia and Sho as selectable fighters; and one that lets you perform desperation moves at any health. It has two-player rollback netplay, through online rooms or over LAN or direct IP, and the Gaia and Sho mod also works online. It uses OpenBIOS. The latest release is 0.1.3 (September 8), for Windows and Linux. 2 of its 22 commits list Claude as a co-author, and the Gaia and Sho portraits were made with an image-generation tool.

You needYour own Battle Arena Toshinden disc image (PS1, US version, SCUS-94200) as BIN/CUE, with all 14 tracks next to the .cue for the CD music. A console BIOS is optional. 64-bit Windows or Linux with glibc 2.38 or newer (such as Ubuntu 24.04). For netplay, both players need the same release and the same disc image.

★ 16 · 2026-10-31 View →
SNES / Super Famicom Experimental

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).

★ 16 · 2026-09-22 View →
PS1 Playable

Vagrant Story

riotashley81-jpg/vagrantstory_recomp

An unofficial native PC build of Vagrant Story, made with psxrecomp and the recomp-ui launcher. The repository contains no game data and no code translated from it; the Windows build carries none of the game’s code either: it reads it from your disc when you play. On first launch it compiles the battle engine, menus, and title screen from your disc in the background with a bundled gcc (it can take an hour or more and is cached); until then, and for everything else, it runs the code through psxrecomp’s interpreter and TinyCC. The extras are packages toggled from the launcher’s Mods page, all on by default: widescreen (16:9 by default), a button prompt bar, a right-stick camera, skippable logos, exit options, and PGXP; a 60 FPS mode is marked experimental and off. Version 0.1.11 (October 25) is the latest release. All 14 of its commits list Claude as a co-author.

You needYour own copy of Vagrant Story (USA, SLUS-01040) as a .cue + .bin image, and 64-bit Windows (the published build is VagrantStoryRecompiled-win-x64.zip).

★ 16 · 2026-10-25 View →
Native layer Playable

GODZILLA

gminustwo/minustwo

An unofficial native port of the PlayStation 4 version for Windows 10 and 11, Linux, and the Steam Deck, and for macOS on Apple Silicon (experimental). The game’s x86-64 code runs directly on the PC’s processor; a runtime written for this port replaces the PS4’s system libraries (memory, threads, files, audio mixer, fonts, controller, saves, dialogs) and shadPS4’s video core translates the graphics commands and shaders to Vulkan. The project reuses the base of SpartanPort, the God of War III port, and adds, among other things, the Ngs2 audio mixer, rendering above 1080p, movies without stutter, and even frame pacing. On the Steam Deck it runs at 30 frames per second at 1080p. Online play (VS Mode) is not supported yet and only the US edition has been tested. Version 1.2.1 (October 29) is the latest release. All 44 of its commits list Claude as a co-author.

You needA dump of your own copy of GODZILLA for PS4: the folder with eboot.bin, sce_module, and sce_sys (tested with CUSA02046, versions 01.01 and 01.00). Plus Windows 10 or 11, Linux, the Steam Deck, or an Apple Silicon Mac (experimental), and a graphics card with Vulkan.

★ 15 · 2026-10-29 View →
Switch Experimental

Super Kirby Clash

xtamqispeak/KirbyRecomp

An experimental native Windows port, based on LASRecomp’s ARM64-to-C translator and Vulkan renderer. The game’s code is translated and compiled on your PC from your own ExeFS and RomFS; no game executables, assets, keys, generated code or precompiled game binaries are distributed. The README gives the state as alpha: the title screen, the opening story, the village, the quest, profile and shop menus, the first battle with its real-time timer, input, audio and local saves have been checked, and the three supplied modules translate into 79,391 native functions. Full battles and later stages haven’t been validated, and online services, purchases, multiplayer and downloaded content are unavailable. v0.3.0-alpha is from October 28; the download is a Windows setup program that carries portable Python and the build tools.

You needYour own ExeFS and RomFS folders extracted from your copy of Super Kirby Clash (title ID 01003FB00C5A8000); NSP or XCI files don’t work, nor do the asset folders alone. Only the main module build whose ID starts with c9649e053bd7be2751ef0b00e7c03f5d59695b94 has been tested; other revisions are unverified. Plus 64-bit Windows 10 or 11 with tar.exe, an AVX2- and FMA-capable CPU, and a Vulkan 1.3 GPU (only an RTX 4070 SUPER has been verified).

★ 15 · 2026-10-28 View →
NES / Famicom Playable

Dr. Mario

mstan/DrMarioNesRecomp

A static recompilation of the NES Dr. Mario with nesrecomp, the author’s own framework: the ROM’s 6502 code is translated to C and compiled to native code, and the PPU, APU, and mapper are simulated by the runtime library. It uses Nostaljipi’s dr-mario-disassembly to cover the functions. The title screen, the options menu (level, speed, and Fever or Chill music), and single-player mode work; two-player mode and the level-clear and ending scenes haven’t been tested. Since 1.2.0 (September 24) there are two separate builds: one for the Japan/USA ROM with NTSC timing, and one for the European ROM with PAL timing at about 50 fps. Version 1.3.1 (October 19) is for 64-bit Windows; 1.2.0 also had Linux builds. For building with the previous backend, the repository includes the C code generated from both ROMs (about 47 MB). 30 of its 51 commits list Claude as a co-author.

You needYour own Dr. Mario ROM for NES matching the build you download: Dr. Mario (Japan, USA) (Rev 1), headerless CRC32 DE581355, or Dr. Mario (Europe), headerless CRC32 9735D267. Plus 64-bit Windows.

★ 14 · 2026-10-19 View →
Xbox Playable

Harry Potter and the Philosopher's Stone

MiddleDucky/HP-PS-Xbox-Recomp

A native Windows port of Harry Potter and the Philosopher’s Stone (original Xbox, 2003, PAL version), by static recompilation: the game’s x86 code is translated to C and compiled for Windows, with the Xbox kernel, Direct3D 8, DirectSound, and input replaced by native code; it is not an emulator. It adds resolutions up to 4K with MSAA or SMAA and anisotropic filtering, true 16:9 (widened 3D, 2D kept in shape), windowed, borderless, or fullscreen modes, keyboard and mouse with rebinding, controller settings, colour-blind correction filters, a 30 frames-per-second cap or an unlocked frame rate, and “Quit To Desktop” in the game’s menus. Version 0.2.1 (October 25) is the latest; 0.1.0 came out on October 21. The README says the project was aided by Claude Code.

You needThe files from your own Harry Potter and the Philosopher’s Stone disc for Xbox (PAL), or its .xiso, in a game folder beside the executables; the build regenerates the recompiled code from your default.xbe. 64-bit Windows 10 or 11, a CPU with SSE4.1 and 4 threads, 4 GB of RAM, a DirectX 12 card (feature level 11_0), and about 3.1 GB free; Windows N editions need the Media Feature Pack.

★ 14 · 2026-10-30 View →
Xbox 360 Playable

NHL 2K8

anishchandra24/NHL2K8-Recompiled

An unofficial native Windows port of NHL 2K8 for Xbox 360, made with static recompilation via the ReXGlue SDK. The repository holds the fix list that lets the recompiler understand the game, a small launcher, and a patch that adds the in-game music (menu music has been reported silent in the Xenia emulator). The game itself is translated on your PC from your own copy. According to the README, boot, menus, quick games, Franchise mode, tournaments, saving, keyboard and controllers (several at once for local multiplayer), achievements, the 2K Beats soundtrack, and custom soundtracks through the User Playlists screen work. Online features do not work, and there is stutter in busy crowd scenes and the first time new screens are reached. Version 1.1.0 is from October 29. 30 of its 32 commits list Claude as a co-author.

You needYour own copy of NHL 2K8 for Xbox 360 (title ID 54540809, version 0.0.0.3), extracted so that default.xex and the other files sit in one folder; the supported default.xex is 9,383,936 bytes with SHA-256 BA4E63334FAF296019657C6E86BBD444CB05646E29FA6C7B72F4BF9709CE4225. 64-bit Windows 10 or 11 (only Windows 10 has been tested) with a Direct3D 12-capable graphics card, Visual Studio 2022, and Git (the installer can install them).

★ 14 · 2026-11-01 View →
Xbox 360 Playable

Pac-Man Championship Edition

jedeyesniv-art/Pacman-CE-PC-Recomp

A native Windows build of Pac-Man Championship Edition (Xbox Live Arcade, 2007), made by statically recompiling the game’s PowerPC code to x86-64 with the ReXGlue SDK, which builds on Xenia’s kernel, GPU, and audio emulation. It adds a bonus random-mazes mode for Championship Mode (activated with R3 on the title screen; scores aren’t recorded) and moves the picture up so the maze’s neon frame is complete, since the original cuts it off at the bottom. It uses about 7% CPU in gameplay, runs at 60 fps on a Steam Deck under Proton, renders at your screen’s resolution with Vulkan or Direct3D 12, supports Xbox controllers and keyboard, and backs up saves and records achievements locally. Version 1.0.0 is from October 21. 75 of its 77 commits list Claude as a co-author.

You needYour own copy of Pac-Man Championship Edition from Xbox Live Arcade, dumped from your Xbox 360: either the console’s package file (a file with a long hexadecimal name) or the unpacked files (default.xex, media, and data), placed in the game folder. Windows 10 or 11, or the Steam Deck with Proton.

★ 14 · 2026-10-21 View →
PS1 Playable

Point Blank

TekRantGaming/point-blank-recompiled

A native PC port of the PlayStation Point Blank, made by statically recompiling the game’s code with PSXRecomp: every function is translated from PlayStation code to C and compiled for your PC. The game thinks a Namco GunCon is plugged in, so you aim with the mouse and click to shoot, with no light gun; it also works with a gamepad, where the sticks move an on-screen sight and the right trigger fires. A second controller gives player 2 their own sight, red against blue. The long opening movies are skipped by default (switch them back on in the launcher’s Mods list) and the launcher offers FXAA, sharpening, brightness, higher internal resolution, fullscreen, VSync, and an FPS counter. It is for 64-bit Windows; v1.1.0 (October 4) is the latest release. 5 of its 6 commits list Claude as a co-author, and the README declares the port was made almost entirely with Claude Code.

You needYour own disc image of Point Blank for PlayStation, North American release (SLUS-00481), and 64-bit Windows.

★ 14 · 2026-10-13 View →
PS1 Playable

Roll Away

Bitsandbreakpoints/roll-away-psx-pc-recomp

A native Windows version of Roll Away (Psygnosis, 1998), known in Europe as Kula World and in Japan as KulaQuest; all three releases are supported. The repository’s recompiler translates the game’s MIPS code to C, and a runtime of its own rewrites Sony’s libraries (graphics, the CD-ROM with XA music and movie streaming, controllers, the memory card, and the BIOS) and runs the graphics, geometry, sound, and movie chips in software; it is not an emulator and no BIOS is needed. It adds detailed distant textures, FXAA, internal resolution up to 8x, precise vertices, true color, optional 16:9, a soft-TV filter, saving after every level, Kula World at 60 Hz, and a level editor with support for your own levels. Version 2.5.0 (October 29) is the latest release. All 46 of its commits list Claude as a co-author.

You needYour own disc image of Roll Away (USA, SLUS-00724), Kula World (Europe, SCES-01000), or KulaQuest (Japan, SCPS-10064), as .bin/.cue or .chd; an .iso does not work. Plus Windows 10 or later.

★ 14 · 2026-10-30 View →
SNES / Super Famicom Experimental

Super Bomberman

elliotttate/BombermanRecomp

A native Windows recompilation of the headerless North American release of Super Bomberman, made with snesrecomp (included as a Git submodule). The repository and its releases contain neither the ROM nor the C generated from it: generate.py produces it on your PC from your ROM (the generated C is ignored by Git) and build.ps1 compiles the result. The output is an interactive Win32 executable with video, audio, keyboard, and SRAM saves, and a headless executable for deterministic validation. The 3,304 labels in config\bank00.cfg were imported from the LIJI32/superbomberman disassembly. Version v0.1.1 is from August 26.

You needYour own North American Super Bomberman ROM, 524,288 bytes, HiROM, internal title SUPER BOMBERMAN (SHA-256 4efab3f49cbe91ec77b6cba747ddfedfdc0b080c755a8b6ba51234f0676c000f, MD5 d83699a009a62480a7e7e9f1bb5bff6e); an optional 512-byte copier header is accepted, and the earlier Sample ROM is rejected. To build: Python 3, a Rust toolchain, and Visual Studio 2022 with the Desktop development with C++ workload.

★ 14 · 2026-08-26 View →
N64 Playable

Blast Corps (djultra64)

djultra64/Power-Dozer

Power Dozer: a static recompilation of Blast Corps (US, revision 1) with N64Recomp, N64ModernRuntime, and RT64, for 64-bit Windows and Linux. Version 0.84, which the author calls a “beta candidate,” adds a main menu (Start Game, PC Options, and Close Game) over the game’s own animated background and scrolling ticker, with display, graphics, audio, and all fourteen controls settings. Earlier versions added PC settings and audio fixes. Version 0.84 is from October 12. The README warns that final archives are audited before publication. It states the use of OpenAI Codex for research, analysis, code, tests, and documentation.

You needYour own copy of Blast Corps for Nintendo 64, US, revision 1, as .z64, .v64, or .n64, or in a .zip with a single valid ROM; you pick it on first launch. Plus 64-bit Windows or Linux with SSSE3 and SSE4.1 and Vulkan drivers (Linux: X11 or XWayland, glibc 2.38 or later; Windows: Visual C++ 2015–2022 x64).

★ 13 · 2026-10-23 View →
N64 Playable

Tetrisphere

djultra64/Blocksphere

Blocksphere: a community port of Tetrisphere for 64-bit Linux and Windows, made by static recompilation with N64Recomp, N64ModernRuntime, RSPRecomp, and RT64. The original modes (Rescue, Hide & Seek, Puzzle, Time Trial, Training, and VS, with local two-player) run, with 4:3 or 16:9 presentation, remappable gamepad and keyboard controls with device-aware prompts, and graphics and controls settings inside Options. Version 1.1.0 is from October 11. The ROM data is imported once and kept in the game folder; no ROM, extracted assets, or saves are distributed. The README states the project was created with AI assistance.

You needYour own copy of Tetrisphere for Nintendo 64, US (NTPE, revision 0), as .z64, .v64, .n64, or inside a .zip. Plus 64-bit Windows or Linux (x86-64).

★ 13 · 2026-10-12 View →
Xbox Playable

Burnout

Heromachine/Burnout-Recompilation

A Windows launcher that turns your own copy of Burnout (Criterion Games and Acclaim, 2002, original Xbox) into a native build. It uses a fork of xboxrecomp to recompile the game’s code to C ahead of time instead of emulating it; the first time it asks for your disc image (USA) and builds the game on your computer, in a few minutes and only once. It is an early, incomplete release in which races can be played. Known issues in 0.1.0 include a crash scrape sound sometimes looping after a computer-controlled racer crashes, until the next crash or the end of the race, and lighting on some scenery and car parts not matching the original. It offers brightness, resolution from 1× (640 × 480) to 3×, running the graphics chip on its own thread (on by default), and full screen. Version 0.1.0 (October 14) is the only published release. Its only commit lists Claude as a co-author.

You needYour own .iso image of the Burnout disc for Xbox, USA version. 64-bit Windows 10 or 11, a graphics card with Direct3D 11, and about 6 GB free for the one-time build. An Xbox-style controller is recommended.

★ 12 · 2026-10-14 View →
Xbox 360 Playable

Madden NFL 08

anishchandra24/MaddenNFL08-Recompiled

A native Windows port of Madden NFL 08 for Xbox 360, made with static recompilation via the ReXGlue SDK. The repository holds what makes the SDK work with this game (the fix list that lets the recompiler understand it), a small launcher, and two patches to the SDK: one fixes a vector instruction in the code generator that corrupted video, player poses, the field, the crowd, and text, and the other ports fixes from Xenia Canary’s texture layout code, which fix jersey names and numbers and helmets. The game itself is translated on your PC from your own copy. According to the README, boot, intro videos, menus, Play Now games, Franchise and Superstar modes in short tests, replays, saving, music, keyboard, and an XInput controller work. Tiny flickering lines and stutter while shaders are built the first time remain. Version 0.1.0 (October 25) is a pre-release. All 6 of the repository’s commits list Claude as a co-author.

You needYour own copy of Madden NFL 08 for Xbox 360 (title ID 4541081D), extracted so that default.xex and the other files sit in one folder; the supported default.xex is 20,529,152 bytes with SHA-256 962EA344FB966E1BE1C94667D4213A309A69A821AE3BEC0CB2FCA4166ECC6627. 64-bit Windows 10 or 11 (only Windows 10 has been tested), a graphics card with Direct3D 12 rasterizer-ordered views, Visual Studio 2022 Community and Git (the installer can install them), and an internet connection for the first setup.

★ 12 · 2026-10-27 View →
PSP Playable

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.

★ 12 · 2026-10-31 View →
Game-specific engine Fully playable

Atlantis: The Lost Tales

ripleyXLR8/atlantis-native

A native port of Atlantis: The Lost Tales (Cryo Interactive, 1997) and its sequel Atlantis II (1999), written in Rust, for Windows (x64 and ARM), macOS (Apple Silicon and Intel), Linux, and the browser. The engine is a translation of ScummVM’s CryOmni3D engine, itself rebuilt by reverse engineering the original executable; the README says it reproduces the original game “pixel for pixel and sample for sample”, with optional fixes for the original’s bugs, an optional HD mode, widescreen, and saves in the original format. According to the README, both games can be played from the first screen to the last. Version 0.5.8 (October 29) is the latest release. The README states that it was written for the most part by an AI (Claude, through Claude Code), directed and reviewed by its maintainer; 100 of its last 100 commits list Claude as a co-author.

You needYour own copy of Atlantis: The Lost Tales (or Atlantis II): the CD in several editions and languages, Cryo’s DVD-ROM, the GOG.com release, or Tgames’ Perfect Edition, pointing it at the folder with atlantis.exe and the files BIGCD1.BIG to BIGCD4.BIG, or at the disc images. Plus Windows 10 or later, macOS 11 or later, Linux (glibc 2.35 or later, ALSA), or a modern browser.

★ 11 · 2026-10-31 View →
N64 Playable

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.

★ 11 · 2026-10-27 View →
Xbox Playable

Harry Potter and the Chamber of Secrets

MiddleDucky/HP-COS-Xbox-Recomp

A native Windows port of Harry Potter and the Chamber of Secrets (original Xbox, 2002, NTSC-U version), by static recompilation: the game’s x86 code is translated to C and compiled for Windows, with the Xbox kernel, Direct3D 8, DirectSound, and input replaced by native code; it is not an emulator. It adds resolutions up to 4K with MSAA or SMAA and anisotropic filtering, true 16:9 (widened 3D, with 2D and cutscene shots kept in shape), windowed, borderless, or fullscreen modes, 5.1 surround sound, keyboard and mouse with rebinding, controller settings (deadzones, vibration), colour-blind correction filters, and shaders prepared ahead. Version 0.1.0 (October 25) is the only published release. The README says the project was aided by Claude Code.

You needThe files from your own Harry Potter and the Chamber of Secrets disc for Xbox (NTSC-U), or its .xiso, in a game folder beside the executables; the build regenerates the recompiled code from your default.xbe. 64-bit Windows 10 or 11, a CPU with SSE4.1 and 4 threads, 4 GB of RAM, a DirectX 12 card (feature level 11_0), and about 3 GB free; Windows N editions need the Media Feature Pack.

★ 11 · 2026-10-30 View →
GameCube Playable

Serious Sam: Next Encounter (SashexSRB)

SashexSRB/SSNE-Native

A native port of Serious Sam: Next Encounter for Linux and Windows, forked from Silly ReEncounter (takoshero96). The ssne-recomp translator converts the game’s PowerPC executable (main.dol) to C++, which is compiled on your PC from your disc image and linked with a port that handles graphics (OpenGL), sound, keyboard, mouse, and gamepads; it is not an emulator. On top of the original it adds the Linux version, in-engine cutscenes, performance work (per the README, about two and a half times the frame rate where the CPU is the limit), and PC controls with mouse, a weapon wheel, and number keys. The repository contains no game code or data. Version 1.2.3 is from October 29.

You needYour own disc image of Serious Sam: Next Encounter for GameCube: the US one (G3BE9G, revision 1) or the European PAL one (G3BP9G, in English, French, or German), as .iso, .gcm, .rvz, .wia, .gcz, or .ciso. Plus 64-bit Linux (with clang or g++) or 64-bit Windows, a GPU with OpenGL 3.3, and about 3 GB free.

★ 11 · 2026-10-31 View →
Xbox 360 Playable

South Park: Let's Go Tower Defense Play! (TekRantGaming)

TekRantGaming/south-park-tower-defense-recompiled

A static recompilation of the Xbox Live Arcade version for Windows and Linux, built with the ReXGlue SDK and the same author’s TRG launcher. It boots, plays its movies, and runs its levels, but a full play-through hasn’t been confirmed yet; Xbox LIVE online play doesn’t work, local play does. It fixes a crash shortly after the title screen that happened with a controller connected. It offers 720p to 8K resolution, FXAA, 2x MSAA, up to 16x filtering, the console’s 60 fps, controller or keyboard with remappable controls, all 12 achievements with pop-ups, and six languages. It reuses findings from the first port of this game, superheher’s Linux one. Its author states it was made almost entirely with Claude Code.

You needYour own South Park: Let's Go Tower Defense Play! Xbox Live Arcade package (Title ID 58410931, default.xex 0.0.1.2); other versions and title updates won’t work. Plus 64-bit Windows 10 or 11 with DirectX 12, or 64-bit Linux or a Steam Deck with Vulkan, and 1 GB of free space.

★ 11 · 2026-10-17 View →
Xbox 360 Playable

South Park: Tenorman's Revenge

TekRantGaming/south-park-tenormans-revenge-recompiled

A static recompilation of the Xbox Live Arcade version for Windows and Linux, built with the ReXGlue SDK and with the TRG launcher its author shares across their ports. It boots and its levels play, though a full play-through hasn’t been confirmed yet; Xbox LIVE features don’t work. It offers 720p to 8K resolution, FXAA, 2x MSAA, up to 16x texture filtering, the console’s 60 fps with the same pacing, any controller or the keyboard with remappable controls, all 20 achievements with Xbox 360-style pop-ups, six languages, and automatic updates. On Linux and the Steam Deck it runs as an AppImage with Vulkan. Its author states it was made almost entirely with Claude Code.

You needYour own South Park: Tenorman's Revenge Xbox Live Arcade package (Title ID 58410B80, default.xex 0.0.0.1); other versions and title updates won’t work. Plus 64-bit Windows 10 or 11 with DirectX 12, or 64-bit Linux or a Steam Deck with Vulkan, and 1 GB of free space.

★ 11 · 2026-10-17 View →
N64 Playable

Turok: Rage Wars

wootbeer/PaxDino

PaxDino: a native Turok: Rage Wars port for Windows, by static recompilation with N64Recomp, N64ModernRuntime, and RT64; the Linux and Steam Deck builds are experimental. It’s in beta. It adds widescreen, higher resolutions and frame rates, bloom and anti-aliasing, mouse and keyboard with mouse aim (in menus too), a modern controller layout, local multiplayer for up to 4 players, medals in bot matches, Classic and Modern presets, CRT, scanline, and LCD filters, custom music, adjustable reverb, unlocks and cheats without codes, custom crosshairs, and an Add to Steam button. It fixes a co-op Frag Tag bug with the 1.0 US ROM. 6 of its 8 commits list Claude as a co-author.

You needYour own US Turok: Rage Wars ROM (.n64, .z64, or .v64). Plus Windows; Linux and Steam Deck are experimental.

★ 11 · 2026-10-26 View →
NES / Famicom Fully playable

Yoshi

mstan/YoshiNESRecomp

A static recompilation of the NES Yoshi (Mario & Yoshi in Europe, Yoshi no Tamago in Japan) with nesrecomp, the author’s own framework: the ROM’s 6502 code is translated to C and compiled to native code, and the PPU, APU, and MMC1 mapper are simulated by the runtime library. Its author believes it’s fully playable: the title screen, single-player puzzle mode (types A and B), two-player versus, and the attract demo run end to end. Since the game has no saves, save states are the way to pick a session back up. Version 1.2.1 (October 19) moved to the correct US ROM (CRC32 E7EAD93B, 128 KiB PRG and 32 KiB CHR) and is for 64-bit Windows; there were Linux and macOS builds. For building with the previous backend, the repository includes the C code generated from the ROM (about 117 MB). 30 of its 50 commits list Claude as a co-author.

You needYour own US Yoshi ROM for NES (game data CRC32 E7EAD93B); the old header that declares 64 KiB of CHR also works. Plus 64-bit Windows.

★ 11 · 2026-10-19 View →
NES / Famicom Fully playable

Yoshi's Cookie

mstan/YoshisCookieRecomp

A static recompilation of the NES Yoshi’s Cookie with nesrecomp, the author’s own framework: the ROM’s 6502 code is translated to C and compiled to native code. Its author believes it’s 100% playable: single-player and VS modes were tested through full games with no divergence from Nestopia as the reference. The menus, single-player puzzle mode with all its rounds, speeds, and music, two-player VS on one keyboard, and the round, speed, handicap, and music options work. Version 1.0.0 (July 1) fixed, through a recompiler change, the corrupted blocks that appeared over the HUD on stage clear; 1.1.1 (October 19) is for 64-bit Windows. For building with the previous backend, the repository includes the C code generated from the ROM (about 40 MB). 36 of its 52 commits list Claude as a co-author.

You needYour own US Yoshi’s Cookie ROM for NES. Plus 64-bit Windows.

★ 11 · 2026-10-19 View →
Xbox 360 Playable

3 on 3 NHL Arcade (startupandhold)

startupandhold/3on3ArcadeRecomp

A native Windows and Linux port of 3 on 3 NHL Arcade (Xbox Live Arcade, 2009), statically recompiled from the Xbox 360 executable with ReXGlue. It runs without an emulator, at higher resolutions and frame rates, with ultrawide support (in progress) and online play. It includes a launcher with display settings (16:9, 21:9, and 32:9 aspect ratios, a frame-rate cap from 60 to 240 or unlocked), graphics settings (internal resolution from 720p to 2160p, anisotropic filtering, native 2× MSAA), and game settings, and an online mode with a community server that relays traffic so no port forwarding is needed; up to three skaters and a goalie per team. The packages are portable and the latest release is 0.3.1 (October 28).

You needYour own copy of 3 on 3 NHL Arcade for Xbox 360: the STFS package (a file with a 40-character hexadecimal name, title ID 58410975) or the extracted files with default.xex, in the game folder. Windows 10 or 11 with a Direct3D 12 card, or a recent Linux (glibc 2.38) with a Vulkan driver; the CPU must support AVX2.

★ 10 · 2026-10-28 View →
Port (decomp) Experimental

Brave Fencer Musashi

Blizz127/Brave-Fencer-Musashi-decomp-port

An experimental PC port of Brave Fencer Musashi (PlayStation, USA, SLUS-00726), built from a decompilation. The current runtime is hybrid: compiled native code plus a CPU interpreter; the fully native port remains a goal. There are test builds for Linux x86_64 and Windows x64, and the Windows build has only been run under Wine. The latest release is r55 (October 20), a Linux-only test prerelease, and the latest stable release according to the README is r38 (October 2). The README says that neither finishing the game nor full graphics and audio fidelity has been verified; the next milestone is Chapter 1 playable end to end, with saving. 6 of its 9 commits list Claude as a co-author.

You needYour own US disc (SLUS-00726) as a .cue/.bin dump (a 2048-byte .iso does not work, and all tracks must be kept together); no BIOS needed. Linux x86_64 with glibc 2.38 or later and GLIBCXX_3.4.32, or Windows x64.

★ 10 · 2026-10-30 View →
PS1 Experimental

Jet Moto 2

goodshepherd23/JetMoto2-Recomp

A native PC version of Jet Moto 2: Championship Edition (PlayStation, 1998, SCUS-94167), made by statically recompiling the game’s MIPS code to C# with RecompOne; no emulator and no BIOS. It is an early release tested on Windows 11 x64 only: boot logos, title and menus, the attract demo, and a full player-controlled race (tried on Slickrock Gorge) work, with keyboard input and a cheats menu. Sound and CD music, memory card saving, the other 19 tracks, season modes, two-player, and gamepads are untested. It adds 60 fps through interpolation, PGXP, widescreen races (16:10, 16:9, or 21:9), and internal resolution from 1x to 8x. The first run recompiles the game from your disc. Version 0.1.5 (October 21) is the latest release. The README states it was made with heavy AI assistance (Claude), and all 7 of its commits list Claude as a co-author.

You needYour own dump of the US Championship Edition (SCUS-94167): a .cue with 17 .bin tracks, with Redump names, in the disc folder. Plus Windows x64 and the .NET 10 SDK.

★ 10 · 2026-10-21 View →
Port (decomp) Experimental

Parasite Eve (Blizz127)

Blizz127/parasite-eve-decomp-port

A matching decompilation of Parasite Eve (PlayStation, USA, SLUS-00662) and a native Linux port that runs the decompiled game code; it is not an emulator and no BIOS is needed. According to the README, Day 1 plays from start to finish. The “native-only” build runs only native C, with no MIPS interpreter or CPU emulation: on a real disc image it plays from Day 1 to the opening of Day 2, and 377 of the 402 Day 2 room slots ran clean in a warp sweep, but it has not been tested by hand past Day 1. The latest release (native-only-e26d98fd) is from October 10. The README warns that the r5 binary contains code derived from Sony’s Psy-Q libraries and another author’s code, which is not in the repository’s source and is being replaced. 1 of its 10 commits lists Claude as a co-author.

You needYour own copy of Parasite Eve (USA) Disc 1 as a raw BIN/CUE image (a 495,531,120-byte .bin and its .cue); an .iso or .chd does not work directly. Linux x86-64.

★ 10 · 2026-10-30 View →
GBC Playable

Shantae

vibecodekun/shantaerecomp

A static recompilation of Shantae (Game Boy Color, US version) with gbrecompiled, for Windows (x64, x86, and ARM64) and Linux (x86-64 and aarch64, as a tarball or AppImage). It boots as a Game Boy Advance by default, with that edition’s extras, and keeps the original GBC palette. It adds an expanded world view in the aspect ratio of your choice, no slowdown, less input lag, smoother movement, a button for each transformation with a HUD of the Dance Menu’s icons, a map screen, a day and night clock, rewind, and RetroArch shader presets through librashader. A launcher asks for the ROM the first time and enables PLAY only for the right file. Version 0.2.0 is from October 22. All 36 of its commits list Claude as a co-author.

You needYour own copy of Shantae for Game Boy Color, US, the No-Intro dump (SHA-256 1b92e22d5510c51bab97d23074e4aad7464d93eb15f7596ef7da0a5efa27a19d, CRC32 E994B59B). Other releases (World, Switch, Limited Run Games) are not supported.

★ 10 · 2026-10-22 View →
Xbox 360 Playable

The Whopping Recompilation Collection

TekRantGaming/whopping-recompilation-collection

A collection with a launcher for Windows and Linux (including the Steam Deck) that brings together the native ports of Sneak King, Big Bumpin’, and PocketBike Racer (Blitz Games, 2006), three Xbox 360 games recompiled with the ReXGlue SDK. The launcher has a console-style dashboard made for a controller, finds disc images on your PC by itself, checks each disc, and copies the game files next to the port. It offers 4K and beyond at 60, 120, or unlimited frame rates, AMD FSR 1 and NVIDIA NIS upscaling, twelve achievements per game with pop-ups, save backups, automatic updates, and the option to add itself to Steam. Version 1.0.7 (October 28) is the latest: a Windows ZIP, a Linux AppImage, and game packages that the launcher downloads. The README states that it was made almost entirely with Claude Code; all 17 of its commits list Claude as a co-author.

You needA disc image you made from your own Xbox 360 disc for each game you want to play (only the title ID is checked): Sneak King (4D538802), Big Bumpin’ (4D538801), and PocketBike Racer (4D538803), version 0.0.0.70 in the images they were tested with. Installed they take about 1.6, 2.0, and 1.2 GB. 64-bit Windows 10 or 11 with a DirectX 12 card, or Linux with Vulkan.

★ 10 · 2026-10-31 View →
N64 Playable

Virtual Pro Wrestling 64

jessetbh/VPW64Recomp

A static recompilation of Virtual Pro Wrestling 64, AKI’s Japan-only wrestling game, for Windows, with N64Recomp, N64ModernRuntime, and RT64; it’s a sibling of the same author’s World Tour and Revenge ports. It’s in beta: it boots, plays through menus and matches with sound, controller, and keyboard, rumbles, and saves automatically. There’s no decompilation of the game: its symbols come from its own disassembly. The game runs as it shipped, in Japanese, though a fan translation can be applied as a mod on top of your ROM. It adds widescreen, high resolution, English config menus with control rebinding, a virtual Controller Pak that saves and rumbles at once, and, as experimental options, 60 and 120 fps through interpolation, ray tracing with lighting for all seven arenas, a CRT filter, and HDR, plus a mods menu with a free camera and cheats. 2 of its 81 commits link a Claude Code session.

You needYour own unpatched Japanese Virtual Pro Wrestling 64 ROM. Plus Windows with a Direct3D 12 (Shader Model 6) or Vulkan 1.2 graphics card and a CPU with SSE4.1.

★ 10 · 2026-10-28 View →
Xbox 360 Playable

Fight Night Round 3

djultra64/Fight-Night-Round-3-Recomp

An unofficial PC recompilation of Fight Night Round 3 for Xbox 360, built with ReXGlue and the Xenos renderer on Vulkan, for Linux and Windows. Version 1.0 brings native 60 frames per second while preserving the original gameplay speed, with configurable resolution (720p to 2160p), FXAA, texture filtering, and its own graphics options page. The published release ships the game’s code already translated and compiled; the data comes from your copy. The README warns that intermittent loading, text, and audio issues remain and that complete compatibility is not guaranteed. Version 1.0.3 (October 26) improves startup, desktop scaling, and profile saving.

You needYour own Fight Night Round 3 ISO for Xbox 360 (a supported USA release), which first-run setup asks for and verifies. 64-bit Windows 10 or 11 or Linux, Python 3.12 or newer, an x86-64-v2 CPU, and a GPU with a Vulkan 1.3 driver.

★ 9 · 2026-10-26 View →
Game-specific engine Playable

Hot Shots Tennis

FIZL0/opentennis

A from-scratch rewrite of Hot Shots Tennis (Everybody’s Tennis in Europe, Minna no Tennis in Japan) in Rust with the Bevy engine, called OpenTennis. It aims for the same game, with the same ball physics, rules, timing, and AI, ported from the original and checked frame by frame against the real game, with better rendering on top. It reads the game’s data from your disc image at run time, and the repository has no models, textures, sounds, or program code from the game. There are builds for Windows, Linux, Android, and iOS and a web version where you pick your own ISO; it includes online play with rollback and mods for characters, courts, umpires, and textures, with a mod store. The README describes it as a work in progress. Version 1.5.4 is from October 29. 52 of its last 100 commits list Claude as a co-author.

You needYour own .iso image of the PS2 Hot Shots Tennis, US release, version 1.00, serial SCUS-97610. The game checks the disc (the SCUS_976.10 boot file and the size and header of ZZBIN/GAME.BIN) and refuses any other with “unsupported disc”.

★ 9 · 2026-10-31 View →
Xbox 360 Playable

Juiced 2: Hot Import Nights

anishchandra24/Juiced2-Recompiled

An unofficial native Windows port made by static recompilation with the ReXGlue SDK. The repository holds no game code or data, only the pieces that make the SDK work with this title: the fix list that lets the recompiler find every function, a small launcher, and three patches to the SDK (a vector-instruction code generation bug, where the smaller mip levels of some textures are located, and music playback). An early preview tested on a single PC: it boots, plays and saves; the author has played Career from the rookie league through league 7, with music and keyboard input. It has random graphics corruption, short flickers, lag with many cars, handling that can feel off when the frame rate is uneven, and a crash at the title screen on AMD Radeon integrated graphics; online features don’t work and split-screen, downloadable content and the end of Career are untested. v0.1.0 (preview) is from October 28. It states it was developed in a conversation with Claude; all 3 of its commits list it as a co-author.

You needYour own copy of Juiced 2: Hot Import Nights for Xbox 360 (title ID 545107D5), extracted so that default.xex and the other files sit in one folder. Plus 64-bit Windows 10 or 11 (only Windows 10 has been tested) with a Direct3D 12 graphics card, about 10 GB free for the build, internet access for the first setup, Visual Studio 2022 Community with the C++ and Clang workloads, and Git.

★ 9 · 2026-10-28 View →
Xbox 360 Experimental

UFC Undisputed 3 (monscriser)

monscriser/UFC3MONS

An unofficial experimental native PC project for UFC Undisputed 3 (Xbox 360) on Windows and Linux, statically recompiled with ReXGlue, with a Vulkan graphics backend and Xenia-derived compatibility components. It combines a launcher (Portuguese, English, and Spanish; choice of game source, DLC, Steam shortcut, save backups), remappable controller and keyboard controls, and CPU and GPU performance work such as two-thread GPU submission, constant and descriptor caches, and optional AMD FSR 1 upscaling. It includes optional cheats, off by default. Most of the work targets the community-made Reborn mod, whose credit belongs to its creators: Reborn’s career mode and exhibitions can be played on Windows, and on a Linux ROG Ally at 20 W a career fight holds 60 frames per second according to the author. The latest release is R9.4-P14.5 (October 28).

You needYour own copy of UFC Undisputed 3 for Xbox 360: the Reborn folder, the original edition (XEX or folder), or an ISO, which is read directly; DLC is installed from a folder in the launcher. A Vulkan-capable graphics card and a CPU with SSE4.2 (AVX2 is not required), on Windows or Linux.

★ 9 · 2026-10-30 View →
N64 Playable

Virtual Pro Wrestling 2

jessetbh/VPW2Recomp

A static recompilation of Virtual Pro Wrestling 2: Ōdō Keishō, the Japan-only sequel to Virtual Pro Wrestling 64, for Windows, with N64Recomp, N64ModernRuntime, and RT64. It’s the sixth and last in the same author’s family of AKI wrestling games. It’s in beta: it boots, plays through menus and full matches with music and sound, with two controllers verified, and saves the cartridge save automatically. It’s independent of the AKI-Club decompilation: the symbols come from the author’s own disassembly. The game is in Japanese, as released, though several English fan translations run as mods on top of your ROM. It adds widescreen, high resolution, controls tailored to the AKI scheme, and, experimentally, 60 and 120 fps through interpolation, ray tracing, a CRT filter, and HDR, plus a mods menu with a free camera and cheats. 10 of its 91 commits link a Claude Code session.

You needYour own unpatched Japanese ROM of Virtual Pro Wrestling 2: Ōdō Keishō (NA2J). Plus Windows with a Direct3D 12 (Shader Model 6) or Vulkan 1.2 graphics card and a CPU with SSE4.1.

★ 9 · 2026-10-28 View →
Xbox 360 Playable

Banjo-Tooie (Xbox 360)

iron-jay/banjo_tooie_xbla_recomp

A native port of Banjo-Tooie that uses the Xbox 360 Xbox Live Arcade re-release as its source, made by statically recompiling its PowerPC code to C++ with the ReXGlue SDK. The result is a real Windows and Linux executable, with no emulator at runtime and no N64 ROM involved in the pipeline. According to the README it is playable end to end from boot: title screen, main menu, save select, the full intro cutscene, and free roaming, confirmed on Windows (with an NVIDIA GPU) and on a real Steam Deck, with controller, keyboard and mouse, and saving. It admits that the recompilation missed some of the game’s roughly 22,000 functions and that stability beyond the opening areas is lightly tested. It is distributed as a single launcher (Banjo-Tooie.exe on Windows, Banjo-Tooie on Linux) that extracts the data from your package; version 0.1.1 is from August 12. One of its 5 commits lists Claude as a co-author.

You needYour own Banjo-Tooie XBLA package (the STFS container you copy off your own Xbox 360 profile). The launcher checks the default.xex against the exact XBLA build it was tested with and refuses another region or revision. Windows or Linux, including the Steam Deck.

★ 8 · 2026-08-12 View →
N64 Fully playable

Doraemon: Nobita to Mittsu no Seireiseki

citrongames/Dora64

Dora64: a native recompilation of Doraemon: Nobita to Mittsu no Seireiseki for Windows, Linux, and Android. It recompiles the game’s MIPS code to native code and uses N64ModernRuntime and RT64 for platform, audio, input, and rendering; it is not an emulator. It offers Japanese, English, and Russian text, widescreen, an optional modern camera, higher frame rates through interpolation, autosave, remappable controls, adjustable draw distance, and optional cheats, with a Modern and an Original profile. On Android, its author says to have completed a full playthrough with all items, and there is a configurable touch controller. The desktop version 1.0.5 is from September 25, published together with Android 1.0.3. The README says it was developed with extensive help from OpenAI’s ChatGPT and Codex.

You needYour own copy of Doraemon: Nobita to Mittsu no Seireiseki for Nintendo 64 in Japanese, as a .z64; the game checks the whole file against an XXH3 hash and rejects other ROMs. Plus Windows (the main test platform) or x86-64 Linux with Ubuntu 24.04 or later, or Android 7.0 or later on 64-bit ARM.

★ 8 · 2026-09-26 View →
SNES / Super Famicom Fully playable

Super Bomberman 5

MauricioSuporte/SuperBomberman5SNESRecomp

An unofficial PC port of Super Bomberman 5 made with SNESRecomp and recomp-ui, following the architecture of Mega Man X Recompiled. The README warns that the recompilation is partial: most of the game logic still runs on the framework’s interpreter. It says 1.0.1 was the first full release, with the campaign played through to the end by the maintainer on Windows. There is a Windows x64 setup and an experimental Linux x86_64 AppImage; the game is generated and compiled on your PC from your ROM, and the repository distributes no ROM, generated code, or extracted assets. The launcher has input tabs for up to 5 players and mods, including one for battle stage variants, and there is online play with lockstep synchronization (tested in a real match on October 23) and Discord integration. Version v2.5.0 is from October 29. 99 of its last 100 commits list Claude as a co-author.

You needYour own Super Bomberman 5 ROM, identified in the repository as “Super Bomberman 5 (USA).sfc” (SHA-1 417d5ace7e51baafb69d20ce15ff0894d91c70c5, CRC32 c25ab56a). 64-bit Windows 10 or later, or Linux x86_64 with glibc 2.35 or later; the launcher downloads the portable build tools, so internet is needed the first time.

★ 8 · 2026-10-31 View →
Game Boy Fully playable

Tetris

mstan/TetrisGBRecomp

A static recompilation of the Game Boy Tetris with the author’s own version of gb-recompiled: the SM83 code is translated to C and compiled to native code, and the runtime library simulates video, sound, and the mapper. Its author believes it’s 100% playable: the A-Type and B-Type modes, the menus, the attract demo, music, and sound effects all work, without going through the interpreter thanks to 64 entry points harvested from real runs. It uses the shared recomp-ui launcher, which checks the ROM and opens an in-game menu with F1. Version 0.0.3 (August 17) fixed the bug in 0.0.2 that rejected every ROM. 10 of its 13 commits list Claude as a co-author.

You needYour own Tetris (World) ROM for Game Boy, version 1.0 (CRC32 63F9407D); the 1.1 revision won’t work. Plus 64-bit Windows 10 or 11.

★ 8 · 2026-08-17 View →
PS2 Experimental

Ace Combat 04: Shattered Skies

PresidentRaptor/Ace-Combat-04-PC-Port

A work-in-progress native Windows port of Ace Combat 04: Shattered Skies (USA, SLUS-20152), made by static recompilation: the original executable’s main CPU functions are translated ahead of time to C and compiled into ac4.exe, and a shared runtime stands in for the console (GS graphics through Vulkan, vector units, audio, movies, memory cards, and input). The recompiler and runtime come from sal063’s Ace Combat 5 recompilation, to which this project adds the AC4 configuration, its own sound services, and the rendering, widescreen, and Windows fixes. According to the README, mission 01 was completed in live play, and boot, movies, briefings, aircraft and weapon selection, and flight were checked at native and 6x resolution; later missions still need full playthroughs. It offers up to 8x internal resolution, FXAA, sharpening, optional texture packs, and Lua or native mods. Version v2.2.3-beta is from October 21. 31 of its last 64 commits list Claude as a co-author.

You needYour own Ace Combat 04: Shattered Skies image for PS2, unmodified US release (SLUS-20152), and the disc data. The Windows installer asks for the ISO, verifies the game executable, copies the ISO, and creates the local memory image; it needs about 4 GB free, .NET Framework 4.8, and a Vulkan 1.3 graphics card.

★ 7 · 2026-11-01 View →
Native layer Playable

Dead Cells (PS5)

OverkillLabs3/DC-PS5

Dead Cells for PS5 as a native Windows program: the original x86-64 code is relinked into a standalone executable that runs directly, with no emulator, no CPU emulation, and no separate runtime process. The GPU shaders are recompiled to Vulkan and the console libraries are provided as ordinary DLLs. It builds on the AnyPS5 project. According to the README it is playable from the logo through gameplay, with music and sound effects, at about 55 to 60 frames per second in indoor scenes and 30 to 35 in outdoor ones. Version 0.1.0 (October 9) is the only published release.

You needYour own decrypted copy of Dead Cells: Return to Castlevania Edition for PS5 (PPSA15552, version 01.000.000), with eboot.elf, sce_sys, sce_module, res.pak, and the rest of the files next to deadcells.exe; other versions and regions have not been tested. Plus 64-bit Windows 10 or 11, a graphics card with Vulkan 1.1 or newer (with VK_EXT_depth_clip_control, BC compression, and buffer device address), and 16 GB of RAM or more is recommended.

★ 7 · 2026-10-09 View →
N64 Experimental

Diddy Kong Racing (sp00nznet)

sp00nznet/diddykongracing

Early recompilation of Rare’s kart and adventure game: it boots to the hub world but then crashes. It uses its own high-level emulation (HLE) of the microcode, and audio is disabled. 38 of its 40 commits list Claude as a co-author.

You needA Diddy Kong Racing ROM (N64, US version 1.1).

★ 7 · 2026-10-24 View →
Wii Playable

MLB Power Pros 2008

HopeAero/MLBPowerPros2008Recomp

A static recompilation of MLB Power Pros 2008 (Wii, USA, RL8E54) into a native Windows x64 and Linux x86_64 program, built on the translator and runtime of Wiicompiled, with its own launcher, mods, and tools to edit textures, rosters, and stadiums. It is not an emulator: the PowerPC code (main.dol and ovl_main.rel) is translated to C++ ahead of time and what the console provided is reimplemented. According to the README, boot, menus, and full matches work at 60 frames per second; Season, League, and MLB Life are reachable but not systematically tested. It offers Direct3D 12 or Vulkan, internal resolution from 1x to 4x, true 16:9 widescreen, AMD FSR 1, real MLB schedules, two-way players, and seasons beyond the original 10 (experimental). It is in beta on Windows; Linux and the Steam Deck are experimental. Version 0.1.5 is from October 24. The README states that nearly everything was written with Claude; 96 of its last 100 commits list Claude as a co-author.

You needYour own copy of MLB Power Pros 2008 for Wii (USA, RL8E54) as a disc image. 64-bit Windows 10 or 11, a GPU with Direct3D 12 or Vulkan, and about 2.5 GB free (900 MB for the Setup and 1.5 GB for the installed game).

★ 7 · 2026-10-31 View →
Xbox 360 Playable

Outpost Kaloki X

TekRantGaming/outpost-kaloki-x-recompiled

A native Windows and Linux port of Outpost Kaloki X (Xbox Live Arcade, 2005), recompiled with the ReXGlue SDK from the Xbox 360 code. The README explains that the 2004 PC version, Outpost Kaloki, never received what the Xbox 360 version has: more levels, two campaigns, eleven scenarios, and challenges with gold-medal times. A launcher installs the game from your package and checks that it is the right version; it offers render resolution from 1× to 6× (up to 8K), FXAA, 2× MSAA, filtering up to 16×, a frame-rate cap from 30 to unlimited, controller and keyboard-and-mouse settings, achievements with pop-ups, and the choice of playing the full game or the trial (the full game comes unlocked). Version 1.1.1 (October 18) is the latest, for Windows and as a Linux AppImage. The README states that it was made almost entirely with Claude Code; all 20 of its commits list Claude as a co-author.

You needYour own Outpost Kaloki X package from Xbox Live Arcade, exactly this release: title ID 584107DB, a 21,557,248-byte file (the file with no extension from your Xbox 360 or emulator content folder), default.xex 0.0.1.1 with CRC32 CCB0ACE9. 64-bit Windows 10 or 11 with DirectX 12, or 64-bit Linux with Vulkan.

★ 7 · 2026-10-18 View →
Xbox 360 Playable

The Bigs 2

mdomangue26/The-Bigs-2-Recompiled

A native Linux and Windows port of the Xbox 360 version, by static recompilation with the ReXGlue SDK’s development branch plus a set of the author’s own SDK fixes. According to its author, it boots, plays, saves, and loads on Linux; the Windows build is cross-compiled on Linux and has only been tested under Wine. There’s a dedicated AppImage for the Steam Deck, where it runs at 30 fps. On first launch, a setup screen picks your disc image and extracts it. It runs at 30 fps in games, like the console, with an experimental 60 fps mode; the internal resolution goes up to 4K and the keyboard acts as player 1’s controller. All 37 of its commits list Claude as a co-author.

You needYour own The Bigs 2 Xbox 360 disc, as a disc image or extracted, with a default.xex identical to the supported version’s. Plus 64-bit Linux or 64-bit Windows 10 or 11 with a Vulkan driver.

★ 7 · 2026-10-25 View →
Neo Geo Experimental

⑂ Fork of sp00nznet/metalslug

The King of Fighters ’98

danilopaulinodasilva/kof98recomp

A native PC port of The King of Fighters ’98, made by static recompilation: the game’s 68000 code is translated to C and run natively on a model of the Neo Geo hardware. The README calls it alpha, with sound. It boots as an AES console, plays the intro and attract demos, and lets you play team matches against the CPU; with --verify every recompiled block is replayed in the Musashi interpreter and there were 0 mismatches over 12.1 million blocks of a 5-minute scripted session. It offers widescreen (400×224, up to 480 wide) with backgrounds extended into the margins, two players on keyboard or gamepads, and a pause menu. Version 0.1.1 (October 21) provides installers for Windows, Linux, and macOS. All 30 of its commits list Claude as a co-author.

You needYour own ROMs from the MAME sets kof98h and neogeo (files 242-pn1.bin, 242-p2.bin, 242-s1.bin, 242-mg1.bin, 242-c1 to c8 and 242-v1 to v4, plus neo-po.bin, sfix.sfix, sm1.sm1, and 000-lo.lo), unzipped into the roms folder. The recompiled C is generated on your machine at build time and never distributed. Plus a C and C++ compiler, CMake 3.21, and optionally SDL2; the README warns that the Windows setup hasn’t been tried with this game yet.

★ 7 · 2026-10-21 View →
Xbox Playable

The Sims

abilliontokens/sims1-recomp

A native port of The Sims for the original Xbox (USA) to Linux and Windows, by static recompilation of the game’s executable on top of the XboxXBERecomp runtime: Vulkan and SDL3 on Linux, Direct3D 12 and XAudio2 on Windows, with no Wine and no emulator. According to the README it boots from the disc image, plays its intro movies, and reaches its menus, Create a Sim, and a playable household in live mode (17 of 17 runs), at about 60 frames per second. It includes a settings panel (F1) and a performance panel (F2), keyboard and mouse or gamepad support, and game speed is real time at any frame rate. It is the fourth Maxis console title ported with this framework and the first on XDK 5233, for which the project made its own signature set. Full-screen movies are cropped by 24 rows and ultrawide widening has not been analyzed. Version 0.2.0 (October 21) is the latest.

You needYour own copy of The Sims for the original Xbox, USA, as an .iso image in the assets folder or with the disc’s files extracted there. Windows with Direct3D 12 or Linux with Vulkan (clang, cmake, and ninja to build it).

★ 7 · 2026-10-21 View →
N64 Experimental

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.

★ 7 · 2026-10-25 View →
PS1 Experimental

Galerians

goodshepherd23/Galerians-Recompiled

A native PC version of Galerians (PlayStation, 2000), made with the PSXRecomp static recompiler and the recomp-ui launcher. The game code is generated on your machine from your Disc 1 (all three discs boot the same executable, so one build plays the whole game) and uses the bundled OpenBIOS image, with no Sony BIOS. Version 0.1.1 (October 21) has packages for Windows x64, Linux x64, and macOS (Apple Silicon and Intel). It is an early release tested on Windows: it reaches the title and the start of the game, but play beyond the first room, saving and loading, changing discs, and the Linux and macOS packages remain untested. The launcher includes optional cheats. The README states it was made with AI assistance (Claude), and all 4 of its commits list Claude as a co-author.

You needYour own three discs of Galerians (USA) as CUE/BIN, each CUE kept next to its BIN: Disc 1 SLUS-00986, Disc 2 SLUS-01098, and Disc 3 SLUS-01099. Windows, Linux, or macOS; on Linux and macOS you first install CMake, Ninja, Python 3, and a C/C++ compiler.

★ 6 · 2026-10-21 View →
SNES / Super Famicom Playable

Gundam Wing: Endless Duel

TechnicallyComputers/GundamWingEndlessDuelSNESRecomp

A static recompilation of the Japanese Super Nintendo version for PC, built on snesrecomp. The game’s code is translated to C on your machine from your own ROM and compiled there; the generated C is never committed to the repository. The README says the game boots and runs through assisted story matches, and that widescreen and localization are optional packages: the repository ships a mod catalog with widescreen, translations, and a performance log. It supports two players, one controller per port, and has netplay with rollback available. The releases are setup packs: the zip holds a launcher without recompiled code, the recompiler, and the source tree, and builds the game from your ROM on first run, for Windows, Linux and macOS. The latest, v0.1.12, is from October 26. 58 of its last 100 commits list Claude as a co-author.

You needYour own Japanese ROM “Shin Kidou Senki Gundam W - Endless Duel (Japan).sfc” (Bandai, 1996, LoROM, no coprocessor), with CRC32 c0aecdca and SHA-256 dd94308d822636c6ddf73c5e2644c84f2eb8fb4d9201150fc5f37d44d6f423f1; the generation script refuses any other revision.

★ 6 · 2026-10-26 View →
PS1 Experimental

Hellnight

goodshepherd23/Hellnight-Recompiled

A native PC version of Hellnight (PlayStation, 1999; Dark Messiah in Japan), made with the PSXRecomp static recompiler and the recomp-ui launcher, with the bundled OpenBIOS image instead of a Sony BIOS. Version 0.1.7 (October 26) has packages for Windows x64, Linux x64, and macOS (Apple Silicon and Intel). It is an early release tested on Windows: with the NTSC-converted dump it reaches the title, New Game starts, dialogue, the examine cursor, and room transitions work, and saving to and loading from a memory card works; with the Redump dump and the Undub patch it was only tested up to the intro. An optional mod widens the 3D view to 16:9 or 21:9, and there are optional cheats. The README states it was made with AI assistance (Claude), and all 17 of its commits list Claude as a co-author.

You needYour own European Hellnight disc (SLES-01562) as CUE/BIN, with a data track of 633,786,384 bytes: the Redump dump (MD5 050d2848368af2ef945706bc73ef69ef), an NTSC-converted copy (MD5 01ce6367485ab848973be612df58b5b9, which most testing used), or the Undub v1.1 patch of the European disc (MD5 cb6f8e5a863920bf33d8cfe78dd684df). Windows, Linux, or macOS.

★ 6 · 2026-10-26 View →
Port (decomp) Playable

D

Bitsandbreakpoints/d-psx-pc-recomp

A native Windows version of D, WARP and Acclaim’s PlayStation horror adventure (1995), with no emulator and no BIOS. It runs the game’s own logic, rebuilt from a decompilation that has not been published, together with the PlayStation’s libraries rewritten for Windows (graphics, sound chip, MDEC video, CD reading, and controllers); movies, pictures, and sound are read at run time from your own disc images. It adds 8-slot save states (the original has no way to save), pause at any moment, a double-time mode, internal resolution up to 4x, picture filters, and a launcher that changes discs by itself. The port’s own program source is in the repository, but it cannot be built on its own because the game’s decompilation is missing. Version 1.0.2 (October 27) makes the knight fight on disc 2 winnable, which was always lost in earlier versions. All 10 of its commits list Claude as a co-author.

You needYour own images of the three discs of D (USA, SLUS-00128 / 00173 / 00174) as .bin/.cue or .chd; an .iso does not work. Plus Windows 10 or later.

★ 5 · 2026-10-27 View →
Port (decomp) Playable

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.

★ 5 · 2026-10-22 View →
Wii Playable

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.

★ 5 · 2026-10-20 View →
PSP Experimental

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).

★ 5 · 2026-10-27 View →
Virtual Boy Playable

Zero Racers

mstan/ZeroRacersVirtualBoyRecomp

A recompilation of the Virtual Boy Zero Racers for Windows with vbrecomp and the recomp-ui launcher, both by the same author: the V810 code is translated to C and compiled to native code, with an interpreter for uncovered code. The game was finished in 1996 but canceled after the console’s failure, and first came out on August 4, 2026, on Nintendo Classics for Switch; the recomp is based on that release. You play with keyboard or controller, with rebindable controls and saves and settings that persist, and there’s an optional color mod, off by default, with silver tunnels, distinctly colored machines, colored menus and HUDs, and yellow repair areas, keeping the original wireframes. Version 0.0.4 (October 19) enters, with assistance, all 15 courses, A1 to C5, and Time Trial without touching the interpreter; it doesn’t claim complete cups or endings.

You needYour own Zero Racers ROM, the (Japan, USA) (En) (Switch Online) revision, uncompressed (1,048,576 bytes, CRC32 71553796, SHA-256 47421cd82dfd414d042d2f7f9db51e657d414d4ddfa46887efb544029fa11ce7). Plus 64-bit Windows 10 or 11.

★ 5 · 2026-10-27 View →
PS1 Playable

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).

★ 4 · 2026-10-19 View →
N64 Experimental

Battlezone: Rise of the Black Dogs

wootbeer/bzrecomp

A native PC port of the Nintendo 64 version, made by static recompilation with N64Recomp on N64ModernRuntime and with RT64 as the renderer; the author built it the same way as their BattleTanx: Global Assault port. It includes no game data. It has CRT and LCD filters for the picture. The README marks it as a beta tested on Windows and Linux. On Linux it ships as an AppImage that also works on the Steam Deck, and settings and saves go in ~/.config/bzrecomp. Version 0.1.0-beta (October 14) is the only release. 42 of its 43 commits list Claude as a co-author.

You needYour own copy of Battlezone - Rise of the Black Dogs (USA): as a .n64 with SHA-1 CDD1D1DEC9763CE6B7B1A70668EFFCEAD0A185A0, or as a .z64 with SHA-1 85B4FEBBE6FBD1ECFC883905E43E68E7188C44F9. Plus Windows or x86-64 Linux.

★ 4 · 2026-10-14 View →
N64 Playable

Doraemon 3: Nobita no Machi SOS!

citrongames/Dora64-3

Dora64-3: a native recompilation of Doraemon 3: Nobita no Machi SOS! for Windows, Linux, and Android, made with N64Recomp, N64ModernRuntime, and RT64. It offers the original or an adjustable frame rate (the Modern profile uses 60), a modern camera with mouse, right stick, and touch in supported scenes, widescreen for gameplay, interface, backgrounds, and split screen, text and artwork translated to Japanese, English, and Russian, autosave when returning to the stage map, up to four gamepads and separate keyboard bindings per player, and settings for graphics, audio, controls, and cheats. Version 1.0.0 is from October 13. The README says it was developed with help from OpenAI’s ChatGPT and Codex.

You needYour own copy of Doraemon 3: Nobita no Machi SOS! for Nintendo 64, Japanese (N3DJ, revision 0): a 16 MiB big-endian .z64 with SHA-256 410f99bdd58795639da272c9be9d1ab8c35b61f24f7c1fb92f7e83e1069a2602. Plus 64-bit Windows 10 or 11, x86-64 Linux with glibc 2.43 or later, Vulkan, SDL2, and GTK3, or Android 7.0 or later on 64-bit ARM with Vulkan 1.0.

★ 4 · 2026-10-13 View →
PS1 Playable

⑂ Fork of Voicedrew11/verdite2

Tecmo’s Deception: Invitation to Darkness

dannyowelch/deception-recomp

A PC port of Tecmo’s Deception: Invitation to Darkness (SLUS-00340), made with RecompOne from a fork of Voicedrew11/verdite2. It runs natively on Windows and Linux, with full analog gamepad support, keyboard and mouse look, fully remappable controls, memory card backup and restore, adjustable render scale, anisotropic filtering and mipmaps, optional side art on a 16:9 frame, and high-detail textures for walls and doors. The README calls it playable, but a full playthrough is not yet verified. Version 0.4.0 (October 23) has a Windows installer and zip. The repository description calls it an “AI driven attempt”, and 26 of its last 100 commits list Claude as a co-author.

You needYour own dump of the North American release (SLUS-00340), as cue/bin or CHD v5. The .NET 10 SDK is needed to build it.

★ 4 · 2026-10-22 View →
NES / Famicom Experimental

Adventure Island II

Junior-Jones/Adventure-Island-II-NES-Static-Recomp

A native Windows frontend and a game-specific static core for the NES Adventure Island II. According to the README, the game’s executable paths were analyzed before the application was built and emitted as a fixed catalog of 16,544 exact physical-bank and program-counter identities; a native dispatcher executes only the records that catalog admits. It uses no general interpreter loop, dynamic recompilation, or emulator fallback, and anything unknown stops execution with a diagnostic. The runtime includes the NES CPU bus, PPU, APU, DMA, input, and the MMC3B mapper. The launcher configures audio, video, and controls and saves snapshots and screenshots. Version 1.0.0 (August 26) is the only release, for Windows.

You needYour own ROM named Adventure Island II (USA).nes with SHA-256 10dd53fd62c95e77856b09c693b3bdd14b62a89988902eea111257cafe9b8acc, in the Rom folder beside Launcher.exe or chosen with Browse ROM. Plus 64-bit Windows; to build it, Visual Studio 2022 with C++ and CMake 3.20 or newer.

★ 3 · 2026-10-07 View →
Port (decomp) Playable

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.

★ 3 · 2026-10-21 View →
PSP Playable

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.

★ 3 · 2026-11-01 View →
Other Experimental

Link: The Faces of Evil

tools81/link-faces-of-evil-static-recomp

An unofficial native port of Link: The Faces of Evil (Philips CD-i, 1993) for Windows, made by static recompilation: the game’s 68000 machine code is translated ahead of time into C, and a small runtime provides what the code expects from the console, namely the CD-RTOS (OS-9) operating system, the CD file manager, the video decoder, and the ADPCM audio processor. Two modules are recompiled, the game itself (about 39,000 instructions) and the Philips logo animation. The build produces two programs that share the same code and saves: linkfoe.exe, with the original look and sharp, smooth, CRT, and nearest filters, and linkfoe_hd.exe, which adds the Cartoon HD and Cartoon HD+ upscalers. It draws with Direct3D 11 at the full window resolution, including 4K, with aspect modes for widescreen (the game’s picture is 4:3), save states in ten slots, run-ahead of up to six fields to reduce input lag, and smooth sprite motion at 60 frames per second. The README doesn’t state a progress level. Version 1.0.0 was published on October 21. Its only commit lists Claude as a co-author.

You needYour own image of the Link: The Faces of Evil disc, as a .bin and .cue (the README gives “Link - The Faces of Evil (USA)” as an example). The installer and the portable zip don’t include the disc; on first start the game asks for the image and saves its path in linkfoe.ini. Windows 10 or later; to build from source, Visual Studio 2022 with the C++ compiler, CMake 3.16, and Python 3.8.

★ 3 · 2026-10-21 View →
SNES / Super Famicom Playable

Looney Tunes B-Ball

SlippyGetBackHere/looney_tunes_b-ball_recomp

A native recompilation of Looney Tunes B-Ball (USA) built on snesrecomp: the game’s 65816 code is compiled to C and runs against an emulated SNES video chip, sound chip, and DMA, with the framework’s interpreter as a fallback for code the analysis hasn’t reached. The court can be played in 16:9 widescreen; menus and selection screens stay 4:3. According to the README it is playable: boot, attract demo, menus, character select, exhibition matches, a full one-player tournament, and two-player games, on Windows; the tournament screens haven’t been checked in widescreen. It has a page of optional mods, all off by default (shot clock off, changeable tournament difficulty, CPU players that don’t steal). The latest release, 0.2.0 (October 27), is for Windows. 19 of its 20 commits list Claude as a co-author.

You needYour own Looney Tunes B-Ball (USA) ROM, 2,097,152 bytes (SHA-256 76ba0fc1f5c1f39354bb3173a600f23915f1191f400f7d525d220b4b3c8d958d). 64-bit Windows.

★ 3 · 2026-10-27 View →
PS1 Experimental

MediEvil (Leproide ESP)

Leproide/MediEvilRecomp-ESP

A static recompilation of the Spanish PAL release of MediEvil (SCES-01495) for PC, with widescreen and improved rendering. It starts from MediEvilRecomp-ITA (Leproide’s Italian PAL version), itself a fork of BlackLabelHQ/MediEvilRecomp; all the base work is theirs. It ports to the Spanish version, recalculating the addresses, the PAL fixes already made for the Italian one (CD callbacks, movie playback, iris fade, the 256-line PAL screen, and XA voices), so a single copy of the code serves both versions. It is in beta, and the README warns there may be serious bugs. v1.2-Stable (October 25) has a Windows zip, and the repository includes Linux scripts.

You needYour own original copy of MediEvil Spanish PAL (SCES-01495), from which to make a clean bin/cue dump (the LEEME in the disc folder gives the file names). Plus a GPU with at least OpenGL 2.1 and, to build it, the .NET 10 SDK.

★ 3 · 2026-10-31 View →
SNES / Super Famicom Playable

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.

★ 2 · 2026-10-16 View →
Other Playable

Hotel Mario (tools81)

tools81/hotel-mario-static-recomp

An unofficial native port of Hotel Mario (Philips CD-i, 1994) for Windows, made by static recompilation. The game’s 68000 code is translated ahead of time into C and compiled with MSVC; a runtime of its own provides what the game expects from the console: the CD-RTOS (OS-9) kernel, the CD file manager, the MCD212 video decoder (shown through Direct3D 11 at any resolution), and the ADPCM audio processor. It starts from the CD-i recompilation template that came out of the Link: The Faces of Evil port. There are two executables, one with the original picture and one with the Cartoon HD upscalers and sprite interpolation switched on; both have quicksaves, run-ahead, and invincibility. According to the README, the intro, the title menu, the first level with music and sound effects, game over, and the attract-mode demo have been checked; the hotels after the first are unchecked because nobody has played that far. Version 1.0.2 was published on October 25. All 4 of its commits list Claude as a co-author.

You needYour own image of the Hotel Mario disc (USA), raw, as a .bin and .cue with 2352-byte sectors. The installer and the portable zip in the releases don’t include the disc and ask for it on first start. Plus Windows 10 or later; to build from source, Visual Studio 2022, CMake 3.19, and Python 3.8.

★ 2 · 2026-10-25 View →
NES / Famicom Experimental

Legendary Wings

retroreplay82/Legendary-Wings-NES-to-PC

A native Windows port with refreshed artwork and faithful gameplay, built with NESRecomp and SDL2. A key (F6) switches between the original and the remastered graphics without restarting; the optional animated water (F5) starts off, and F8 and F9 save and load states. The README itself describes it as a work-in-progress beta: only the first level has received the main remaster work, and later levels may still use the original graphics. Version 0.1.0-beta.1 (October 5) is the only release. The project’s code is MIT, but the complete game uses NESRecomp under its noncommercial terms, and the artwork is excluded from that license.

You needYour own compatible Legendary Wings (USA).nes ROM, in the roms folder beside LegendaryWings.exe. Plus Windows x64, with SDL2.dll and the assets folder beside the executable.

★ 2 · 2026-10-05 View →
PS1 Experimental

⑂ Fork of BlackLabelHQ/MediEvilRecomp

MediEvil (Leproide ITA)

Leproide/MediEvilRecomp-ITA

A static recompilation of the Italian PAL release of MediEvil (SCES-01494) for PC, forked from BlackLabelHQ/MediEvilRecomp, which recompiles the US version; the base work (recompilation, rendering and widescreen patches, RecompOne runtime) is BlackLabelHQ’s. This fork translates the configuration, the function maps (boot, EXE, and 26 overlays), and the C# patches to the PAL version (addresses, $gp offsets, 50 Hz constants, and 256 lines), and fixes the CD callbacks, movies that were skipped after a second, and the iris fade in widescreen. It is in beta, and the README warns there may be serious bugs. v1.0-Stable (October 25) has zips for Windows and Linux. Unlike the original project, it accepts AI-written contributions, and the README says the PAL port itself was made with the help of an AI tool.

You needYour own original copy of MediEvil Italian PAL (SCES-01494), from which to make a clean bin/cue dump (the README in the disc folder gives the file names). Plus a GPU with at least OpenGL 2.1 and, to build it, the .NET 10 SDK.

★ 2 · 2026-11-01 View →
N64 Experimental

BattleTanx

wootbeer/btrecomp

A native PC port of the Nintendo 64 version, made by static recompilation with N64Recomp on N64ModernRuntime and with RT64 as the renderer. It uses the same engine as the sequel and was built the same way as the same author’s BattleTanx: Global Assault Recompiled. It offers widescreen with the HUD at the screen edges, high frame rates (setting Framerate to Display matches your monitor), Controller Pak saves, and remappable keyboard and gamepad controls, and it runs on Windows and Linux, the Steam Deck included. The README marks it as a beta tested on Windows. Version 0.1.1 (October 17) is the latest. 24 of its 25 commits list Claude as a co-author.

You needYour own copy of BattleTanx (USA) as a .z64 with SHA-1 535860D941738AC1210C20A9B80114FEA0E0FF17 (.n64 and .v64 files work too), which you choose with Load ROM the first time. Plus Windows or x86-64 Linux.

★ 1 · 2026-10-17 View →
Other Experimental

Zelda: The Wand of Gamelon

tools81/zelda-wand-of-gamelon-static-recomp

An unofficial native port of Zelda: The Wand of Gamelon (Philips CD-i, 1993) for Windows, made by static recompilation: the 68000 program modules on the disc are translated ahead of time into C and run with a native Windows runtime that emulates the CD-RTOS (OS-9) kernel, the CD file manager, the video decoder, and the ADPCM audio processor. The boot module (cdi_zelda) and the logo module (cdi_bumper) are recompiled; the real-time data and audio streams are read from the disc image at run time. There is one executable with the original rendering and another with an HD renderer whose Cartoon HD and HD+ filters smooth sprite edges (this is spatial scaling, not motion interpolation). It has one-frame run-ahead, ten in-memory quicksave slots for the session, invincibility, and XInput controllers. The README doesn’t state a progress level. Version 1.0.0 (October 22) is published as a portable zip. Its only commit lists Claude as a co-author.

You needYour own image of The Wand of Gamelon disc, as a .bin and its .cue, in the rom/ folder (or its path as an argument to the executable). The portable zip doesn’t include the disc. Windows 10 or later; to build from source, Visual Studio 2022 with the C++ tools, CMake 3.19, and Python 3.8.

★ 1 · 2026-10-22 View →
Other Experimental

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.

★ 0 · 2026-10-21 View →
Xbox Playable

007: Nightfire (hk21x)

hk21x/nightfire-recomp

An unofficial native PC port of the original Xbox version, with extended graphics options and other enhancements. The game’s own x86 code is statically recompiled with Xbox XBE Recomp into Windows executables, and the console’s graphics, sound, and system libraries are reimplemented (Direct3D 12 or 11, XAudio2, and SDL); it is not an emulator. It supports the European (PAL) and North American (NTSC) releases; since the game is two programs, the on-foot and menus one and the driving missions one, both are recompiled, into Nightfire.exe and NightfireDriving.exe, and the switch between them happens on its own. A launcher downloads portable build tools (about 1.4 GB) and the project’s source and builds the game on your PC from your disc, in 30 to 90 minutes the first time; the game’s code is never downloaded. Version 1.0.2 is from October 31. All 75 of its commits list Claude as a co-author.

You needYour own copy of 007: NightFire for Xbox, PAL or NTSC release (title id 45410026), as an .iso image or a folder with the disc’s files (default.xbe, Driving.xbe, and their folders); the xbe SHA-1 hashes are given in the README. 64-bit Windows 10 or 11, a Direct3D 12 or 11 GPU, about 3 GB free plus room for your copy (7.3 GB if the image has to be copied), and internet access for about 1.4 GB of tools.

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Xbox Playable

007: Nightfire (TGP482)

TGP482/007Nightfire-XBERecomp

An unofficial native PC port of the original Xbox version, with extended graphics options, keyboard and mouse support, and other enhancements, created with the Xbox XBE Recomp tool. You place the game files (an ISO or extracted data, from the USA or Europe releases) in the assets folder and, on running nightfire.exe, the first start compiles the game’s code for your PC, which only happens once. Settings are changed in the game’s options menu or in an overlay opened with F10: monitor, display mode, render resolution from 20% to 200%, field of view from 45 to 140 degrees (also the weapon’s), a frame cap or no cap instead of the Xbox’s 30, V-Sync, HDR10 output, ambient occlusion, MSAA, SMAA, anisotropic filtering, texture replacement and dumping, SDL3 controllers, and gyro aiming. The repository includes no game assets. The V1 release (a zip of about 73 MB) is from October 31.

You needYour own copy of 007: Nightfire for Xbox, USA or Europe release, as an ISO or with the extracted data in the assets folder. Windows with a Direct3D 12 GPU and, at minimum, a 2-core CPU with SSE4.2 and POPCNT.

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N64 Experimental

40 Winks (DreaXer)

DreaXer/40WinksRecomp

A native PC port, called 40 Winks : Dreamcompiled, made by statically recompiling the game’s code with N64: Recompiled, which uses RT64 for rendering and adds enhancements such as high framerates and widescreen. It is an early release: worlds 1 and 2, with its boss, have been played from start to finish without bugs, and the rest hasn’t been tested, so its author warns of problems and recommends backing up saves. It supports only the final Piko Interactive (Europe) release; the earlier prototype isn’t supported. For now there is only a Windows build. Neither the repository nor the releases contain game assets. Version 0.3.0 is from October 30.

You needYour own 40 Winks ROM, the final Piko Interactive (Europe) release, header code N4WZ, SHA-1 282b97c6a6eb79535e618fc2651b6156fff65ea4. 64-bit Windows 10 or 11, a GPU supporting Direct3D 12.0 (Shader Model 6) or Vulkan 1.2, and a CPU with AVX.

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Xbox 360 Playable

Aegis Wing

CaiusCodes/Aegis-Wing-XBLA-PC-Recomp

A native Windows version of Aegis Wing, the 2007 Xbox Live Arcade shoot-’em-up, created by static recompilation with ReXGlue. It supports up to 4K and a stable 60 fps in gameplay, keyboard and mouse, Xbox controllers, local four-player co-op, and LAN and online multiplayer through virtual LAN services. The first time it starts, it reads the Xbox 360 package you provide, checks that it is the supported version, and imports the game data into its own folder; the repository contains no executable, graphics, sound, music, or game data. The release is a zip of about 11 MB that runs without installing anything else. Version 0.9.1 is from October 7. 13 of its 25 commits list Claude as a co-author.

You needYour own Aegis Wing Xbox Live Arcade package for Xbox 360 (Title ID 5841083C). 64-bit Windows 10 or 11 and a DirectX 12 graphics card; the Visual C++ runtime is included and an Xbox controller is optional.

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Xbox Playable

Amped 2 (Nico-D-eu)

Nico-D-eu/RE-Amped2

RE-Amped2 brings Amped 2 (Microsoft Game Studios / Indie Built, 2003, original Xbox) to Windows as a native game. It is not an emulator: the game’s code is translated to C and compiled into a Windows program on your PC, from your own disc. According to the README it runs at a steady 60 fps, in widescreen, at up to 4K and beyond, with controller and keyboard support, and supports mods (packs, single-file replacements, and scripts) and replacement texture packs. It is in early access: the whole game is playable, but there are bugs. No game files are included or downloaded; the repository includes the project’s own branding textures (logo, boot splashes) that replace the originals. Version 0.2.1 is from October 30. The repository includes an AGENTS.md with rules for AI coding agents.

You needYour own Amped 2 disc image (.iso or .xiso), from the USA or the European and Australian release. 64-bit Windows 10 or 11 with a DirectX 11 card, about 6 GB free and, if the free build tools are missing, up to 7 GB more on C: and an internet connection during installation.

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Native layer Experimental

Bloodborne (0xCydral)

0xCydral/bloodborne_pc

Bloodborne running natively on Windows 10 and 11 from your own PS4 copy, with no emulator: the PS4 has an x86-64 processor like a PC’s, so the game’s code runs as it is, and a custom layer replaces what the game asked of the console’s operating system and converts its drawing commands to Vulkan. It is a fork of deadinside28’s project, with about 280 commits of its own ahead, and adds a launcher (simple and advanced modes), DLSS, FSR 4, and XeSS upscaling, frame generation, keyboard and mouse, and mod support, plus installation from your copy’s .pkg files. Its README marks it as experimental: the game boots, loads saves, and plays with sound, gamepad, and saving, but a full playthrough has not been verified. Version 1.8.0-beta.7 is from October 25. It clarifies that it is unrelated to shadPS4.

You needYour own copy of Bloodborne for PS4 (CUSA03173, version 1.09), as a decrypted game folder (with eboot.bin) or as the game, update, and DLC .pkg files (the game package is about 31 GB and you need 1.1 times its size free). 64-bit Windows 10 (1903 or later) or 11, a Vulkan 1.3 graphics card (DLSS needs a GeForce RTX 20 series or newer), and about 6 GB of free memory (10 GB for 1440p or 4K).

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Native layer Experimental

Bloodborne (DarkIzuku)

DarkIzuku/bloodborne_pc

An independent Windows fork of deadinside28’s native port (bbport), with about 130 commits of its own ahead. The game’s x86-64 code runs directly on the CPU, the runtime replaces the PS4’s system libraries, and a renderer derived from shadPS4 translates the graphics to Vulkan. It adds a WPF launcher, native PC menus in the game, output from 1080p to 4K and 21:9 and 32:9 ultrawide, 30, 60, 90, and 120 fps or unlimited, DLSS with model selection, FSR 3.1, FSR 4, and native TAA, remappable keyboard and mouse, mouse camera, mods, and options such as appearance editing in Hunter’s Dream. Its README warns it is experimental and that automated tests don’t establish that every area, mod, or configuration works. The portable package (about 217 MB) includes the launcher with its .NET runtime, Python, and dependencies. Version v0.4.1-stability.6 is from October 22. 2 of its last 100 commits list Claude as a co-author.

You needYour own compatible Bloodborne 1.09 copy for PS4, with its required modules, as a game folder. Windows 10 (version 1803 or newer) or 11, an x86-64 CPU, a Vulkan 1.3 GPU, and enough RAM, page file, and storage.

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Native layer Playable

Bloodborne (macOS, bmy)

bmy/bbport-mac

Bloodborne on Apple Silicon as a Mac app: a macOS adaptation of deadinside28’s native port (bbport), kept current with each of its releases and based on bbport 0.6. Only the game’s own x86-64 code runs under Rosetta 2; the renderer, the Vulkan driver (KosmicKrisp, from Mesa, over Metal), and Apple’s Metal stack run as native Apple Silicon code in a separate process sharing the game’s memory. It offers a SwiftUI launcher, a Retina window, Core Audio, MetalFX or FSR 3.1 upscaling, output up to 4K from 4:3 to 32:9, an in-game settings menu, mods, and shadPS4-format patches. According to the README, the whole game boots, plays, saves, and loads, with sound, cutscenes, and a controller or keyboard and mouse, at about 60 fps in most areas at 1440p on an M5 Max; it has been tested on one Mac only and online play is not available. Version 0.6-v1-pre1 is from October 22. 98 of its last 100 commits list Claude as a co-author.

You needYour own decrypted copy of Bloodborne for PS4 (CUSA03173) with the 1.09 update merged in, as a folder with eboot.bin. An Apple Silicon Mac with macOS 26 or later, Rosetta 2, and the Command Line Tools (for Python 3).

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Dreamcast Playable

Blue Stinger

rodrigo-mendonca/BlueStingerRecomp

A static recompilation of the Dreamcast version of Blue Stinger into a native Windows x64 executable in C++20: the game’s SH-4 code is translated instruction by instruction into C++ and the console’s subsystems (files, timing, controls, saves, movies, audio, and graphics) are replaced with native implementations, checked against the original game running in the Flycast emulator. It uses no BIOS and no SH-4 interpreter. The game runs on Windows from your disc, with native audio, Vulkan rendering by default (with a software renderer as fallback), and subtitles in Brazilian Portuguese or English, generated locally from the disc with AI transcription, translation, and review, provisionally. Its author puts progress at roughly 72% of the roadmap, which includes a remastered edition with widescreen and HD textures and a mod system, not yet started. Version 0.7.0, from October 24, ships the Builder, which builds the game on your PC. 86 of its last 100 commits list Claude as a co-author.

You needYour own copy of the Blue Stinger disc (CDI image, NTSC-U, T13001N V1.000). Windows x64; to build from source, Visual Studio 2022 or later (or Build Tools) with CMake and Ninja, or Clang.

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Fan remake Experimental

Chrono Trigger (SNES)

TemplarServant/BelthasarProject

BelthasarProject is a native C reimplementation of the SNES version (USA), checked frame by frame against the original program running in an embedded SNES core, the “oracle,” built on LakeSnes. It is neither a byte-matching disassembly nor an emulator: it is a portable engine that behaves like the game, with the field, event scripts, battles, menus, overworld, and sound rewritten routine by routine from the 65816 code, using the method of snesrev/zelda3. It boots like the cartridge, with the title sequence, the attract demo, the load screen, and a new game in Crono’s bedroom, and the field, battles, menus, shops, overworld, and music run on the C engine; its author states it has not yet been verified playable from start to finish. The optional enhancements (F1) are 16:9 widescreen, internal resolution, and more than 60 fps. Everything derived from the ROM is produced on your machine and not distributed. Version 0.12.0-preview, from October 30, ships builds for Windows, Linux, and Android. 96 of its last 100 commits list Claude as a co-author.

You needYour own dump of the Chrono Trigger (USA) cartridge, 4 MiB headerless (a 512-byte copier header is accepted and stripped), SHA-1 de5822f4f2f7a55acb8926d4c0eaa63d5d989312 (CRC32 2D206BF7). Optionally your Steam copy, from which it reads the room margins. Windows x64, Linux x64, or Android.

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Xbox Fully playable

Conker: Live & Reloaded

cdetv/conker-live-recompiled

Conker: Live & Recompiled: a native Windows port of the Xbox’s Conker: Live & Reloaded, statically recompiled with xboxrecomp, Ned Heller’s (sp00nznet) toolkit, through its author’s own fork. The game’s original program is translated to C and built as a normal Windows program. It isn’t an emulator: a small runtime stands in for the Xbox’s system, its graphics chip (now Direct3D 11), its sound chip (emulated as in xemu), and its controllers. According to the README, the story plays from start to finish, multiplayer works against bots, and saving and loading work; the author checked it frame by frame against the original game running in xemu. It runs at any resolution and aspect ratio, with a 50–200% render scale (FSR 1 below 100%), at 60 fps with the game running at its correct speed (or at 30, like the original), with anisotropic filtering, FXAA or SMAA, and CAS sharpening, and with a fix that keeps grass, fur, and distant characters in view; depth of field, glow, haze, and the vignette can be adjusted or turned off. It adds keyboard and mouse with mouse look everywhere, PS4 and PS5 controllers with no extra programs, rumble, a photo mode, text in six languages (the voices stay in English), custom PNG textures, and fixes for glitches the Xbox version had too. The launcher imports your copy from a disc image, the default.xbe, or a .zip, .7z, or .rar, checks that it’s the PAL or US edition, and updates itself; if you want, it also downloads the fan-made decensor patch by nastys, Vaani, and Theconker64. Xbox Live and System Link don’t work. The README says most of the code was written by AI, such as Claude Code, under the author’s direction. The latest version is 0.1.3 (October 31).

You needYour own copy of Conker: Live & Reloaded for the original Xbox, PAL or US edition: a disc image (a Redump .iso or XISO), the disc’s default.xbe, or a .zip, .7z, or .rar holding either. The launcher checks the edition and copies about 4.5 GB. Plus 64-bit Windows 10 or 11, a DirectX 11 graphics card, and about 5 GB of free space; Windows N editions need Microsoft’s Media Feature Pack for the movies.

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Recompiler Beta

cps2recomp

tmcleroy/cps2recomp

The toolkit used to make native ports of Capcom CPS-2 arcade games (and one CPS-1 game) by static recompilation: it translates the 68000 program, and the sound Z80’s, to C++ and runs it on a machine written for the project, with video, QSound and the game’s cipher. It also provides a training mode and other parts shared by fighting games. It includes no ROMs. Latest release: v1.0.0, October 29. 66 of its last 100 commits list Claude as a co-author.

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Xbox 360 Playable

Crystal Defenders

Claudio5702/Cristalis

Cristalis, a native port of Crystal Defenders, the Xbox Live Arcade game, for Windows (with an experimental Linux build): the game’s PowerPC code is translated ahead of time to C++ with XenonRecomp and runs on a small runtime written for this game. The repository holds none of the game’s code, but the programs on the release page are built from the translated code of a default.xex, meaning the published executable already carries translated game code; the pictures, sounds, music, and text are read from your copy. The program checks that your default.xex is the one the translation came from. It uses DarkLauncher, with a settings screen and pause menu in seven languages, six game languages, resolutions from 720p to 4K, HDR, local achievements, screenshots, Xbox and PlayStation controllers with vibration, a crash report that names the wave and stage, an installer, and updates. It is in beta: few people have played it so far. Version 1.10 is from October 21. The README states it was made 100% with Claude Code, and all 86 of the repository’s commits list it as a co-author.

You needYour own copy of Crystal Defenders for Xbox 360: the CRYSTAL DEFENDERS folder (or the title 58410989 folder) copied from the console, whose package is 58,126,336 bytes (SHA-1 118C64C901976CD8E2B570D77B0A5E01C15C7A46) with a 1,658,880-byte default.xex (SHA-1 31A90704D4233F6E730714515CD5F20BF08D7F0D). 64-bit Windows 10 or 11 and a Direct3D 11 card.

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Xbox 360 Playable

Daytona USA (springah)

springah/daytona_recomp

A static recompilation of Daytona USA for Xbox 360 (XBLA, 2011) for native execution on PC, Steam Deck, and macOS, built on the ReXGlue SDK (a Xenia-derived runtime with a PPC-to-C++ recompiler). The game’s D3D9 calls are intercepted and drawn by a native renderer based on plume (D3D12 on Windows, Vulkan on Linux and Steam Deck, and Vulkan over MoltenVK on macOS) instead of emulating the Xenos GPU; according to the README, the whole game, from boot to menus, attract mode, and races, renders this way and was checked screen by screen against the emulated renderer, which is still available as a reference. It declares heavy use of AI in the code, tools, and documentation; all of its last 100 commits list Claude as a co-author. It distributes no game data, but its release bundles (11 to 14 MB) carry the recompiled C++ already compiled, and the program does nothing without the XBLA package you provide. Version 1.1.5 is from October 29.

You needYour own Daytona USA Xbox Live Arcade package for Xbox 360, which the program unpacks into its folder. Windows (PC), Steam Deck, or macOS; the release bundles include a RUN.txt with the steps.

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Xbox Playable

Dead or Alive 2 Ultimate (parkerallan)

parkerallan/doa2u-recomp

A native Windows port of Dead or Alive 2 Ultimate (Xbox) by static recompilation, made with xboxrecomp, sp00nz’s toolkit: the original Xbox executable is translated to C and compiled as a 64-bit program, and rendering goes through a layer that translates Direct3D 8 and the NV2A GPU to Direct3D 11. It also builds on the same author’s Dead or Alive 3 port, from which it takes the Direct3D 11 rendering, movie playback, and the overlay menu. According to the README, matches are now playable in all modes, though bugs and slowdowns remain. It offers 60 frames per second, windowed or borderless, 4:3 or 16:9, internal resolution up to 4K, MSAA, VSync, and online matches with a leaderboard through Insignia. The repository includes the game’s code already translated to C by the recompiler and the disassembly of its executable’s code sections (about 110 MB, with the function, reference, and string lists that come out of the analysis); the disc’s files aren’t included. The latest version is the netplay-v1.0.1 pre-release, from October 29.

You needYour own copy of Dead or Alive 2 Ultimate for Xbox (Disc 2 of Dead or Alive Ultimate): the disc’s contents go in an assets folder next to DOA2U.exe, so that assets/DOA2.xbe exists. 64-bit Windows; to build it, Visual Studio 2022 and CMake 3.20 or newer.

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Native layer Experimental

Dead or Alive Xtreme 3 Fortune

negroISO/doax3-fortune-pc

An experimental Windows x64 Vulkan port of the PS4 version (CUSA04555, version 01.19). The game’s original x86-64 code runs through an inherited native runtime, and shadPS4’s graphics core translates GPU commands and shaders to Vulkan. The repository contains source, portable launch and build tools, documentation, and test screenshots; the host must be built before use, and the game data, firmware, saves, shader caches, and proprietary DLSS files are supplied separately. According to the README, the title and island, the pool-to-hotel transition, casino rounds, Beach Flags, Butt Battle, Tug-of-War, and a full rock climb are tested; volleyball and Pool Hopping have partial coverage, and all 73 installed DLC labels opened, without every outfit, map, and shader permutation being verified. It offers optional neural rendering on NVIDIA hardware, with no frame generation. The October 26 release is a native Steam Deck candidate.

You needYour own copy of Dead or Alive Xtreme 3 Fortune for PS4 (CUSA04555), with extracted plaintext data, the 01.19 update overlaid, and optionally the CUSA04555 DLC packs; plus the system modules libSceFiber.sprx, ulobjmgr.sprx, and libSceUlt.sprx. To build: Windows x64, Python 3.11 or later, MSYS2 CLANG64, and a Vulkan driver. The optional neural rendering needs compatible NVIDIA hardware.

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Native layer Experimental

Dead or Alive Xtreme 3 Scarlet

negroISO/doax3-scarlet-pc

An experimental Windows x64 Vulkan port of the PS4 version (CUSA14173, version 01.08). The game’s original x86-64 code runs through an inherited native runtime, and shadPS4’s graphics core translates GPU commands and shaders to Vulkan. The repository contains source, portable launch and build tools, documentation, and test screenshots; the host must be built before use, and the game data, firmware, saves, shader caches, and proprietary DLSS files are supplied separately. According to the README, the title screen island, menus, and animated Relax scenes are validated, including native neural rendering with depth and camera and object motion; full-game activity, DLC, and every island camera angle remain incomplete, and occasional black-background reports outside the captured routes are not declared fully resolved. It offers optional neural rendering on NVIDIA hardware, with no frame generation. The October 26 release is a native Steam Deck candidate.

You needYour own copy of Dead or Alive Xtreme 3 Scarlet for PS4 (CUSA14173), with extracted plaintext data, the 01.08 update overlaid, and optionally the CUSA14173 DLC packs; plus the system modules libSceFiber.sprx, ulobjmgr.sprx, and libSceUlt.sprx. To build: Windows x64, Python 3.11 or later, MSYS2 CLANG64, and a Vulkan driver. The optional neural rendering needs compatible NVIDIA hardware.

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SNES / Super Famicom Playable

Demon’s Crest

rac08241988/DemonsCrestSNESRecomp

A native PC recompilation of Demon’s Crest, as a fork of magnopaz’s project, with 19 commits of its own ahead. The release zip contains no game code or data: it holds the setup executable, its DLLs, the GPL shaders, a prebuilt snesrecomp-analyze, and the build tools. On first launch you pick your ROM, it downloads a portable compiler (about 800 MB), and it builds the game on your PC in a few minutes; afterwards you just open the executable. It adds a side-panel options menu, save states with a browser, rewind, widescreen with Alt+W, background input, save import, screen shaders (CRT and others, only on the Vulkan and OpenGL renderers), and a 120 Hz motion mode, all configurable from within the game. Version 1.1.0 is from November 1.

You needYour own Demon’s Crest USA ROM (.sfc or .smc, SHA-256 starting 18d40a80 and ending 5844de). Windows x64, an internet connection on first launch, and about 800 MB for the toolchain.

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Dreamcast Experimental

deSPIRIA

goodshepherd23/deSPIRIA-DreamRecomp

A kit for playing the Dreamcast game deSPIRIA as a native Windows program, in English. It uses dream-recomp, an experimental Dreamcast static recompiler: the game’s SH-4 code is translated ahead of time into C++ and compiled, while the graphics and sound hardware is emulated and the console BIOS is replaced, so no BIOS is needed. The kit adds the fixes the game needs, its configuration, and a launcher; on first launch it downloads dream-recomp’s source and a portable compiler, and builds the game on your PC from your disc. The title screen, menus, the logo and opening movies with sound, and New Game into the opening story work, at full speed on a 15 W laptop; its author warns it isn’t a full playthrough and that there are rough edges. Saves go to a memory card file. Version 0.1.1 is from October 30. All 4 of its commits list Claude as a co-author.

You needYour own copy of deSPIRIA (Japan, T14402M) dumped as a GDI image, with the translation team’s English patch already applied (using their patcher). 64-bit Windows 10 or 11, a Vulkan-capable GPU, about 3 GB free, and an internet connection on first launch.

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Game-specific engine Experimental

Discord Times

indicozy/razdor

Razdor (Раздор) is an open engine written in Rust for Discord Times (“Времена раздора”), Aterdux Entertainment’s turn-based role-playing and strategy game: you travel across the kingdom’s hex map, hire troops in towns, and fight turn-based tactical battles. Its author calls it a prototype and wrote it from scratch from the original’s rules, which he studied with the game’s executable, and it includes no maps, data, text, graphics, sound, or music from the original game; it ships its own demonstration kingdom and, to play the original’s scenarios, you need your installed copy. There are builds for Windows, Linux, and macOS, and the repository also mentions an Android version and a translation tool. Version 1.2.2 is from October 31. All of its last 100 commits list Claude as a co-author.

You needYour own installed copy of Discord Times (“Времена раздора”) to play its original scenarios; without it only the demonstration kingdom works. Windows x86-64, Linux, or macOS.

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Game Boy Playable

Donkey Kong (Game Boy)

gnome41/DK94-SGB

An unofficial static recompilation of the Game Boy Donkey Kong (1994) for Linux and Windows. The ROM’s SM83 code is translated to C and runs natively on a small runtime (PPU, APU, timer, MBC1, and Super Game Boy) on SDL2. The release build carries no game code: when you press PLAY it recompiles your ROM to C and compiles it in memory with TinyCC in about 0.3 seconds, writing nothing derived from the game to disk; the developer build, by contrast, links in the generated code and must not be shared. It adds Super Game Boy palettes, border, and sound (using its optional BIOS), widescreen, a launcher, cheats, and mod packs for textures, borders, and audio. Version 1.3.0 is from October 27. All 8 of its commits list Claude as a co-author.

You needYour own ROM of “Donkey Kong (World) (Rev 1) (SGB Enhanced).gb” (SHA-1 397ad2ff25627b83e02c71b54c72bb4deb39e0c0). Optionally the Super Game Boy BIOS for the SNES-side sound. Windows x64 or Linux x86-64.

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Mod Beta

Donkey Kong Country: Simultaneous Co-op

gumilastik/DKC1Recomp-Coop

A fork of DKC1Recomp that adds simultaneous local co-op: two players control Donkey and Diddy at the same time, with an independent camera and view for each Kong, Donkey’s on top and Diddy’s below, while both share one game simulation, with common pickups, enemies, and progress. It is enabled in the desktop host under Mods, Simultaneous co-op, and played with two keyboards, a keyboard and one controller, or two controllers. The mode covers deaths and DK-barrel rescue, ropes, animal mounts, minecarts, HUDs, and save states. The release build, Windows 0.1.0 from October 15, leaves out the debug windows. It is built from the same clean ROM as the base project, and the code generated from it stays out of the repository. It has 3 commits of its own on top of the original project.

You needYour own clean, headerless Donkey Kong Country USA v1.0 ROM, the same one the base project asks for. Windows x64 for the published download; keep the executables and SDL2.dll together.

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Port (decomp) Playable

Dragon Ball Z: Budokai Tenkaichi 4 (NauTaro)

NauTaro/DBZ-BT4-Tag-Team-Decomp

BT4decomp adapts BT4 B14 Rev2, a fan-modified version of Dragon Ball Z: Budokai Tenkaichi 3 for PS2, to Windows, Linux, and Apple Silicon. It is built on Tenkaichi3Decomp and runs the game code natively rather than emulating a console. It adds simultaneous team battles with up to five fighters per side, a six-player free-for-all, 1 vs 1 with rollback netplay, tournaments of two to eight entrants, spectator rooms with a free camera, and proximity voice chat; menus are in English and Spanish. A setup wizard asks for your compatible Spanish or English BT4 B14 Rev2 ISO and, if you choose both languages, downloads the other one’s package from the repository. The README says it distributes no disc images or extracted game data. Version 0.1.39.2 R8.1 is from November 1.

You needYour own compatible ISO of BT4 B14 Rev2 (the modified version of Budokai Tenkaichi 3), Spanish or English. Windows x64, x86-64 Linux with glibc 2.35 or later, or macOS 15 or later on Apple Silicon.

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PS2 Playable

Dynasty Warriors 5: Xtreme Legends

TheSlackbringer/dw5xl-recomp

A native Windows and Linux port of the PS2 version, made with PS2Recomp: the game’s code is translated into C++ and runs natively, with graphics on Vulkan through paraLLEl-GS. The release (190 to 270 MB) ships the project’s program, its source code, a compiler, and the tools, and builds the game on your PC from your disc without downloading anything; the repository and downloads contain no disc images, game executables, IRX modules, assets, or translated code. According to the README it is in beta and all modes work: boot, menus, Legend, Musou, and Free modes, movies, music, voices, effects, saving and loading, and “Load Original” to unlock the original game’s modes with its disc. Its authors are still testing for bugs and performance: in busy battles the frame rate on Windows is lower than on Linux. Version 0.1.0-beta.7 is from October 31. 74 of its last 100 commits list Claude as a co-author.

You needYour own copy of Dynasty Warriors 5: Xtreme Legends for PS2, English PAL (SLES_538.60), as an .iso; optionally Dynasty Warriors 5, English PAL (SLES_533.39), for “Load Original”. Other regions are not supported. A 64-bit CPU with AVX2, a graphics card with a current Vulkan driver, and about 10 GB free; Windows 10 (1903 or newer) or 11, or Linux with glibc 2.31 or newer.

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Native layer Experimental

Fist of the North Star: Lost Paradise

ItalianKuze/port-ga-gotoku

PortGaGotoku runs Fist of the North Star: Lost Paradise (Hokuto ga Gotoku, PS4, CUSA12781) on Windows, as a fork of deadinside28’s native Bloodborne port (bbport): the game’s x86-64 code runs directly on the CPU, a runtime reimplements the PS4’s system libraries, and a renderer derived from shadPS4 translates the graphics to Vulkan. Its author clarifies that “native” refers only to the CPU: it is not a full recompilation or a rewrite of the renderer. It is an early alpha, developed in spare time with no schedule: it is experimental and playable on the one machine it has been tested on (Windows 11 with a GeForce RTX 5070). It has its own launcher. The latest stable release, 0.1.2-alpha, is from October 22; there is also a Linux and Steam Deck test build from October 27, marked untested.

You needYour own legal dump of the PS4 game (the CUSA12781 folder with eboot.bin and sce_sys). Windows with a Vulkan-capable GPU; tested on Windows 11, an RTX 5070, and an 8BitDo controller in XInput mode.

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Xbox 360 Experimental

Fracture

ASarafanov/fracturerecomp

Fracture for Xbox 360, recompiled to run natively on Windows (and on Steam Deck, where its README says it runs well under Proton), with Direct3D 12 or Vulkan rendering. It offers internal resolution from 1x to 4x the console’s 720p (tested at 3x and a steady 60 fps on an RTX 4080 SUPER), 60 fps switchable during play, an in-game settings menu, Xbox and PlayStation controllers, keyboard and mouse, and achievements. It supports two Xbox 360 disc releases. On first launch the program copies the game from your .iso and nothing else needs to be installed. The repository publishes the project’s code and the recompilation configuration but includes no game files; the release (about 59 MB) is a prebuilt executable. Its README calls it early days: it is playable from the start, but the whole campaign has not been played through. Version 0.4.0 is from October 29. 16 of its 18 commits list Claude as a co-author.

You needA disc image (.iso) of your own Xbox 360 copy of Fracture (two releases are supported). 64-bit Windows 10 (1903 or later) or 11, or Steam Deck; a graphics card with Direct3D 12 or Vulkan and about 4 GB free.

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PS2 Playable

God of War (danielalves96)

danielalves96/gow-pc-port

An unofficial native port for Windows, with experimental Linux support, of the North American edition (SCUS-97399), made by static recompilation: a recompiler written in Rust translates the game’s MIPS code to C++, which is compiled as a normal program, and the PS2 hardware (graphics synthesizer, VU1, IOP, sound, pad, and memory card) is implemented natively, with no interpreter, no emulation, and no BIOS. It offers an OpenGL 4.6 renderer with internal resolution from 1x to 6x, 16:9, 16:10, and 21:9 widescreen, natively decoded MPEG-2 movies, remappable keyboard and gamepad controls, a cheat menu, PCSX2-compatible saves, PCSX2 texture packs, and a launcher with a setup wizard. Its status document admits there are no automated tests, a hang after saving is still open, and Linux is prepared but not supported. The installer builds the game on your PC from your disc. Launcher version 0.2.0 is from November 1.

You needYour own copy of the North American God of War for PS2 (SCUS-97399), from which the installer extracts what it needs once. 64-bit Windows (primary target) or x86-64 Linux (experimental); a GPU with OpenGL 4.6.

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Xbox 360 Experimental

GoldenEye 007: Reloaded

nikolaygorb/GoldenEye007ReloadedRecomp

A static recompilation of GoldenEye 007: Reloaded for Xbox 360 (Title ID 415608AF) to native PC, built on the ReXGlue SDK: the game’s PowerPC code is translated to C++ and compiled, with no emulator. Its README describes it as a fan research project: the game reaches the main menu with video, audio, and controller input, single player works (training and the first mission load and play), online multiplayer is not implemented, and local split-screen can sign in a second player on a second gamepad if enabled in hardware.toml. It includes optional patches from xenia-canary, removing lens flares and adding 16x anisotropic filtering. The Windows and Linux releases (24 and 46 MB) are built with the SDK; 1.4 is from October 27.

You needThe files of your own copy of GoldenEye 007: Reloaded for Xbox 360, extracted from your disc or ISO with extract-xiso, of the expected retail release (Title ID 415608AF, Media ID 40583A82, module hash 065D6021C0BDD535). Windows 11 or Ubuntu 26.04 per the release; to build, CMake 3.25 or later, Ninja, and Clang/LLVM.

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PS2 Experimental

Grand Theft Auto: Vice City Stories (PS2)

gothamor/gta-vcs-recomp

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

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

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Native layer Experimental

Gravity Rush Remastered (rodrigojacarei)

rodrigojacarei/grr_pc

A native port for x86-64 Linux and 64-bit Windows 10 and 11 of Gravity Rush Remastered (PS4, CUSA01130). It runs natively with Vulkan 1.3 and SDL3, with frame rates of 60, 120, 144, and 240 or unlimited, 4K or custom-resolution rendering, AMD FSR spatial upscaling with sharpness control, DualShock 4, DualSense, Xbox, and Switch controllers with an interactive guide and remapping, and keyboard and mouse. Releases are a self-contained AppImage and tar.gz for Linux and a zip for Windows. It includes no PS4 assets or binaries: the executable, modules, data archives (about 9.5 GB), and file index are dumped from your copy. The most recent release, from October 30, carries no version number but the date and the commit hash. The README does not state which parts of the game work.

You needYour own dump of Gravity Rush Remastered for PS4 (CUSA01130): eboot.bin, sce_module/libc.prx and libSceFios2.prx, the arc/ folder (about 9.5 GB), sce_sys/, and sce_discmap.plt; optionally libSceNgs2.sprx from the console for audio. x86-64 Linux with glibc 2.39 or later or 64-bit Windows 10 or 11, and a Vulkan 1.3 GPU with at least 4 GB of VRAM.

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Game-specific engine Experimental

Guitar Hero (Guitar Dream)

mbracali/prj-gd-engine

Guitar Dream Engine is a reimplementation of the engines of the Guitar Hero and Rock Band era of guitar games, with one folder and engine per game and a universal launcher. The README states it contains no original code or assets and distributes none: you are expected to buy the discs and extract their content yourself. According to its table, Guitar Hero (the PlayStation 2 version) is 99% playable, Guitar Hero II (Xbox 360) 88%, Guitar Hero Encore: Rocks the 80s (PlayStation 2) 80%, and Guitar Hero III (Xbox 360) 47%; the other titles, through Rock Band 3, show no progress yet. There are launcher builds for Windows, Linux, Steam Deck, macOS, and Android; 0.1.8 is from October 30. It is published under the PolyForm Noncommercial license plus additional attribution terms, so it is not for commercial use. Each game’s folder includes notes for AI coding agents.

You needYour own copy of each game, from which you extract the assets yourself (discs or ROMs in the original_isos folder): Guitar Hero and Encore in their PlayStation 2 version, Guitar Hero II and III in the Xbox 360 one. Windows, Linux (including Steam Deck), Apple Silicon macOS, or Android.

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PS2 Playable

Guitar Hero II (PS2)

noahbaxter/GHClassic

Guitar Hero Classic is a modded recompilation of the PS2 version of Guitar Hero II that runs natively on Windows, macOS, and Linux. It recompiles the game with the author’s own fork of PS2Recomp and runs the original code mostly unchanged; the renderer, audio, controls, and saves were written separately. It brings together in one package the campaigns of Guitar Hero, Guitar Hero II (PS2 and Xbox 360), and Guitar Hero Encore: Rocks the 80s, lets you pick the GH2 or GH1 note engine, mix every song from every game in quickplay, and play local multiplayer. A custom Vulkan rendering engine offers the original PS2 look, the Xbox 360’s, or anything in between, with any resolution, uncapped frame rate, MSAA, TAA, and mipmaps. Its author states generative AI was used only to write code and that no game asset was generated or upscaled. It is in active development; version 0.8.6 is from October 29.

You needDisc images of your own copies as .chd, .iso, or .bin: required, Guitar Hero II for PS2 (USA only, SLUS-21447); optional, any region, Guitar Hero (PS2), Guitar Hero II (Xbox 360), and Guitar Hero Encore: Rocks the 80s (PS2). A Vulkan-capable GPU; Windows, Apple Silicon macOS, or Linux.

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Switch Playable

Hyrule Warriors: Definitive Edition (blocker-3)

blocker-3/HWDER

HWDER: Hyrule Warriors: Definitive Edition on Windows and Linux PCs, recompiled from your own Switch copy, with no emulator and no game files in the repository. A setup wizard downloads private build tools (about 260 MB) and builds the game on your PC in several minutes (about 15 on a ROG Ally running Linux). Over the Switch version it adds optional 120 fps battles, resolution from 0.5x to 3x of 1080p or unlocked, ultrawide with the HUD kept in a centered 16:9 area, anisotropic filtering, FXAA, sharpening, remappable controllers with rumble and gyro, two-player local co-op on one PC, mod support (Switch LayeredFS layouts work as they are), 3.2, 4, or 6 GB of game memory, the game’s 1.0.1 update, save import, and its own F1 menu. It is a fork with about 380 commits of its own ahead of the project it comes from. Version 0.3.3 (pre-release) is from October 30. 94 of its last 100 commits list Claude as a co-author.

You needYour own game dump (.nsp) and your own prod.keys from your Switch, which are read on every start and never copied; optionally the 1.0.1 update. 64-bit Windows 10 or 11 with a Vulkan 1.2 driver and an AVX2 CPU, or x86-64 Linux with glibc 2.35 or later, Vulkan 1.3, AVX2, and Python 3; several GB free for the build.

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DS Experimental

Inazuma Eleven 3: Sekai e no Chōsen!! The Ogre

matheus2x/ie3ogre-nds-recomp

A native Windows port of Inazuma Eleven 3: Sekai e no Chōsen!! The Ogre, the Japanese Nintendo DS release, by static recompilation: its own recompiler, ntr-recomp, translates the game’s ARM9 code and its 133 overlays (16,057 functions) to C++, and the DS hardware, the ARM7, the BIOS, and the parts of the NitroSDK the game uses are reimplemented on the PC. It is pre-alpha: the game runs with 2D and 3D graphics, sound, movies, and controls, and the story has been played past the first match, but bugs remain; on Linux it can only be built from source. It adds 3D at 1x to 10x with anti-aliasing, a 16:9 layout, five save states, up to 30 seconds of rewind, fast-forward, 34 local achievements, and remappable controls. Its launcher prepares the game, updates it, and manages saves and mods, among them the Brazilian Portuguese translation, a continuation of the CyberLife group’s, which ships as .bps patches. Version 0.1.32 came out on October 31. All 91 of its commits list Claude as a co-author.

You needYour own unmodified dump of Inazuma Eleven 3: Sekai e no Chōsen!! The Ogre, Japanese release (game code BOEJ), as an .nds file with SHA-1 9380f1d7ee75e7c6ef24f1b76c88ecdc85088957; the Bomber and Spark versions and the European 3DS release don’t work. The launcher builds the game’s data and executable from it and doesn’t need it afterwards. 64-bit Windows 10 or 11 and an internet connection the first time, to download the llvm-mingw compiler (about 190 MB).

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Game-specific engine Fully playable

Jade Cocoon: Story of the Tamamayu

ufodriverr/jade-cocoon-bevy-public-v1

An engine reimplementation of Jade Cocoon: Story of the Tamamayu (PlayStation, European release SLES-02201), written in Rust on Bevy. It does not execute the original’s native PlayStation code: it reads data tables from the executable and the image of your disc and interprets the scene scripts. According to the README, the story plays through to its ending, with battles, creature capture and merging, menus, movies, music, voices, and local saving, and the optional second-round corridor is also implemented; it warns that this is a fan implementation with known differences and bugs. There is a 64-bit Windows build and, since 1.1.1, an Android one. Version 1.1.2 is from October 18 and fixes the purification screen not returning the empty cocoons. It includes no game files and no links to obtain them. 2 of its 4 commits list Claude as a co-author.

You needYour own European Jade Cocoon disc image (SLES-02201), as a raw MODE2/2352 .bin; the path is stored in jc.local.toml. 64-bit Windows (no Rust install needed) or Android (arm64). To build from source, stable Rust for x86_64-pc-windows-msvc and Visual Studio with C++.

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N64 Fully playable

Jet Force Gemini (VibinToast)

VibinToast/JetForceGemini-Recompiled

“Jet Force Gemini: Recompiled,” a static recompilation of the US release for Windows and Linux, built with N64Recomp, N64ModernRuntime, and RT64 on top of cyscott’s Diddy Kong Racing recomp. Its author calls it 100% playable and says only quality-of-life work is left. It adds mouse and keyboard, dual-stick controls with camera-relative movement, over-the-shoulder aiming, 60 fps, widescreen, ambient occlusion and bloom, longer draw distance, cutscene skipping, a weapons editor, a no-blood option, cheats (including skipping the Tribal requirement), and a toolbar to warp to any level and edit items. It supports HD texture packs; its own is a separate download. There’s a prebuilt portable Windows version; on Linux you build it. It states it was built with heavy help from AI (Claude), directed by its author and without an independent code review.

You needYour own US Jet Force Gemini ROM in .z64 format. Plus Windows 10 or 11 with a Direct3D 12 graphics card, or Linux with Vulkan (where you have to build it).

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Native layer Experimental

Knack

AbdelmoumenDeghbouche/knack_pc

A native port for Windows 10 and 11 and Linux, in the style of bbport: the game’s original x86-64 code runs directly on the PC’s processor, a runtime replaces the PS4 system libraries, and shadPS4’s video core translates the graphics to Vulkan; there is no CPU emulation. The repository started as a copy of the same author’s WipEout Omega Collection port and shares everything beneath it. According to the README, the first chapters play from start to end at up to 120 fps, with fights, super moves, story videos, music, effects, and saves; later chapters have not been tested yet. It has been tested with the US dump CUSA00068 with update 01.10; the European versions are listed as untested. On Linux the AppImage is built and opened on GitHub Actions, but nobody has played it yet. Version 0.1.4 is from October 26. The repository includes a file with the public fake-PKG RSA keysets copied from shadPS4.

You needYour own dump of Knack for PS4 (tested: US CUSA00068 with update 01.10), as a folder with eboot.bin and, if the update is separate, its folder. A 64-bit CPU with AVX, a Vulkan 1.3 GPU, and 16 GB of RAM recommended (the game uses 5 to 6 GB). Windows 10 or 11, or Linux with glibc 2.39 or later.

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Game-specific engine Playable

Laser Lords

RandyVie/Laserlords

A program built only for Laser Lords, Spinnaker’s adventure for the Philips CD-i, that runs it natively on Windows, macOS, Linux (Steam Deck included), and homebrew Nintendo Switch, with no CD-i emulator or BIOS. The game’s original 68000 code runs unchanged on an embedded CPU core (Musashi), and the CD-i operating system (CD-RTOS / OS-9), the CD file manager, the MCD212 video chip, and the ADPCM audio are reimplemented. It is a preview: the intro, walking, conversations, sound, and saves match the real CD-i, checked against MAME running the original ROM, and every planet has been visited, but the game hasn’t been tested extensively yet; it has been played on macOS and on the Switch, and the Windows and Linux builds pass the tests but haven’t been tried on real machines. It adds cutscene skipping, cropping of the black bands, sharp or smooth scaling, a slower pace for the planets, and a fix for the color noise during warp transitions. Preview version 0.8.1 came out on October 24. All 8 of its commits list Claude as a co-author.

You needYour own image of the Laser Lords disc, as a MAME CHD (.chd) or as a .cue and .bin made with chdman extractcd; the CD-i BIOS isn’t needed. 64-bit Windows 10 or 11, macOS 11 or later (Intel or Apple silicon), x86-64 Linux, or a Switch with custom firmware and the Homebrew Menu.

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Native layer Playable

LEGO Dimensions (PS4)

vascon-es/lego-dimensions-pc

An unofficial native Windows x64 port of the PS4 version (CUSA01176 European or CUSA00935 US, version 01.24). It is not an emulator: the game executable runs directly on the PC’s processor, the PS4 system libraries were rewritten for Windows, the GCN graphics are translated to Vulkan, and the game’s shaders are translated before you play from your copy, in a 20 to 60 minute preparation step that also converts the eboot.bin. Audio, saves, the controller, and the portal work, whether the real Toy Pad over USB, the LegoToypad app (version 1.9 Web App Extended is included), or a virtual Toy Pad. It has a launcher with modes, settings, and update checks, and extracts the game, update, and DLC .pkg files. The repository contains nothing from the game, but it does carry listings of the game’s data archives (tools/data/dat_index, with paths, sizes, and offsets) and the 79 MB executable of LegoToypad, the third-party app that emulates the portal. Version 1.8.8 is from October 31. It states AI-assisted changes, and 45 of its 73 commits list Claude as a co-author.

You needYour own dump of LEGO Dimensions for PS4 (CUSA01176 or CUSA00935 folder, version 01.24, with eboot.bin, sce_sys, and data\chunk*), with the update merged in or in a separate -patch folder; optionally DLC, or the .pkg files to extract from the launcher. 64-bit Windows 10 (1803 or newer) or 11, a Vulkan 1.3 GPU (tested on a Radeon RX 6600), and 16 GB of RAM (the game uses about 5 GB).

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N64 Experimental

Magical Tetris Challenge

rac08241988/MagicalBlocks

An unofficial Windows port, called Magical Blocks, of the N64 version of Magical Tetris Challenge, made with N64Recomp. The game is built on your PC from your ROM the first time you start it, in a few seconds; the installer asks for the ROM and checks it, and there is also a portable zip. It uses RT64 for rendering, with graphics settings, retro shaders (CRT and others) that can be extended with your own .slang files, rebindable gamepad and keyboard controls, and logs and crash reports. The repository includes no game files, code, or ROM. Version 0.1.4 is from October 28.

You needYour own Magical Tetris Challenge (USA) N64 ROM; other versions, modified ROMs, and bad dumps are rejected. Windows.

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DS Playable

Mario Kart DS

AlonsoTlol/DS-Kart-Recompiled

A native PC port of the European edition, called DS Kart Recompiled, made by static recompilation: the game’s code for both DS processors (ARM9 and ARM7) is translated to C and compiled as a normal program, with a small runtime acting as the console (memory, interrupts, timers, the 2D and 3D engines, sound, saving, and controls). It offers 3D at 2x, 3x, or 4x resolution, up to 240 fps by generating in-between 3D frames while the logic stays at 60, both screens side by side, PS5, PS4, and Xbox controllers, the PC microphone for Balloon Battle, replays saved with F10, a settings menu, its own launcher in five languages, and everything unlocked from the start. Grand Prix, Time Trials, VS, Battle, and Missions work, as does local multiplayer or over the internet with a VPN; version 0.2.0 added online play in beta. On first launch the launcher downloads Python and the compiler (about 200 MB) and builds the game with your ROM. Its authors warn the first versions have many bugs. On Linux there is a beta without a launcher window. Version 0.2.1 is from October 31. 14 of its 15 commits list Claude as a co-author.

You needYour own dump of the European Mario Kart DS cartridge (game code AMCP). 64-bit Windows 10 or 11 (8 cores recommended, since the CPU draws the 3D), about 1.5 GB free, and an internet connection on first launch; or Linux (beta) with python3, clang, and SDL2.

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N64 Playable

Mario Party

n64hub/mario-party-recomp

A native PC port of the N64 version (USA), made by static recompilation with N64Recomp, N64ModernRuntime, and RT64, with RecompFrontend’s launcher and menus: the game’s MIPS code is translated to C and run natively. Symbols come from the mariopartyrd decompilation. The menus, the boards, and the minigames work, on the desktop and in a browser (the web page is built from your ROM), with the boards interpolated to the display’s rate and drawn at the window’s size and shape. The game’s process scheduler, which switches between dozens of small processes with its own setjmp and longjmp, runs each process on a thread of its own. The repository holds no ROM and no game assets, apart from symbol names and addresses. Version 0.2.4 is from November 1. It states that almost all of the code was written by AI (Claude), directed and play-tested by a person; 55 of its last 100 commits list Claude as a co-author.

You needYour own Mario Party (USA) ROM, a 32 MiB big-endian .z64 with SHA-1 1159bd56730094bfc71be30113e1cfc8bacf34f3; other regions are not supported. Windows or x86-64 Linux (glibc 2.35 or later, a Vulkan driver, GTK 3, and FreeType).

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N64 Playable

Mario Party 2

n64hub/mario-party-2-recomp

A native PC port of the N64 version (USA), made by static recompilation with N64Recomp, N64ModernRuntime, and RT64, with RecompFrontend’s launcher and menus: the game’s MIPS code is translated to C and run natively. Symbols come from the mariopartyrd decompilation. The menus, the six boards, and the minigames work, on the desktop and in a browser (the web page is built from your ROM), with the boards interpolated to the display’s rate and drawn at the window’s size and shape. The game’s process scheduler, which switches between dozens of small processes with its own setjmp and longjmp, runs each process on a thread of its own. The repository holds no ROM and no game assets, apart from symbol names and addresses. Version 0.2.5 is from November 1. It states that almost all of the code was written by AI (Claude), directed and play-tested by a person; 63 of its last 100 commits list Claude as a co-author.

You needYour own Mario Party 2 (USA) ROM, a 32 MiB big-endian .z64 with SHA-1 166eda1c05670d337e2c3f15a5db528ae1e5d6e3; other regions are not supported. Windows or x86-64 Linux (glibc 2.35 or later, a Vulkan driver, GTK 3, and FreeType).

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N64 Playable

Mario Party 3

n64hub/mario-party-3-recomp

A native PC port of the N64 version (USA), made by static recompilation with N64Recomp, N64ModernRuntime, and RT64, with RecompFrontend’s launcher and menus: the game’s MIPS code is translated to C and run natively. Symbols come from the mariopartyrd decompilation. The menus, the six boards, and the minigames work, on the desktop and in a browser (the web page is built from your ROM), with the boards interpolated to the display’s rate and drawn at the window’s size and shape. The game’s process scheduler, which switches between dozens of small processes with its own setjmp and longjmp, runs each process on a thread of its own. The repository holds no ROM and no game assets, apart from symbol names and addresses. Version 0.2.6 is from November 1. It states that almost all of the code was written by AI (Claude), directed and play-tested by a person; 55 of its last 100 commits list Claude as a co-author.

You needYour own Mario Party 3 (USA) ROM, a 32 MiB big-endian .z64 with SHA-1 6beb80ff822b96bcf85dcdb512e8b2b7969d8259; other regions are not supported. Windows or x86-64 Linux (glibc 2.35 or later, a Vulkan driver, GTK 3, and FreeType).

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Native layer Playable

Midnight Club 3: DUB Edition (SickSartori)

SickSartori/mc3port

mc3port is an unofficial Windows port of Midnight Club 3: DUB Edition Remix for the original Xbox (European release). It is not a remaster: the game’s own x86 code runs natively on the PC, and the port replaces what surrounded it on the Xbox: the system kernel, the NV2A graphics chip (on Direct3D 11), the sound chip (on XAudio2), and the controllers (on XInput). It offers true 16:9 using the game’s own widescreen mode, 60 fps or the Xbox’s 30, internal resolution up to 4x with anisotropic filtering, optional effects (light glow, adaptive sharpening, colour, vignette, and ambient occlusion), a launcher that checks your disc, an in-game menu, rebindable keyboard, and Xbox controllers for up to four players. The repository contains nothing from the game; the launcher’s background music was AI-generated (ElevenLabs Music) for the project. Version 0.2.3 is from November 1.

You needA disc image (.iso, XISO, or full Redump dump) of your own Midnight Club 3: DUB Edition Remix for Xbox, European release (En, Fr, De, Es, It), whose default.xbe has SHA-256 29d866afda9c54590a854fdfa98cf6e69d871dd3fc02da20bbbf76c3582c7b09; other releases are not supported yet. 64-bit Windows 10 or 11 and a Direct3D 11 card (feature level 11_0); the processor matters more than the graphics card.

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GameCube Playable

Naruto: Clash of Ninja

mapleleafjack/ClashOfNinja-recomp

Native Windows and macOS builds of four GameCube games in the series (Naruto: Clash of Ninja, Clash of Ninja 2, and Gekitou Ninja Taisen! 3 and 4), made by static recompilation with gcn-recomp: the PowerPC code is translated to C and linked against a runtime that implements the console’s hardware, so it isn’t an emulator and, per the README, runs 7 to 9.5 times faster than the console’s 60 fps. A launcher with covers for the four games writes each one’s project into its own folder, reads the symbol maps from your disc, and builds the game on your PC in a few minutes; on Windows it first downloads about 190 MB of build tools. The repository contains no game data and no game folders. On Linux there is only a build from source. Version 1.5.1 is from October 29. All 37 of the repository’s commits list Claude as a co-author.

You needYour own disc image of each game you want (IDs GNREDA, GNUEDA, G3NJDA, and G4NJDA), as ISO, CISO, RVZ, WIA, GCZ, WBFS, TGC, or NFS; it is read once and can then be deleted. 64-bit Windows 10 or 11 with nothing else, or macOS 14 or later on Apple Silicon with a C++ compiler (xcode-select --install).

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N64 Fully playable

NBA Hangtime

8bitninja64/HangtimeRecomp

An unofficial native port for Windows, Linux, and Steam Deck of the N64 version, made by static recompilation: the game’s code is translated from your ROM and compiled on your PC the first time you start it, in a minute or two. The README says it is playable from start to finish, with menus, four quarters, halftime, stats, and final results, and that it was tested on a Steam Deck. It offers up to four players on gamepads and keyboard, saves through the game’s own Controller Pak code, 17 of the original cheats plus Always On Fire from the launcher, 60 fps, true 16:9 widescreen, resolution, anti-aliasing, and filtering options, rebindable controls, and built-in updates. It includes no game code or assets; the release packages (about 93 MB on Windows) hold the program and the tools to build it. Version 0.1.1 is from October 20.

You needYour own NBA Hangtime (USA) ROM as .z64, .n64, or .v64 (SHA-256 6e1304d5bf8922a652f4063f9d26120ac8c3e9af2a5f8a4f4bc733cf003edf83). 64-bit Windows (with the Visual C++ x64 Redistributable) or x86-64 Linux, including Steam Deck.

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GameCube Playable

NFL Blitz 2003

8bitninja64/NFLBlitz2003-PC

A native Windows and Linux port of the GameCube version, made by static recompilation: the game’s PowerPC executable is translated into C++ from your disc image and compiled on your PC the first time you start it (about a minute on Windows). Graphics use Aurora (WebGPU/Dawn), audio is a PC implementation of the console’s DSP, and input goes through SDL3. It offers native widescreen, internal resolution up to 2880p with supersampling, a locked 60 fps, a settings menu with the game’s own cheat codes, Dolphin-compatible memory card saves, and HD texture packs in Dolphin format. The repository holds no game data and no game code, but the module built from your disc does contain code translated from the game, so it must not be shared. Version 1.1 is from October 22. All 47 of the repository’s commits list Claude as a co-author.

You needYour own NFL Blitz 2003 disc image for GameCube (USA, GO3E5D), as ISO or compressed (RVZ, WIA, CISO, GCZ). On Windows, Python 3 and the Visual Studio 2022 Build Tools with C++ and Clang, needed once; on Linux, x86-64 with glibc 2.35 or later, a Vulkan driver, and python3.

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Port (decomp) Playable

OutRunners

cheviman/outrunners-port

A native port for Windows, Linux, and macOS (plus Switch with Atmosphere, Android, and Anbernic handhelds) of Sega’s OutRunners arcade game (System Multi 32 board), built on its C decompilation, which is checked frame by frame against MAME in picture and sound. Two games come out of the same code: OutRunners Arcade, the arcade game as is with both cabinet screens, and OutRunners, the home version with a single screen, free play, an options menu, two players, local-network races of up to four devices, and modes such as Time Attack, with a ghost, or all 31 courses in one race. The repository contains no game data: on first launch it extracts the assets from your MAME game and keeps them. Version 1.1.0 was published on October 31. None of its last 100 commits list an AI as co-author.

You needYour own MAME “orunners” (World) set as a zip, kept beside the game or dropped on its window; the assets are extracted from it. The Switch build also needs a console with Atmosphere and your keys, and the Android build needs an APK signed with a key of yours.

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Port (decomp) Playable

Parasite Eve (khasinski)

khasinski/parasite-eve-pc

A native PC port built from the game’s original code through the project’s own fork of PsyZ, that is, on top of its decompilation. It is an early alpha, with builds for Apple Silicon macOS, Linux (x86-64 and arm64), and Windows (marked experimental). On launch you choose your disc images; if you give both discs it switches between them automatically. The Escape menu adjusts graphics (geometry correction, anti-aliasing, model texture filtering, and a widescreen option that shows more background where available), controls, audio, and mods, and there is an optional interpolated 60 Hz mode, a speed button, and a mod host with optional item and equipment features. An optional pack of HD backgrounds, about 327 MB, is downloaded from inside the game from a server outside GitHub. There is also a save editor and a separate tool for experimenting with room lighting. Version 0.9-alpha is from October 31.

You needYour own North American CUE/BIN images of both discs (each CUE next to its BIN); no game data is included. macOS 15 or later on Apple Silicon, Linux, or 64-bit Windows (experimental).

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Xbox 360 Playable

Plants vs. Zombies (Xbox 360)

ITSeniy/pvz-console-edition

An unofficial Windows port of the Xbox Live Arcade edition of Plants vs. Zombies, called Plants vs. Zombies: Console Edition, made by static recompilation with ReXGlue: the original PowerPC code is translated to x86-64 and runs as a regular Windows program, with no emulator. It keeps what that edition added over the PC one (local Versus, two-player Co-op, and extra mini-games) and adds full mouse control in the menus, the lawn, every mini-game, and the multiplayer modes. According to its README, version 0.7.0 is a beta that can be played from start to finish, with known rough edges: there are no online features (leaderboards, Xbox LIVE mail, and friends’ houses) and Survival Endless has no local leaderboard yet. It includes no game files; it reads them from your XBLA package or a disc image on first launch. Version 0.7.0 is from October 15. All 50 of its commits list Claude as a co-author.

You needYour own copy of Plants vs. Zombies for Xbox 360: the Xbox Live Arcade package or a disc image (.iso) containing the game. 64-bit Windows.

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PS2 Experimental

Resident Evil Outbreak (RaccoonRecomp)

RaccoonRecomp/ResidentEvilOutbreakRecompiled

An unofficial native Windows port of Resident Evil Outbreak (File #1, USA), called Resident Evil Outbreak Recompiled: the game’s PS2 code is recompiled into native x64 code and runs on a PC runtime written for it (Emotion Engine, vector units, Graphics Synthesizer, I/O processor with the game’s own sound driver, SPU2, movie playback, and memory card), with no emulator. The project does not publish its code: the GitHub repository holds only the README, release notes, and screenshots, and the release installer (about 244 MB) ships the program with an LLVM compiler, which on first start converts and compiles the game’s code on your PC from your disc or extracted files, in about 3 to 6 minutes. It offers Direct3D 11 and Vulkan renderers, internal resolution up to 4x, MSAA and FXAA, experimental widescreen, an experimental 60 fps mode, gamepad and keyboard-and-mouse controls, saves in PCSX2’s card format, and a mod system with a first-person camera. File #2 is not supported. Version 1.5.1 is from October 13; the release notes say it was built with AI-assisted programming (Claude), and 4 of its 8 commits list Claude as a co-author.

You needYour own copy of Resident Evil Outbreak for PS2, USA release (SLUS-20765, disc version 2.00), as an .iso image or a folder of extracted files; other releases are recognized but not yet supported. 64-bit Windows 10 or 11, a Direct3D 11 graphics card, and about 780 MB free.

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Mod Usable

ROTK Fix

Shagg88/Athelas

A fix for the PC version of The Return of the King that comes inside Athelas, the launcher that also carries the ports of the Xbox versions of The Two Towers and The Return of the King. A d3d8.dll and a dinput8.dll next to the game route its graphics through DXVK (Vulkan) and its 3D sound through DSOAL and OpenAL Soft, which brings back its EAX reverb. It adds widescreen and ultrawide without stretching the HUD, any resolution, 60 to 240 fps at normal game speed, anti-aliasing, filtering and sharpening, Xbox, PlayStation, and Switch controllers with remappable buttons, two-player co-op on one PC or online by streaming, full-screen cutscenes, texture packs, achievements, and gameplay options such as the game’s own cheat codes, all off by default. It doesn’t touch the game’s copy protection. Its author states it was made with the help of Claude.

You needYour own US copy of The Return of the King for PC, installed. Plus 64-bit Windows 10 or 11, or Linux and Steam Deck through Proton; a Vulkan 1.3 driver is recommended.

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Xbox 360 Playable

Saw II: Flesh & Blood

Matt-code-d/Saw2Recomp

An unofficial native PC port of the Xbox 360 version, made with the ReXGlue SDK (v0.10.0): the PowerPC code of Default.xex, an Unreal Engine 3 game, is translated ahead of time to C++ and linked against the ReXGlue runtime (Xenos GPU, audio, input, and filesystem), with no JIT in the play path. According to the README it is playable on Windows, with a WPF launcher to install from the ISO, detect the language, and set common runtime flags; it is still early, with missing PPC function hints to be added and some graphics quirks, and achievements unlock and persist though the on-screen toast is disabled because it crashed the game. The repository includes no game, ISO, or XEX. The release zip (about 32 MB) ships the program already built. Version 0.1.7 is from October 27.

You needYour own copy of Saw II: Flesh & Blood for Xbox 360 (Title ID 4B4E0822), as an ISO. 64-bit Windows and the .NET 8 Desktop Runtime; to build from source, also the .NET 8 SDK, extract-xiso, and the ReXGlue SDK.

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3DS Experimental

Shin Megami Tensei: Devil Survivor 2 Record Breaker

riomoo/canopus-protocol

An unofficial Windows and Linux port, called Canopus Protocol, of the 3DS version, made by static recompilation: the game’s ARM code is translated to C on your machine and built together with a runtime that does what the 3DS did (kernel, system services, a software PICA200 renderer, DSP audio, window, and input). The repository contains no game data or code, and everything generated from your dump stays on your machine. The release package ships a launcher that extracts the dump, recompiles, and compiles with a bundled Zig (about 73 to 80 MB), so no compiler needs to be installed. According to the README, the game boots, plays the opening movie with sound, gets through New Game, the prologue, and registration, loads saves, and runs versions 1.0 and 1.1 with the DLC. Gaps remain: the 3D is drawn on the CPU, without per-fragment lighting, and some bottom-screen text draws garbled. Version 2.0.1 is from October 30.

You needA decrypted dump of your North American copy (.3ds, .cci, .cia, or .cxi), made with GodMode9 on your console; optionally the 1.1 update and the DLC as decrypted .cia files. About 3 GB free. 64-bit Windows or Linux; to build from source, Go 1.21 or later, make, and a C/C++ compiler (or Zig).

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PS1 Experimental

Shiritsu Justice Gakuen: Nekketsu Seishun Nikki 2

tolotratlt/rival-schools-nekketsu-seishun-nikki-2-recomp

A static recompilation kit for the PlayStation sequel to Rival Schools, released only in Japan (SLPS-02120), built on psxrecomp and recomp-ui. The release zip contains no game data: no disc image, no executable, no BIOS, and no generated code. A wizard takes your disc and your BIOS, turns the executable into C code, and compiles the game on your PC, which takes several minutes the first time. Version 0.2.0 adds an optional English translation, built in a minute from your own image and listed in the launcher’s Mods tab, an Exit entry in the mode select, and an optional Vulkan renderer (OpenGL remains the default). Its README describes it as an early bring-up. Version 0.2.0 is from October 25.

You needYour own image of the Japanese disc (SLPS-02120), a .cue plus a single-data-track .bin (663,216,960 bytes, MD5 a7149a13c6992a20732d4ed2fd7e7611), and your own dump of the SCPH-1001 (USA) BIOS (SHA-256 71af94d1e47a68c11e8fdb9f8368040601514a42a5a399cda48c7d3bff1e99d3). 64-bit Windows and Python 3; CMake and Ninja from the system or the portable tools the wizard downloads.

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Xbox 360 Experimental

Snoopy Flying Ace

BTr-RJ/RedBaron_Recomp

A native Windows x64 recompilation of the Xbox 360 version of Snoopy Flying Ace, made with ReXGlue/ReXAuto. v0.10 is a public testing release: a launcher installs the game on your PC from the files you supply, extracting the content, generating the code, and compiling it, with tools it detects and downloads or that come in the offline package (over 1.7 GB). The normal package (about 366 MB) holds the launcher, the port’s sources, and the SDK and runtime; no game files or DLC are distributed. It offers the game’s seven original languages, resolutions up to 4K and beyond, render scaling, high frame rates with an engine timing correction, FSR, DLSS (no frame generation), optional HDR10, keyboard and controller mapping, local split-screen, and online play through Epic Online Services, with public and private lobbies, matchmaking, achievements, and leaderboards. Version 0.10 is from October 30.

You needYour own Snoopy Flying Ace Xbox 360 files (Title ID 584109B5): an extracted folder with default.xex or the original content package, and optionally the gameplay DLC (no avatar items). 64-bit Windows 10 or 11 with .NET Framework 4.8 and a Direct3D 12 GPU; enough free space for the installation, which takes more than the finished game, and internet access for tools and EOS.

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PS2 Playable

Stuntman

LAB0ULANGE/stuntman-pc

An unofficial native Windows port of the PS2 version, made by translating the console’s program into C++ and compiling it for the PC, with no emulator. It uses Daniel Gomes Vieira’s ps2-port-engine, extended for this game, with a Vulkan renderer. It offers higher resolutions (from the original up to 3x), widescreen and ultrawide, smoothing, and gamepad support, and keeps the game’s 25 frames per second. The README marks it as alpha: the career and its stunts can be played, but bugs remain. The data is read from your ISO. Version 0.1.1-alpha is from October 31 and drops the AVX2 requirement. All of its last 100 commits list Claude as a co-author.

You needYour own Stuntman ISO, European release (SLES-50288); the program asks for it and checks it on first launch. 64-bit Windows 10 or 11, a fast 4-core CPU (indicative minimum i5-12400 or Ryzen 5 5600), and a Vulkan 1.3 card (estimated minimum RTX 3060 or RX 6600).

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SNES / Super Famicom Experimental

Super Mario Kart

mpolizel/SMKSNESRecomp

A native Windows recompilation of Super Mario Kart (USA), built on snesrecomp. The recompiled C is generated on your machine from your own ROM and is never committed to the repository. The release is a setup pack (about 49 MB) containing the launcher, the recompiler, and the source tree, with no game data: on first run it downloads portable build tools, asks for your ROM, and builds the game with Generate & rebuild. The launcher offers shader presets (scanlines, CRT, upscalers) that switch the renderer to OpenGL. According to the README, it boots to the title screen and runs the attract-mode race, with Mode 7 and the DSP-1 command model needing no firmware; most code still runs through the snesrecomp interpreter, and full cups, Battle Mode, and two-player split screen are not verified. Version 0.1.0 is from October 30. 5 of its 7 commits list Claude as a co-author.

You needYour own “Super Mario Kart (USA).sfc” ROM (CRC32 cd80db86, HiROM). 64-bit Windows and an internet connection on first launch for the portable build tools.

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Fan remake Playable

Super Mario Land 2: 6 Golden Coins

patricksmill/sml2-rs

An enhanced desktop edition, called Six Golden Coins, rewritten in Rust. It is not an emulator: it is a native port whose gameplay logic follows the original game’s code, though its author warns it doesn’t aim for emulator accuracy and there will be small differences in timing and edge cases. It adds widescreen (16:9, 21:9, or the window’s aspect ratio), camera zoom-out up to 200%, optional frame interpolation, Game Boy, Pocket, Game Boy Color, and Super Game Boy palettes, and an SML2DX mode with that hack’s graphics and colors, with Mario or Luigi, from your own SML2DX ROM. The screen expansions activate enemies sooner beyond the original edge, so some encounters change. Releases are a single executable for Windows, Linux, and Apple Silicon macOS; 0.2.0 is from November 1. The repository holds behavior-test recordings, not game data. 76 of its last 100 commits list Claude as a co-author.

You needYour own Super Mario Land 2 UE v1.0 ROM, imported from Settings, Game, Import ROM. For DX mode, an SML2DX v1.8.1 ROM or IPS patch. Windows x64, Linux x86-64, or Apple Silicon macOS.

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SNES / Super Famicom Playable

Teenage Mutant Ninja Turtles IV: Turtles in Time

emanuelcnjunior/TMNT-IV-Turtles-in-Time-PC-Recomp

A Windows port of the SNES version (USA), made with the author’s own SNESRecomp (the recompiler is a submodule in another of the author’s repositories). It supports up to two local players and installs with a Windows installer of about 5.7 MB that needs no Git, Python, Rust, CMake, or Visual Studio: it asks for your ROM, checks its SHA-256, and copies it to the user’s data folder. It offers a Classic mode and an HD mode with Scale2x toggled with F6, a launcher for video, audio, and controls, saves, and hotkeys. Version 1.0.2 is from October 27; an experimental Linux preview was also published on November 1. The README’s promotional images are illustrations, not captures.

You needYour own USA ROM of 1,048,576 bytes, without a copier header or patches (SHA-256 5b82cdd6f2da56f43680d6a5021faebe2e06036d30602c1a7917aa414cf8b5f4). 64-bit Windows 10 (1903 or later) and an OpenGL-capable graphics driver; there is an experimental Linux x86-64 preview.

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Xbox 360 Playable

Tenchu Z

8bitninja64/TenchuZ-PC

A native Windows and Linux (with Steam Deck) port of the Xbox 360 version, made by static recompilation: the 360 executable is translated ahead of time to C++ with XenonRecomp (15,666 functions in 62 units) and linked against a native runtime, with no emulation; it follows the approach of The Darkness Recomp. According to the README, the game boots, plays movies, music, and sound, and runs the menus, the hideout, and missions with D3D11 rendering at the original 30 fps; the Xenos command processor is translated to HLSL, audio uses XAudio2 (SDL3 on Linux), and the XMA decoder is emulated with FFmpeg. It offers 60 fps and higher, resolution scaling up to 4x, HDR10, ambient occlusion, sharpening, MSAA up to 8x, and any controller. Widescreen beyond 16:9 and achievements are not done yet. The release contains no game code or data: on first launch it compiles the code from your disc (about 2 minutes). Version 0.3.2 is from October 26. All of its last 100 commits list Claude as a co-author.

You needYour own Tenchu Z (USA, Europe) Xbox 360 .iso image. On 64-bit Windows 10 or 11 with a Direct3D 11 card, also Python 3.11 or later and the Visual Studio 2022 Build Tools with C++ and Clang, needed once; on Linux and Steam Deck everything needed, compiler included, comes with the game.

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N64 Experimental

⑂ 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.

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Xbox 360 Experimental

TNA iMPACT!

dotGrx/TNA-IMPACT-Recomp

An unofficial PC version of the Xbox 360 game (USA and Europe), made by static recompilation with ReXGlue. The repository does not include the game, but the release (a zip of about 72 MB) ships the port already built from one specific default.xex, and the launcher checks that your copy is the version it comes from. The game is read in place from an .iso image or an extracted folder. It offers a steady 60 fps in matches and menus, internal resolution of 720p, 1440p, or 4K, a fix for the wrestlers’ self-shadowing, AMD FidelityFX CAS sharpening, skipping the intro videos, a switch to unlock everything through the game’s own developer switches, and a launcher with settings, game files, and logs. There are project patches on top of the ReXGlue SDK. Version 0.1.0 is from October 18.

You needYour own TNA iMPACT! for Xbox 360 (USA or Europe), as a disc image (XISO or full dump) or an extracted folder; its default.xex must have MD5 b94f2c9cf46b9afffe05cfb0a1e24fb6. 64-bit Windows 10 or 11, a Direct3D 12 card, and an AVX2 CPU; a controller is recommended.

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Xbox Playable

Tom Clancy’s Ghost Recon 2: Summit Strike

ElKev118/summitstrike-recomp

A native Windows version of Tom Clancy’s Ghost Recon 2: Summit Strike (original Xbox, 2005). The game’s code is statically recompiled to C from its default.xbe with the xboxrecomp toolkit, in the author’s fork, and the Xbox hardware and system software are replaced with native code (kernel, NV2A GPU to Vulkan, MCPX APU to XAudio2, USB pads with SDL2, keyboard and mouse). According to the README, the whole single-player campaign and its cutscenes play through; multiplayer, co-op, System Link, and Xbox Live are not covered, and the port’s options menu works only with keyboard and mouse. It offers internal resolution from 1x to 6x, SMAA, FSR 1, RCAS, aspect ratios, and a shader cache. Version 1.0 is from October 26. All 8 of its commits list Claude as a co-author.

You needThe contents of your own Summit Strike Xbox disc, extracted (with default.xbe and its folders) into a game folder beside the executable. 64-bit Windows 10 or 11, a Vulkan 1.3 GPU, and the Visual C++ 2015–2022 Redistributable (x64).

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N64 Playable

Tony Hawk’s Pro Skater (N64)

THPS64Recomp/THPS1-64Recomp

A native macOS and Windows port of the N64 version, called THPS1 64: Recompiled, made with N64Recomp, N64ModernRuntime, and RT64. The app builds the game from your dump the first time it starts; on macOS it asks for Apple’s Command Line Tools, and the Windows zip includes everything needed (about 149 MB). It offers 16:9 or 21:9 widescreen, the game’s 30 fps interpolated to 60, a longer draw distance, a two-player split screen fitted to the picture, an Original or Enhanced preset, SDL gamepads with an Xbox-style or the original N64 layout, saves in standard Controller Pak .mpk files, and optional cheats. There is no Linux download. The repository does not contain the game. Version 0.2.0 is from October 28.

You needYour own N64 cartridge dump (.z64, .n64, or .v64): USA v1.1 (SHA-1 4900b6c92fb8df1765e91e891dccc525bb102fe1), USA v1.0 (fc1b4dec85e6874fa7321edc24f5a1e78600d9d0), or Europe (c321cd05eec58765467878ac8015784535280e3c). 64-bit Windows 10 or 11 with a Direct3D 12 GPU, or macOS 13 or later.

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N64 Experimental

Tony Hawk’s Pro Skater 2 (N64)

THPS64Recomp/THPS2-64Recomp

A native macOS and Windows port of the N64 version, called THPS2 64: Recompiled, made with N64Recomp, N64ModernRuntime, and RT64. It is an early preview: it uses the same host as THPS1 64: Recompiled and passes its own automated tests, but it has had much less hand play, so its authors warn of bugs they haven’t seen and recommend backing up the saves folder before relying on a career. The app builds the game from your dump the first time it starts. Like the first game in the series, it offers 16:9 or 21:9 widescreen with the HUD at the screen edges, and optional cheats such as Unlock All Levels. The repository does not contain the game. Version 0.2.0-preview is from October 28.

You needYour own N64 cartridge dump (.z64, .n64, or .v64): USA (SHA-1 458ac754cd8e08c46f4c5c9204192ecde84a179d) or Europe (803672c1ffa7860536d8b35dca8b59f637f4165e). 64-bit Windows 10 or 11 or macOS 13 or later, as for the sister project THPS1.

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N64 Experimental

Tony Hawk’s Pro Skater 3 (N64)

THPS64Recomp/THPS3-64Recomp

A native macOS and Windows port of the N64 version, called THPS3 64: Recompiled, made with N64Recomp, N64ModernRuntime, and RT64. It is an early preview: it uses the same host as THPS1 64: Recompiled and passes its own automated tests, but it has had much less hand play, so its authors warn of bugs they haven’t seen and recommend backing up the saves folder before relying on a career. The app builds the game from your dump the first time it starts. It offers 16:9 or 21:9 widescreen with the HUD at the screen edges, and optional cheats such as Unlock All Levels. The repository does not contain the game. Version 0.2.0-preview is from October 28.

You needYour own USA N64 cartridge dump (.z64, .n64, or .v64; SHA-1 7b9438120c67214afaea09f4b106c54ef8f366c5). 64-bit Windows 10 or 11 or macOS 13 or later, as for the sister project THPS1.

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Native layer Playable

Until Dawn

SuperCatElvis/UntilDawn_PC

A native recompilation of the original PS4 version of Until Dawn (2015) for Windows, running its original x86-64 code on a PS4 compatibility layer with a custom Vulkan renderer, with no console emulation. According to the README, a full playthrough, from the prologue to the end credits, was completed on the development PC with WIP 0.1.3; later versions have only been tested in shorter sessions, and the project remains a work in progress with graphical glitches, crashes, shader-compilation pauses, and frame-rate drops. Version 0.2.1 prepares shaders before starting. It supports DualSense, DualShock 4, and Xbox controllers, keyboard and mouse, the bonus chapter “The Road Not Taken,” and movie skipping. The repository publishes the full source (the compatibility layer, the renderer, the GCN to SPIR-V shader translator, and the tools) with no game code or data. Version 0.2.1 is from October 30. 1 of its 32 commits lists Claude as a co-author.

You needYour own decrypted dump of Until Dawn for PS4 (CUSA02636) with update 01.03 applied. 64-bit Windows 10 or 11, an x86-64 CPU with AVX (in practice 4th-generation Intel Core or Ryzen and newer), a Vulkan 1.3 GPU driver, about 50 GB of disk, and 16 GB of memory recommended; the README says no minimum specifications are verified yet.

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Game Boy Playable

Wario Blast Featuring Bomberman!

gnome41/WarioBlast-SGB

An unofficial static recompilation of Wario Blast Featuring Bomberman! for Game Boy and Super Game Boy (1994), for Linux and Windows. It translates the ROM’s SM83 code to C and runs it natively on a small runtime (PPU, APU, timer, MBC1, and Super Game Boy with multiplayer) on SDL2. The recompiler, runtime, launcher, and mod and cheat support come from the sister project DK94 Recomp (Donkey Kong, 1994). The release build carries no game code: when you press PLAY it recompiles your ROM and compiles it in memory with TinyCC; the developer build does link in derived code and must not be shared. With the Super Game Boy multiplayer adapter, each controller is one player. Version 1.2.0 is from October 28. All 3 of its commits list Claude as a co-author.

You needYour own ROM of “Wario Blast Featuring Bomberman! (USA, Europe) (SGB Enhanced).gb” (CRC32 927B57A1, SHA-1 279fb0223e362db553b739b1b8f9c18b81d92413). Optionally the Super Game Boy BIOS. Windows x64 or Linux x86-64.

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PS1 Playable

Wild 9

plinkr/Wild9Recomp

A native Windows, Linux, and macOS port of the NTSC-U PlayStation version (SLUS-00425), made by static recompilation: the game’s MIPS R3000A executable is translated to C, which is linked against a psxrecomp and recomp-ui runtime. The release downloads are product builds: the game’s already recompiled code is built into the executable, with no setup wizard or compiler, and you only point it at the .cue image of your disc. It embeds OpenBIOS, so no PlayStation BIOS is needed, though one can be used. It offers widescreen, perspective-correct geometry and textures (PGXP), frame blending up to 60, 120, 144, or 165 fps while keeping the 59.94 Hz simulation, video skipping, a choice of five languages, a mod that locks held objects or enemies overhead, and a mod system. Version 0.1.8 is from October 25.

You needYour own .cue image of Wild 9 for PlayStation (NTSC-U, SLUS-00425). 64-bit Windows, Linux (glibc 2.28 or later and OpenGL 3.3 or Vulkan), or macOS (Apple Silicon or Intel).

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Xbox 360 Experimental

WWE 2K16

itsbybanshee/wwe2k16-pc

A recompilation-based PC port of WWE 2K16 for Xbox 360, made with the ReXGlue SDK and a modern launcher. The repository publishes the launcher, the configuration, and SDK patches, but not the game; the release (a zip of about 84 MB) ships the program already built in a bin folder. The game runs directly from your .iso or an extracted folder. It offers resolutions from 720p to 4K, AMD FSR, FXAA, 60 fps with entrances and victory motions also at 60, keyboard with a WWE 2K-style layout, button remapping, five languages, non-destructive mod support (it patches the plist360.arc catalog), all six official DLC packages, title updates, achievements, and a custom soundtrack. The original’s online features are not available; its author warns it is an early release. Version 1.1.0 is from October 23.

You needYour own copy of WWE 2K16 for Xbox 360, as an .iso image or an extracted folder (PS3 ISOs do not work). 64-bit Windows 10 or 11, a Vulkan card with an up-to-date driver, and the Microsoft Edge WebView2 runtime; a controller or keyboard is recommended.

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Xbox 360 Playable

WWE SmackDown vs. Raw 2007 (nefariousjosiah)

nefariousjosiah/WWE-SVR2007-RECOMP

The Xbox 360 version, recompiled to run natively on Windows and, according to its README, also on Linux and Steam Deck through Proton, with a native Direct3D 12 renderer on Windows and Vulkan on Linux. Its stated goal is to bring the game back as it was, with no mods, roster changes, or reworked gameplay: only what it needs to run well today. It offers 60 fps even in entrances and matches, where the original dropped to 30, resolutions from 480p to 8K, faster loading, an on-screen keyboard to name your superstar with a controller, the Create-a-Superstar photo, saves that don’t fail, the game’s text in English or Italian (the disc includes both), updates from inside the game, and Xbox, PlayStation, Switch Pro, and Steam Deck controllers. It runs from an .iso image of your own disc; the repository publishes the code and the release (about 43 MB) ships the program. Version 2.2.1 is from October 24.

You needA disc image (.iso) of your own WWE SmackDown vs. Raw 2007 disc for Xbox 360. 64-bit Windows 10 or 11 with a Direct3D 12 or Vulkan card; Linux and Steam Deck are also covered.

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Port (decomp) Playable

X-Men 2: Clone Wars

crabsmack/xmen2-pc

A native Windows and Linux port of the Mega Drive version, built from a complete decompilation: 3,164 functions in readable C that, according to the README, byte-match the original compiler, plus 117 functions that were written in 68000 assembly and are tested instruction by instruction. The port no longer emulates the 68000. It reads the graphics, sound, and levels from your ROM every time it starts and refuses any file other than the USA/Europe cartridge. By default it plays exactly like the cartridge; optionally it offers widescreen, high frame rates, two players at 60 fps, and up to four players on one PC or online with rollback netplay. Version 1.2.0 is from October 31. 97 of its last 100 commits list Claude as a co-author.

You needYour own ROM of the USA/Europe X-Men 2: Clone Wars cartridge (SHA-1 61409e6cf6065ab67d8952b891d8edcf47777193). Windows or Linux x86-64 (with SDL2; the file picker needs zenity or kdialog).

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3DS Playable

Yo-kai Watch (Clockwork)

watchmakerers/clockwork

Clockwork: native Windows, Linux, and macOS versions of the 3DS Yo-kai Watch games, made by statically recompiling the ARM code to C, with the console’s hardware and services replaced by native code on SDL3, no emulator and no firmware. It covers Yo-kai Watch, Yo-kai Watch 2 (Psychic Specters and Bony Spirits / Fleshy Souls), Yo-kai Watch Blasters, Yo-kai Watch 3, and the Japan-only Yo-kai Watch Busters 2, in several regions; Psychic Specters is the most tested, and the US releases and Busters 2 are the verified ones. The releases contain the launcher and runtime, with no game: when you add your dump, it builds that game on your machine. It offers up to 4x internal resolution, a 16:9 widescreen top screen, one-screen layouts, 60 fps interpolation, game updates, mods installable from GameBanana, 3DS save import, and online rooms for local wireless play (battles, trades, and co-op). All 8 of its commits list Claude as a co-author.

You needDecrypted dumps of your own Yo-kai Watch 3DS cartridges (made with GodMode9) and, optionally, their updates. Plus x86-64 Windows, x86-64 Linux, or Apple Silicon macOS, and the system C compiler (Visual Studio Build Tools on Windows, the Xcode command line tools on macOS, or gcc or clang on Linux).

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PS2 Playable

Zone of the Enders

Yaz-Myst/ZOE-Recompiled

A native Windows port of the USA PS2 version (SLUS_201.48), made by statically recompiling the game’s MIPS code to C++ with PS2Recomp and running it on a PC runtime with an OpenGL renderer, compiled vector-unit programs, and IOP and sound emulation. According to the README, the game runs at a steady 60 frames per second, up to three times the PS2’s internal resolution, with widescreen, progressive output, save states, remappable keyboard and controller input, DualShock 2 pressure buttons, rumble, and two controllers for Versus mode. It can be played in full, from the intro to the final area, with cutscenes, movies with sound, the Hub, and the hidden Versus mode. Known issues remain, such as an occasional freeze when loading a warehouse. The repository includes vector-unit programs already compiled from the game (zoe_vu_aot.cpp, about 3 MB); the rest of the C++ is generated on your PC from your disc and is not in the repository. It recommends playing with a controller. Version 1.0.1 is from October 31.

You needYour own .iso disc image (2048-byte sectors) of the USA Zone of the Enders; the check expects SLUS_201.48, 3,001,304 bytes, CRC-32 A0A48DD1 (the undub release works too). 64-bit Windows 10 or 11 and a GPU with OpenGL 3.3.

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