Awesome Reverse Engineering Anything
An independent collection of tools, case studies and research for websites, games, apps, native binaries, firmware and communication protocols.
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Source review does not imply runtime verification. Review method
Contents
522 curated resources (221 cases) · 145 papers · 3,309 indexed repositories · latest source review 2026-10-20. Section counts add up to 519 because 3 of these appear only under Papers.
Tools and cases by target
- Website (29) · Game (200) · App (83)
- Native Binary (65) · Firmware and Hardware (24) · Protocol (22)
- Papers (145) · Agents and MCP (44) · References and Learning (40)
- All cases (221) · Related Collections (12) · Full Repository Index (3,309) · Contributing
Find by task
| Task | Relevant sections | | --- | --- | | Inspect a website or app interface | Websites · Apps | | Rebuild a game or check matching code | Games · Game cases | | Analyze compiled code or recover symbols | Native binaries · Agents and MCP | | Investigate firmware or device protocols | Firmware · Protocols | | Compare methods and evaluation evidence | Papers · Survey comparisons |
Resources
Names link to original sources. Each line gives the opening sentence of the description, then the type and relationship; “Full entry” opens the complete description, prerequisites, limitations and review sources.
Each resource appears once under its main purpose. Cases reuse these entries; papers are listed separately. Browse the resource directory.
REA labels refer to the separate upstream CLI and MCP project. Listing does not imply REA integration. About this independent collection.
Tags: Official REA: published by the REA project · Community REA: third-party REA work · REA maintainer: an REA maintainer's list · Independent MCP, Independent agent, Independent reconstruction: no established REA connection · Mixed workflow: REA plus other tools, per the author · Android, .NET, JVM, WebAssembly: platform · Library: code library · type only: foundation tool or learning resource.
Website
Case studies
- Dinosaur runner: recovering one acceleration rule - REA’s documented teaching case inspects the HTTP t-rex-runner edition and reconstructs its speed-update rule. Case study · Official REA · Also: Game · Full entry
- rauchg.com: rebuilding an RSC blog from captured Flight output - Documents a website-rebuild-skill case that decodes browser-delivered React Server Component Flight streams, reconstructs a buildable Next project and compares its output with a captured site. Case study · Independent reconstruction · Full entry
- BaoCut Slides: adapting an interactive web editor - Documents BaoCut’s interactive slide editor, whose author says the implementation draws on Claude Slides. Case study · Independent reconstruction · Also: App · Full entry
- REA in Claude Code: an isolated static-analysis A/B trial - A Japanese field report connects REA 6.4.0 to Claude Code in a separate project directory, denies 43 of its 170 tools and common shell launch forms, and compares REA-enabled and REA-disabled runs on two real tasks: an Electron terminal’s packaged files and a saved HAR capture. Case study · Mixed workflow · Also: App · Full entry
- Dinosaur runner: an REA-inspected speed rule rebuilt with Codex - The author uses REA’s MCP browser tools to passively capture the JavaScript loaded by wayou’s open-source T-Rex Runner page, then has Codex rebuild its acceleration rule in one self-contained HTML5 Canvas game. Case study · Mixed workflow · Also: Game · Full entry
- BaoCut Design: porting reconstructed canvas and design-system editors - Documents BaoCut’s design-canvas and design-system editors, which the project says it ported 1:1 from TypeScript reconstructions of Claude Design’s editors and hosts in agent sessions with annotation and export. Case study · Independent reconstruction · Also: App · Full entry
- whatsapp-web-reveng: documenting the legacy WhatsApp Web protocol - Documents and reimplements the WebSocket protocol WhatsApp Web used while browser sessions mirrored a paired phone: QR pairing, Curve25519/HKDF key setup, AES/HMAC-protected binary messages, the token-based node encoding and end-to-end media encryption. Case study · Independent reconstruction · Also: Protocol · Full entry
- Ruffle: a Rust reimplementation of Adobe Flash Player - Reimplements Adobe Flash Player in Rust so that SWF content, from ActionScript 1/2 (AVM1) to ActionScript 3 (AVM2), runs in a native desktop player or in browsers through WebAssembly, as a self-hosted script or a browser extension. Case study · Independent reconstruction · Also: Game · Full entry
- Littlebird.ai static home-page rebuild - Rebuilds the Littlebird.ai home page in plain HTML/CSS/JavaScript from captured markup and assets, with source-wired mobile navigation, FAQ toggles, scroll reveals and OS-dependent call-to-action presentation. Case study · Independent reconstruction · Full entry
Tools, projects and integrations
- webcrack - Improves JavaScript readability by reversing supported obfuscation patterns and unpacking webpack/Browserify bundles. Tool · Also: App · Full entry
- humanify - Rename identifiers in minified JavaScript with LLM-suggested names, applied through scope-aware AST rewriting so the program structure stays unchanged. Tool · Full entry
- WABT - WebAssembly tools for binary-to-text conversion, section inspection, validation, interpretation and C translation. Tool · WebAssembly · Also: Binary · Full entry
- wasm-tools - Bytecode Alliance CLI and Rust libraries for inspecting WebAssembly modules, metadata, components and WIT interfaces. Tool · WebAssembly · Also: Binary · Full entry
- Chrome DevTools MCP - Connect an agent to Chrome for live page inspection, network debugging, and performance traces. Integration · Independent MCP · Full entry
- mitmproxy - Inspect and record HTTP traffic with an interactive proxy, web interface, or scriptable command-line tools. Tool · Also: App, Protocol · Full entry
- Playwright MCP - Drive browser interactions through structured accessibility snapshots to investigate reproducible web behavior. Integration · Independent MCP · Full entry
- Burp Suite MCP Server - PortSwigger's Burp Suite extension serves an MCP endpoint, plus a packaged stdio proxy, so agents can query proxy HTTP and WebSocket history, send HTTP/1.1 or HTTP/2 requests, and open Repeater or Intruder tabs. Integration · Independent MCP · Also: App · Full entry
- Wakaru - Recover readable modules from shipped JavaScript bundles by reversing recognized minifier and transpiler patterns. Tool · Full entry
- Spectral - Analyze captured application HTTP traffic with an LLM to generate MCP tools, OpenAPI 3.1 specifications, or GraphQL schemas. Integration · Independent agent · Also: App, Protocol · Full entry
- jsdeob-workbench - Inspect JavaScript ASTs and variable scopes while building visual chains of Babel transforms. Tool · Full entry
- Browser Reverse Engineering Toolkit - Capture browser-session evidence, crawl websites in a persistent Chromium session, and generate offline architecture/API reports plus OpenAPI, SDK and mock-server drafts from saved captures. Tool · Full entry
- screenshot-to-code - Generate HTML/CSS, Tailwind, React, Vue, Bootstrap or Ionic front-end code from screenshots, mockups, Figma designs or screen recordings with multimodal models; an optional headless-browser preview lets the model check its rendered output. Tool · Full entry
- Dembrandt - Node.js CLI that renders a website in Playwright-driven Chromium or Firefox and reads computed styles from the DOM to extract its design system: logo, color roles with the evidence behind each pick, typography, spacing, borders, shadows, motion, breakpoints and component styles such as buttons and inputs. Tool · Full entry
- shuji - Command-line tool that writes the original JavaScript and CSS sources embedded in source maps back out as files. Tool · Full entry
- Obfuscator.io Deobfuscator - Deobfuscator dedicated to JavaScript produced by Obfuscator.io (javascript-obfuscator), which its README says also handles most forks. Tool · Full entry
- javascript-deobfuscator - General-purpose JavaScript deobfuscator for common obfuscation patterns, published on npm as js-deobfuscator and usable as a library or CLI. Tool · Full entry
- mitmproxy2swagger - Command-line tool that reverse-engineers undocumented REST APIs from captured traffic. Tool · Also: Protocol · Full entry
- JPEXS Free Flash Decompiler (FFDec) - Java desktop decompiler and editor for Adobe Flash SWF files. Tool · Also: Game · Full entry
- WasmLens: exploratory WebAssembly inspection - Python CLI with static paths for inspecting WebAssembly sections and function signatures, producing WAT-style instruction listings, and reconstructing limited C-like pseudocode. Tool · WebAssembly · Also: Binary · Full entry
Game
Case studies
- DX-Ball: reconstruct sound panning - Recover one sound-pan function from instructions and constants; upstream cites 3,205 cases and a 63-byte match. Case study · Official REA · Also: Binary · Full entry
- TH04: recover a DOS bullet-ring helper - Inspect a 16-bit PC-98 DOS helper and relate its angle calculation to a pinned reconstruction and historical compiler checks. Case study · Official REA · Also: Binary · Full entry
- Super Mario 64 DS: matching decompilation with relocation checks - Reconstructs Super Mario 64 DS functions as C/C++ and permitted assembly primitives, comparing compiled output with a user-supplied cartridge dump. Case study · Independent reconstruction · Full entry
- GoldenEye 007: an agent-assisted native port from a decompilation - Builds a native PC port on the existing GoldenEye 007 decompilation, with a host platform layer and assets extracted from the user’s ROM. Case study · Independent reconstruction · Full entry
- ssbu-recomp: static recompilation with explicit mode limits - Translates Super Smash Bros. Ultimate 13.0.4 AArch64 code ahead of time and supplies a Windows runtime with Vulkan/OpenGL rendering. Case study · Independent reconstruction · Full entry
- KartPad: platform integration for a Mario Kart Wii recompilation - Builds Apple and Android integration around WiiCompiled’s ahead-of-time translation of Mario Kart Wii, with native graphics, input and optional Retro Rewind support. Case study · Independent reconstruction · Full entry
- BattleShip: an AI-assisted Super Smash Bros. native port - Ports the existing Super Smash Bros. N64 decompilation using libultraship and Torch. Case study · Independent reconstruction · Full entry
- Agent decompilation: a byte-matching retrospective - Maurice Heumann describes replacing plausible-looking agent output with compiler-based checks of reconstructed functions, relocations, data and types. Case study · Independent reconstruction · Full entry
- Snowboard Kids 2: an LLM-assisted N64 matching decompilation - A public matching decompilation of the N64 game Snowboard Kids 2, begun in 2024 with community decompilation tools. Case study · Independent reconstruction · Full entry
- IsaacRecomp: translating Flash game bytecode to native C++ - Translates The Binding of Isaac’s Flash AVM1 bytecode into C++ functions and supplies a native rendering/input runtime. Case study · Independent reconstruction · Full entry
- Nanolathe: a documented Total Annihilation engine reimplementation - Reimplements a Total Annihilation-compatible strategy-game engine in Go, with public file-format research and separate gameplay profiles. Case study · Independent reconstruction · Full entry
- TH08: exact-source reconstruction and separately tested ports - Reconstructs the original Japanese Touhou 8 version 1.00d against its binary and original compiler, then adapts the recovered code for other platforms. Case study · Independent reconstruction · Full entry
- Zelda 64: Recompiled — a native Majora’s Mask port without a full source decompilation - Uses N64Recomp to translate Majora’s Mask into a native application and RT64 for rendering. Case study · Independent reconstruction · Full entry
- OpenGOAL: recovering GOAL code and rebuilding the Jak games - Reconstructs readable GOAL code from the original Jak binaries and compiles it with a new GOAL compiler for modern PCs. Case study · Independent reconstruction · Full entry
- LEGO Island: source reconstruction with separately reported exact rebuilds - Reconstructs the English LEGO Island 1.1 source for its original 32-bit Windows target. Case study · Independent reconstruction · Full entry
- Snowball War: a bounded REA-assisted minigame reconstruction - The author uses REA’s Ghidra workflow to investigate the DOS Ski or Die binary, document Snowball War rules and rebuild that one minigame in Rust with SDL2. Case study · Mixed workflow · Full entry
- SpaceCadetPinball: decompiled game logic adapted to SDL2 - Converts the reverse-engineered Space Cadet pinball game into compilable C++ for desktop platforms. Case study · Independent reconstruction · Full entry
- Super Mario 64: ROM reconstruction with explicit comparison gates - Reconstructs Super Mario 64 source for Japanese, North American, European, Shindou and iQue releases. Case study · Independent reconstruction · Full entry
- Unleashed Recompiled: translating Xbox 360 game code and shaders - Builds an unofficial Sonic Unleashed PC port by statically recompiling Xbox 360 PowerPC code with XenonRecomp and Xenos shaders with XenosRecomp. Case study · Independent reconstruction · Full entry
- OpenMW: replacing Morrowind’s engine while reusing original content - Provides an independent engine for playing Morrowind and an alternative editor, OpenMW-CS. Case study · Independent reconstruction · Full entry
- REDRIVER2: reconstructing Driver 2 through a PlayStation compatibility layer - Translates reverse-engineered Driver 2 MIPS routines into C/C++ and uses Psy-X/Psy-Cross to adapt PlayStation interfaces for desktop systems. Case study · Independent reconstruction · Full entry
- DevilutionX: porting Diablo’s reconstructed engine - Builds a modern Diablo and Hellfire port on the Devilution reconstruction, with platform support, bug fixes and optional quality-of-life features. Case study · Independent reconstruction · Full entry
- Touhou reconstructions: an agent-driven method across three games - An essay published on REA’s site, with pinned evidence notes, describes one author’s agent-driven reconstructions of TH08, TH095 and TH04. Case study · Official REA · Also: Binary · Full entry
- TicTacToe-AI: a bounded REA-fork reconstruction of one game method - The author’s REA fork, posted as rea-engine and since renamed RE-Agent, decompiles the shipped .NET executable of the GPL-licensed TicTacToe-AI game, recompiles the recovered C# and resources, and repairs one decompiler error against the original IL. Case study · Mixed workflow · Full entry
- UltraSunnyMoon: a partial, REA-led Pokémon Ultra Sun reconstruction - The author uses a pinned REA build with Ghidra to analyze a user-supplied Pokémon Ultra Sun base executable, rebuild it byte for byte from split objects, and swap in two small compiled C runtime routines. Case study · Mixed workflow · Full entry
- DX-Ball: an REA-guided function-level reconstruction with Codex - The author has Codex use REA’s Ghidra tools to inspect the English DX-Ball 1.07 executable and recover it as typed C/C++, then compiles each function with the original-era Visual C++ 4.0 and compares it byte for byte with the original after mapping relocations. Case study · Mixed workflow · Also: Binary · Full entry
- re2ds: a native Nintendo DS engine for Resident Evil 2 - Reimplements Resident Evil 2’s PS1 game rules in a native Nintendo DS engine, with converters that turn data from the user’s own disc into DS formats. Case study · Mixed workflow · Full entry
- LASRecomp: Link’s Awakening static recompilation - A native desktop reconstruction of the 2019 Switch version of Link’s Awakening using static recompilation. Case study · Independent reconstruction · Full entry
- ArkWeb: a two-game movement and collision experiment - Runs Spider-Man Remastered and Arkham Knight together, streaming Gotham collision into Spider-Man’s physics world and compositing his rendered frame into Arkham. Case study · Independent reconstruction · Full entry
- Perfect Dark: matching Nintendo 64 decompilation - Reconstructs Perfect Dark’s Nintendo 64 code with a documented matching-ROM build. Case study · Independent reconstruction · Full entry
- Super Mario Sunshine: a native PC port from an AI-assisted decompilation - Builds a native PC port of Super Mario Sunshine’s North American release from a pinned matching-decompilation fork, adding a host platform layer for graphics, disc, audio, input and OS services. Case study · Independent reconstruction · Full entry
- Majora’s Mask: matching US N64 decompilation - Recreates a C source base for The Legend of Zelda: Majora’s Mask from information in the game and static or dynamic analysis, then rebuilds the US Nintendo 64 ROM. Case study · Independent reconstruction · Full entry
- DLSSNR-AMD: reimplementing DLSS 5 neural rendering for RDNA4 - Reimplements the neural-rendering network of NVIDIA’s DLSS 5 library as Vulkan compute shaders for AMD RX 9000 (RDNA4) cards and supplies it to games through an NGX-compatible core and ReShade or Vulkan-layer routes. Case study · Independent reconstruction · Also: Binary · Full entry
- Breath of the Wild: per-function matching decompilation of the Switch executable - Reimplements part of Breath of the Wild’s Switch v1.5.0 main executable in C++ and checks each function against the original machine code. Case study · Independent reconstruction · Full entry
- Skyward Sword: Wii decompilation with hash-checked relinking - Reconstructs C++ source for The Legend of Zelda: Skyward Sword’s Wii main.dol and REL modules, starting from the user’s NTSC-U 1.0 (SOUE01) disc files. Case study · Independent reconstruction · Full entry
- 2 Ship 2 Harkinian: a native Majora’s Mask port built on the decompilation - Builds native Windows, Linux and macOS versions of The Legend of Zelda: Majora’s Mask from an adapted copy of the zeldaret/mm decompilation, with libultraship reimplementing N64 SDK functions. Case study · Independent reconstruction · Full entry
- Ship of Harkinian: a native Ocarina of Time port built on the decompilation - Builds Ocarina of Time as a native PC application from the OoT decompilation’s source, with libultraship standing in for the N64 libultra SDK and DirectX 11, OpenGL or Metal rendering. Case study · Independent reconstruction · Full entry
- The Minish Cap: a GBA decompilation targeting five ROMs - Recreates a C source base for The Legend of Zelda: The Minish Cap from information in the game and static or dynamic analysis, building five Game Boy Advance ROMs: USA, EU, JP and two demos. Case study · Independent reconstruction · Full entry
- Ocarina of Time: decompilation with MD5-checked ROM builds for 16 versions - Recreates a C source base for Ocarina of Time that rebuilds 16 Nintendo 64, GameCube and iQue Player ROM versions, using information from the game and static and dynamic analysis. Case study · Independent reconstruction · Full entry
- Project Arwing: Star Fox recompiled from a matching disassembly - Disassembles Star Fox’s 65816 and SuperFX code from runtime coverage and recursive descent, reassembles it into the original ROM, then translates it statically to C on a from-scratch SNES runtime for Windows, macOS and Linux. Case study · Independent reconstruction · Full entry
- Project Arwing (2): Star Fox 2 recompiled from a matching disassembly - Rebuilds Star Fox 2 from a coverage-seeded 65816 and SuperFX disassembly that reassembles to the original ROM, then translates it statically to C for native Windows, macOS and Linux builds. Case study · Independent reconstruction · Full entry
- Little Planet: Sonic CD recompiled from a matching disassembly - Disassembles every executable file on the Sonic CD disc from runtime coverage and recursive descent, reassembles them byte-identically, and translates the code statically to C on a from-scratch Mega-CD runtime that replaces the BIOS with a high-level implementation. Case study · Independent reconstruction · Full entry
- vf2-decomp: differentially validated Virtua Fighter 2 recovery - Recovers Virtua Fighter 2 Version 2.1’s Sega Model 2A i960 program into portable, non-matching C17, accepting each recovered path only when it matches a reference i960 executor at controlled boundaries. Case study · Independent reconstruction · Full entry
- z2rs: an incremental Rust reconstruction of Zelda II checked against an emulator - Rebuilds Zelda II: The Adventure of Link (NES) in Rust for desktop, browser and Android by replacing the game’s 6502 routines one at a time. Case study · Independent reconstruction · Full entry
- sm64ex: an enhanced Super Mario 64 PC port from the decompilation - Builds native Super Mario 64 executables from decompiled source, extending the sm64-port fork of the n64decomp reconstruction with renderer, input, camera, save-format and external-data options. Case study · Independent reconstruction · Full entry
- Ghostship: a libultraship native port of Super Mario 64 - Builds Super Mario 64 as a native PC, Switch and Android program by compiling decompilation-style game source against the libultraship platform library. Case study · Independent reconstruction · Full entry
- Super Mario Sunshine: an in-progress matching GameCube decompilation - Reconstructs Super Mario Sunshine’s C++ source so that the original Metrowerks compiler reproduces byte-identical object files for four GameCube releases and the Switch 3D All-Stars build. Case study · Independent reconstruction · Full entry
- Dusklight: a native Twilight Princess port built on the decompilation - Reimplements Twilight Princess as a native application for desktop and mobile platforms, building on the zeldaret/tp decompilation and the Aurora GameCube/Wii compatibility layer. Case study · Independent reconstruction · Full entry
- Metaforce: a Metroid Prime engine reimplementation rebuilt on the decompilation - Started in 2015 as a reverse-engineered reimplementation of the Metroid Prime engine, Metaforce has been rewritten on top of the PrimeDecomp matching decompilation. Case study · Independent reconstruction · Full entry
- Super Mario Sunshine (USA): an AI-assisted matching decompilation fork - Extends the doldecomp Super Mario Sunshine decompilation to the North American GMSE01 release. Case study · Independent reconstruction · Full entry
- Donkey Kong 64: Recompiled — an N64Recomp native port - Uses N64Recomp to statically recompile the US Nintendo 64 release of Donkey Kong 64 into a native port, with RT64 as the renderer. Case study · Independent reconstruction · Full entry
- Twilight Princess: a decompilation with fully matching GameCube code - Reconstructs Twilight Princess source that compiles back to binaries identical to the originals, building GameCube, Wii and Nvidia Shield releases from one codebase through conditional compilation. Case study · Independent reconstruction · Full entry
- Castlevania: Symphony of the Night: matching decompilation across PlayStation, PSP and Saturn builds - Recreates C source for Castlevania: Symphony of the Night from its PlayStation, PSP and Saturn binaries, aiming for code that compiles byte for byte to the original game files. Case study · Independent reconstruction · Full entry
- LEGO Island, portable: a multi-platform port of the decompiled source - Adapts the LEGO Island decompilation into a portable build for desktop, mobile, console, DOS and Web targets. Case study · Independent reconstruction · Full entry
- c1: a C port of PlayStation Crash Bandicoot - Ports the original PlayStation Crash Bandicoot game code to C function by function; its coding standard labels functions with the addresses of their original implementations. Case study · Independent reconstruction · Full entry
- Metroid Prime Port: an AI-assisted native port of the PrimeDecomp decompilation - Compiles the PrimeDecomp decompilation of Metroid Prime’s game and engine code as native C++20 for Linux, Windows and Android, with an experimental macOS build. Case study · Independent reconstruction · Full entry
- The Wind Waker: a GameCube decompilation with hash-checked relinking - Reconstructs source for The Wind Waker’s GameCube executable and REL modules across the USA/Korea, PAL and Japanese releases and a Japanese kiosk demo. Case study · Independent reconstruction · Full entry
- Sonic Mania: a game-code decompilation for the RSDKv5 engine - Reconstructs Sonic Mania’s game code in C and builds it with the separately decompiled RSDKv5 or RSDKv5U engine for Windows, Linux, Switch and Android. Case study · Independent reconstruction · Full entry
- MediEvil Recomp: a PlayStation static recompilation to C# - Statically recompiles the North American PlayStation release of MediEvil into C# with the RecompOne recompiler and runtime. Case study · Independent reconstruction · Full entry
- Crash Bandicoot 2 Recompiled: a PSXRecomp native build - A Windows launcher that uses the PSXRecomp recompiler and runtime to translate the user’s Crash Bandicoot 2: Cortex Strikes Back disc to C and compile it locally, so the game runs as native code with an emulated PlayStation hardware layer. Case study · Independent reconstruction · Full entry
- Petari: a matching Super Mario Galaxy decompilation - Reconstructs Super Mario Galaxy’s Wii code as C++ that rebuilds, object by object, against main.dol files extracted from the user’s own Japanese, North American, PAL or Korean disc. Case study · Independent reconstruction · Full entry
- Wind Waker HD Recomp: a native port by static recompilation of the Wii U game - Statically recompiles The Wind Waker HD’s Wii U PowerPC code to C ahead of time, reimplements the Cafe OS libraries the game uses and implements GX2 graphics on Metal or Vulkan, producing native macOS, Linux, Windows and Android builds without a Cemu runtime. Case study · Independent reconstruction · Full entry
- Castlevania 64: Recompiled — a beta static-recompilation port - Uses N64Recomp to statically recompile the US 1.0 Nintendo 64 release of Castlevania into a native PC port rendered with RT64. Case study · Independent reconstruction · Full entry
- RSDKv5 Decompilation: reconstructing Retro Engine v5 and v5U - Reconstructs the Retro Engine (RSDK) v5 and v5 Ultimate runtime, the engine that runs Sonic Mania’s game code, and builds it for Windows, Linux, Switch and Android. Case study · Independent reconstruction · Full entry
- C2C: hybrid recompilation and hand decompilation of Crash Bandicoot 2 - An early reverse-engineering effort on PlayStation Crash Bandicoot 2 that converts the engine’s MIPS machine code directly into a very large C file and runs it against a modified PCSX-R emulator library for hardware I/O. Case study · Independent reconstruction · Full entry
- MediEvil decompilation: an early checksum-gated PlayStation project - Decompiles the US PlayStation release of MediEvil toward C source that rebuilds its main executable, game executable and 26 overlays. Case study · Independent reconstruction · Full entry
- Conker's Bad Fur Day: Recompiled — an N64Recomp native port - Statically recompiles the US Nintendo 64 release of Conker’s Bad Fur Day with N64Recomp into a native Windows, Linux and macOS port on N64ModernRuntime and RT64. Case study · Independent reconstruction · Full entry
- ProjectCane: a native PC port of Sly Cooper and the Thievius Raccoonus - Rebuilds the NTSC PlayStation 2 release of Sly Cooper and the Thievius Raccoonus as a native C++ game for Windows and Linux, running on data extracted from the player's own disc image. Case study · Independent reconstruction · Full entry
- Firefighter: a decompiled DOS game ported to Rust - Eric S. Raymond’s terminal port of Firefighter, Eben Sprinsock’s 1985 DOS shareware game. Case study · Independent reconstruction · Full entry
- Kingdom Hearts 358/2 Days: native PC port built on a matching decompilation - Compiles the C of the khdays-decomp matching decompilation for Windows x64 and supplies a native platform layer for the Nintendo DS hardware, SDK services and sound driver. Case study · Independent reconstruction · Full entry
- ico-pc: a native ICO port compiled from the PS2 decompilation - Compiles the decompiled C of the PlayStation 2 game ICO natively for Windows, Linux, Android, iPhone and Apple-silicon Macs, with host code standing in for the PS2 hardware and Sony libraries. Case study · Independent reconstruction · Full entry
- Sly Cooper and the Thievius Raccoonus: matching PlayStation 2 decompilation - Reconstructs source code for SCUS\_971.98, the NTSC-U PlayStation 2 executable of Sly Cooper and the Thievius Raccoonus, as a work-in-progress matching decompilation. Case study · Independent reconstruction · Full entry
- Pokémon Emerald: a matching Game Boy Advance decompilation - Reconstructs Pokémon Emerald for the Game Boy Advance as buildable C source, with game scripts and data kept as assembler directives. Case study · Independent reconstruction · Full entry
- Paper Mario: matching Nintendo 64 decompilation for four releases - Reconstructs Paper Mario’s Nintendo 64 code as C source that rebuilds the US, Japanese, PAL and iQue ROMs. Case study · Independent reconstruction · Full entry
- Budokai Tenkaichi 3: a native PC port built on a matching decompilation - Compiles the decompiled code of Dragon Ball Z: Budokai Tenkaichi 3 (PS2, USA release SLUS-21678) for PC on a new renderer, sound, input and platform layer rather than an emulator. Case study · Independent reconstruction · Full entry
- D2R Mobile: rehosting Diablo II: Resurrected’s Switch program on Apple devices - Runs the Nintendo Switch release’s own aarch64 program natively on iPhone, iPad and Apple silicon Macs, rewriting only instructions that depend on the Horizon kernel and supplying its system services and the NVN graphics API on Metal. Case study · Independent reconstruction · Full entry
- Ratchet & Clank: a matching PS2 decompilation with a documented agent workflow - Reconstructs C source for SCES\_509.16, the PAL v2.00 PlayStation 2 executable of Ratchet & Clank (2002), with every function linked at its retail address. Case study · Independent reconstruction · Full entry
- Banjo: Recompiled — an N64Recomp Banjo-Kazooie native port - Uses N64Recomp to statically recompile the US 1.0 Nintendo 64 release of Banjo-Kazooie into a native port on N64ModernRuntime, rendered by RT64 and extended with mod support. Case study · Independent reconstruction · Full entry
- Pokémon FireRed and LeafGreen: a matching Game Boy Advance decompilation - Reconstructs the English Game Boy Advance releases of Pokémon FireRed and LeafGreen as buildable C source, with game scripts and data kept as assembler directives. Case study · Independent reconstruction · Full entry
- PaperBoat: a native Paper Mario port built on the decompilation - Compiles Paper Mario decompilation sources, credited to the pmret and Paper Mario DX projects, into a native US-version application on libultraship. Case study · Independent reconstruction · Full entry
- Halo 2: an agent-assisted matching decompilation of an LTCG Xbox build - A work-in-progress matching decompilation of Halo 2 for the original Xbox: contributors write C and C++ that the period compiler, building the whole program with link-time code generation, must turn back into the retail executable's bytes function by function. Case study · Independent reconstruction · Full entry
- DiabloWeb: a WebAssembly browser port built on Devilution - Runs Diablo in web browsers by compiling a stripped-down fork of Devilution, the community reconstruction of the game’s original source, to WebAssembly behind a React front end. Case study · Independent reconstruction · Full entry
- pokered: a matching Pokémon Red and Blue disassembly - Reconstructs the Game Boy games Pokémon Red and Blue as RGBDS assembly, with graphics and data kept as editable source files. Case study · Independent reconstruction · Full entry
- Lighthouse: a Banjo-Kazooie PC port built on the decompilation - A native Windows, Linux and macOS port of Banjo-Kazooie that compiles game C sources, many tagged with their Banjo-Kazooie decompilation file paths, against