Decompiled & recompiled games
Decompilations, static recompilations, source ports and clean-room rebuilds of games.
1080° Snowboarding (clean room)
1080° Snowboarding
1080° Snowboarding playable in the browser without a ROM, from the original game program running in a browser N64 emulator (mupen64plus-next via EmulatorJS), with every retail texture and sound regenerated by the clean-room pipeline.
2 Ship 2 Harkinian
The Legend of Zelda: Majora's Mask
Majora's Mask counterpart to Ship of Harkinian, built from the mm decompilation on the libultraship framework.
AC6Recomp
Ace Combat 6: Fires of Liberation
Work-in-progress port of Ace Combat 6 built on the ReXGlue SDK, recompiling the PowerPC code to x86-64 while graphics still go through a Xenia-derived backend.
Animal Crossing decompilation
Animal Crossing
A fully matching decompilation of the GameCube Animal Crossing, with a companion project for the Japanese e+ release.
Banjo-Kazooie (clean room)
Banjo-Kazooie
Banjo-Kazooie playable in the browser without a ROM, from the n64decomp/banjo-kazooie decompilation on EmulatorJS, with every retail texture and sound regenerated by the clean-room pipeline.
Banjo-Kazooie decompilation
Banjo-Kazooie
Matching decompilation of Rare's Banjo-Kazooie that headlines itself at 100%. It provides the symbols and source later used by Banjo: Recompiled.
Banjo-Tooie (clean room)
Banjo-Tooie
Banjo-Tooie playable in the browser without a ROM, from the original game program running in a browser N64 emulator (mupen64plus-next via EmulatorJS), with every retail texture and sound regenerated by the clean-room pipeline.
Banjo: Recompiled
Banjo-Kazooie
Native PC port of Banjo-Kazooie built with N64: Recompiled, with a Thunderstore mod scene and a mod template.
Beetle Adventure Racing recomp (continued)
Beetle Adventure Racing!
Continuation of an earlier Beetle Adventure Racing recomp that adds widescreen, a widened HUD and longer draw distance.
Beetle Adventure Racing! decompilation
Beetle Adventure Racing!
Decompilation of Paradigm's Beetle Adventure Racing that currently builds the US release, with other regions planned. It ships no game assets.
Bomberman 64: Recompiled
Bomberman 64
Statically recompiled native port of Bomberman 64 with new features, built with N64: Recompiled.
Breath of the Wild decompilation
The Legend of Zelda: Breath of the Wild
Experimental decompilation of version 1.5.0 of Breath of the Wild for Switch, run by the Zelda Reverse Engineering Team.
Conker’s Bad Fur Day (clean room)
Conker’s Bad Fur Day
Conker’s Bad Fur Day playable in the browser without a ROM, from the original game program running in a browser N64 emulator (mupen64plus-next via EmulatorJS), with every retail texture and sound regenerated by the clean-room pipeline.
Conker's Bad Fur Day decompilation
Conker's Bad Fur Day
Early-stage decompilation of Conker's Bad Fur Day that also carries asset extraction and model preview tools.
Conker's Bad Fur Day Recompiled
Conker's Bad Fur Day
Native port of Conker's Bad Fur Day using N64: Recompiled plus partly decompiled C, with a custom host app and mods.
Crash Bandicoot: The Wrath of Cortex decompilation
Crash Bandicoot: The Wrath of Cortex
Work-in-progress decompilation of the PS2 Wrath of Cortex, with a parallel GameCube effort.
Daytona USA static recompilation
Daytona USA
Translates the Model 2 board's i960 main program and its TGP geometry code into portable C++ and reimplements the graphics hardware natively, checking results against MAME; needs the user's own ROM set and has ports to phones and the Vita.
Devilution
Diablo
Reconstructed source for Diablo, guided by symbol data left on the Japanese PlayStation port and a debug build hidden in the PC release. DevilutionX grew from it.
DevilutionX
Diablo and Hellfire
Modern, cross-platform Diablo built on the Devilution reconstruction; it needs DIABDAT.MPQ from your copy, or plays the shareware data.
Diddy Kong Racing (clean room)
Diddy Kong Racing
Diddy Kong Racing playable in the browser without a ROM, from the Diddy Kong Racing decompilation and SDL2 PC port, with every retail texture and sound regenerated by the clean-room pipeline.
Diddy Kong Racing decompilation
Diddy Kong Racing
Diddy Kong Racing rebuilt as matching C, with decompilation finished and documentation tracked separately. An SDL2 PC port has grown from it.
Digger Remastered
Digger
Long-running reconstruction of Windmill Software's Digger in portable C, with enhancements.
Dinosaur Planet decompilation
Dinosaur Planet (unreleased)
Decompilation of Rare's cancelled Dinosaur Planet from the leaked prototype build. Dinosaur Planet: Recompiled uses its findings.
Dinosaur Planet: Recompiled
Dinosaur Planet (unreleased)
Native port of the December 2000 prototype of Rare's cancelled Dinosaur Planet, made with N64: Recompiled and patched using the decompilation's findings.
DKC1Recomp
Donkey Kong Country
Static recompilation of the SNES Donkey Kong Country (USA 1.0) into native code, at a playable bring-up stage with host-side widescreen.
Donkey Kong 64 (clean room)
Donkey Kong 64
Donkey Kong 64 playable in the browser without a ROM, from the original game program running in a browser N64 emulator (mupen64plus-next via EmulatorJS), with every retail texture and sound regenerated by the clean-room pipeline.
Donkey Kong 64 decompilation
Donkey Kong 64
Work-in-progress matching decompilation of Donkey Kong 64, hosted on GitLab rather than GitHub. No overall percentage is published in the repository metadata.
Donkey Kong 64: Recompiled
Donkey Kong 64
N64: Recompiled port of Donkey Kong 64 that runs natively through RT64 with new options and enhancements; you provide the ROM.
Doom 64 (clean room)
Doom 64
Doom 64 playable in the browser without a ROM, from the DOOM64-RE reverse engineering on N64Wasm, with every retail texture and sound regenerated by the clean-room pipeline.
DOOM source release
DOOM
id Software's release of the Linux DOOM engine source in 1997, relicensed under the GPL in 1999. Nearly every Doom source port descends from it.
DOOM64-RE
Doom 64
Complete reverse engineering of Doom 64 into buildable C by GEC, targeting the original N64 SDK toolchain.
dr-mario-disassembly
Dr. Mario
A byte-exact disassembly of the NES Dr. Mario, assembled with asm6f.
Dr. Mario 64 (clean room)
Dr. Mario 64
Dr. Mario 64 playable in the browser without a ROM, from the drmario64 decompilation on EmulatorJS, with every retail texture and sound regenerated by the clean-room pipeline.
Dr. Mario 64 decompilation
Dr. Mario 64
Matching decompilation of Dr. Mario 64 that also builds the Chinese iQue release and another regional variant.
dragon-warrior-disassembly
Dragon Warrior
Annotated disassembly of the North American Dragon Warrior for the NES, reassembled with Ophis.
Duke Nukem: Zero Hour (clean room)
Duke Nukem: Zero Hour
Duke Nukem: Zero Hour playable in the browser without a ROM, from the Duke Nukem: Zero Hour decompilation in a browser N64 emulator, with every retail texture and sound regenerated by the clean-room pipeline.
Dwasm
Doom
PrBoom+/PrBoomX-based Doom engine compiled to WebAssembly; you pick an IWAD such as the shareware DOOM1.WAD.
ebsrc
EarthBound / Mother 2
A buildable disassembly that reassembles the US EarthBound, its 1995 localization prototype and Japanese Mother 2 from a user's ROM, intended to grow into a C decompilation.
EdgeOfTimeRecompiled
Spider-Man: Edge of Time
Unofficial PC port of the Xbox 360 Spider-Man: Edge of Time made by a small fan team; it only distributes through GitHub Releases.
Eternal Sonata Reprise
Eternal Sonata
Recompiles the Xbox 360 Eternal Sonata executable to native x86-64 through a ReXGlue SDK fork, with a host runtime for mods and overlays; players extract their own disc on first run.
F-Zero X (clean room)
F-Zero X
F-Zero X playable in the browser without a ROM, from the fzerox decompilation on N64Wasm, with every retail texture and sound regenerated by the clean-room pipeline.
F-Zero X decompilation
F-Zero X
Work-in-progress matching decompilation of F-Zero X, with a sister repository for the 64DD Expansion Kit. Most of the code is already matched.
Final Fantasy VII decompilation
Final Fantasy VII
Matching decompilation of the original PlayStation Final Fantasy VII, from the author of sotn-decomp.
fireemblem8u
Fire Emblem: The Sacred Stones
Decompilation of Fire Emblem: The Sacred Stones (US) that builds a matching ROM.
Freedoom
Doom (game data)
A complete set of freely licensed levels, graphics and sounds that lets Doom engines run without id Software's data files.
G1R Deluxe (Gen1Recomp)
Pokémon Generations 1-3
Despite the name, a hand-written Lua/LÖVE2D recreation of the Gen 1-3 Pokémon games that decodes data and graphics from a player-supplied ROM.
Ghostship
Super Mario 64
HarbourMasters' Super Mario 64 port, which also converts your ROM on-device in its Android build.
Goemon64Recomp
Mystical Ninja Starring Goemon
Unofficial PC port of Mystical Ninja Starring Goemon built with N64: Recompiled, currently in development releases.
GoldenEye 007 (clean room)
GoldenEye 007
GoldenEye 007 playable in the browser without a ROM, from the n64decomp/007 decompilation on N64Wasm, with every retail texture and sound regenerated by the clean-room pipeline.
GoldenEye 007 decompilation
GoldenEye 007
Long-running effort to rebuild Rare's GoldenEye 007 as matching C for its NTSC, PAL and Japanese ROMs. Its public status page now shows the code at 100%.
GoldenEye 007 PC Recompilation
GoldenEye 007 (Xbox 360 remaster)
Native PC recompilation of the Xbox 360 remaster of GoldenEye 007, a hobby work in progress.
GoldenRecomp
GoldenEye 007
Experimental N64: Recompiled build of GoldenEye 007 that reworks the decompilation to drop TLB use so the recompiler can handle it.
Graveshift (clean room)
Wave-based zombie survival shooters (original game in that style)
Round-based zombie survival in an original cinema map, plus bot deathmatch, on a Three.js engine derived from the MIT-licensed kino-der-toten project, using only CC0 or generated art and sound.
GTA2 RE
Grand Theft Auto 2
Reimplements the PC GTA2 10.5 executable function by function, compiled with Visual C++ 6 to match the original code, and can run either standalone or patched into the retail exe.
Halo 1 decompilation
Halo: Combat Evolved
Matching decompilation of an original Xbox build of Halo: Combat Evolved; the OpenCE port starts from a fork of it.
Halo: Combat Evolved (clean room)
Halo: Combat Evolved
Halo: Combat Evolved compiled to WebAssembly from the CC0 OpenCE decompilation; the 10 campaign levels and 13 multiplayer maps keep their geometry and scripts while every texture, sound and font is regenerated or CC0.
Harvest Moon 64 (clean room)
Harvest Moon 64
Harvest Moon 64 playable in the browser without a ROM, from the hm64-decomp decompilation on N64Wasm, with every retail texture and sound regenerated by the clean-room pipeline.
Harvest Moon 64 decompilation
Harvest Moon 64
Decompilation of Harvest Moon 64 whose US and Japanese versions are now fully decompiled, including asset and animation extraction tools.
Harvest Moon 64: Recompiled
Harvest Moon 64
Native port of Harvest Moon 64 made with N64: Recompiled, with enhancements and mod support; it borrows headers and some functions from the hm64 decompilation for its patches.
Hell's Gate (Dante's Inferno recomp)
Dante's Inferno
Xbox 360 to PC port of Dante's Inferno using ReXGlue static recompilation, in beta.
Kirby 64 decompilation
Kirby 64: The Crystal Shards
Work-in-progress decompilation of Kirby 64: The Crystal Shards, now maintained under the Kirby64Ret organisation. Requires your own ROM to build.
Kirby: Nightmare in Dream Land decompilation
Kirby: Nightmare in Dream Land
A 2026 matching decompilation of the GBA Kirby remake, built inside a pinned Docker toolchain and reported fully matched on decomp.dev.
LADX-Disassembly
The Legend of Zelda: Link's Awakening DX
Disassembly of Link's Awakening DX that reassembles into the original ROMs, with ongoing labelling of code and data.
LAS Recomp
The Legend of Zelda: Link's Awakening (2019)
Beta static recompilation of the Switch Link's Awakening remake that performs the recompile locally from the user's v1.0.0 game files, adding unlocked aspect ratios, remapping and a built-in randomizer.
LEGO Island decompilation (isle)
LEGO Island
A complete decompilation of LEGO Island 1.1 that aims for instruction-level accuracy with the original Visual C++ 4.2 build; a portable fork grew from it.
Lost Odyssey Recomp
Lost Odyssey
Experimental native port of the Xbox 360 RPG Lost Odyssey using static recompilation; data comes from your own discs.
Majora's Mask decompilation
The Legend of Zelda: Majora's Mask
Matching C decompilation of the US 1.0 release of Majora's Mask by the Zelda Reverse Engineering Team. It underpins 2 Ship 2 Harkinian and Zelda 64: Recompiled.
Marathon Recompiled
Sonic the Hedgehog (2006)
Static recompilation of the Xbox 360 Sonic the Hedgehog (2006) into a native PC port, still marked as not ready for public use.
Mario Kart 64 (clean room)
Mario Kart 64
Mario Kart 64 playable in the browser without a ROM, from the n64decomp/mk64 decompilation on EmulatorJS, with every retail texture and sound regenerated by the clean-room pipeline.
Mario Kart 64 decompilation
Mario Kart 64
Matching decompilation of Mario Kart 64 with generated Doxygen documentation. SpaghettiKart and the Mario Kart 64 recomp both build on it.
Mario Kart Wii decompilation
Mario Kart Wii
Matching decompilation of Mario Kart Wii in its early stages.
Mario Party (clean room)
Mario Party
Mario Party playable in the browser without a ROM, from the original game program running in a browser N64 emulator (mupen64plus-next via EmulatorJS), with every retail texture and sound regenerated by the clean-room pipeline.
Mario Party 2 (clean room)
Mario Party 2
Mario Party 2 playable in the browser without a ROM, from the original game program running in a browser N64 emulator (mupen64plus-next via EmulatorJS), with every retail texture and sound regenerated by the clean-room pipeline.
Mario Party 3 (clean room)
Mario Party 3
Mario Party 3 playable in the browser without a ROM, from the original game program running in a browser N64 emulator (mupen64plus-next via EmulatorJS), with every retail texture and sound regenerated by the clean-room pipeline.
Mario Party 4 decompilation
Mario Party 4
Matching decompilation of Mario Party 4 that reports full code coverage; Mario Party 5 and 6 projects followed.
MarioKart64Recomp
Mario Kart 64
N64: Recompiled port of Mario Kart 64 for Windows, Linux and macOS.
MediEvil Recomp
MediEvil
Beta static recompilation of the US PlayStation MediEvil by BlackLabelHQ.
Mega Man 64 Recompiled
Mega Man 64
Static recompilation of Mega Man 64 into a native executable.
Metroid Fusion decompilation
Metroid Fusion
Work-in-progress decompilation of Metroid Fusion from the same team as the Zero Mission project.
Metroid Prime decompilation
Metroid Prime
Matching decompilation of the GameCube Metroid Prime, well past the 90% mark by code.
metroid-disassembly
Metroid
Commented 6502 disassembly of the NES Metroid that reassembles into a byte-identical cartridge.
Metroid: Zero Mission decompilation
Metroid: Zero Mission
Metroidret's decompilation of Metroid: Zero Mission with all but a handful of functions matched and all data split out.
nes-contra-us
Contra
Annotated disassembly of the US Contra cartridge with diagrams and notes, assembling with cc65 to the exact retail image.
NES-Games-Disassembly
Several NES games (including Excitebike)
A collection of ca65 disassemblies of assorted NES titles, each rebuilding its original ROM.
nfs4-decomp
Need for Speed: High Stakes
Early byte-matching decompilation of the PSX High Stakes executable using splat, the original PsyQ compiler with maspsx, and objdiff; the repo is all-rights-reserved, with one authorized port maintained separately.
NFSU2 for Switch
Need for Speed: Underground 2
Lifts the original Xbox NFSU2 executable to C with xboxrecomp and runs it as Switch homebrew or on Linux, with Vulkan/OpenGL renderers, widescreen and split screen; menus and races work, some rendering modes remain.
Ocarina of Time decompilation
The Legend of Zelda: Ocarina of Time
Zelda Reverse Engineering Team project that turns Ocarina of Time back into matching C source; the code is fully decompiled and naming and documentation continue. Ship of Harkinian is built on it.
OdysseyDecomp
Super Mario Odyssey
Long-term decompilation of Super Mario Odyssey covering all versions of the game.
Open Road (clean room)
Late-1990s Need for Speed games (via the OpenNFS engine)
A late-90s arcade racer on OpenNFS compiled to WebAssembly: nine classic circuits keep their geometry with regenerated textures, joined by three original tracks and generic cars.
Open Test Drive Unlimited (OpenTDU)
Test Drive Unlimited
A new Vulkan-based client for the PC version of Test Drive Unlimited, rebuilt game mode by game mode from the original; it runs on top of an owned install's data and aims at modern-system fixes and cross-platform support.
OpenBarnyard
Barnyard (and the TOSHI 2.0 engine)
Decompiles the PC Barnyard game together with Blue Tongue's in-house TOSHI 2.0 engine into buildable C++, with public API docs and a progress tracker.
OpenCE (Open Community Edition)
Halo: Combat Evolved
Port of a Halo: Combat Evolved decompilation (via a fork of punpckhdq/halo) to Linux, Windows, Android and browsers; game data comes from your own copy.
OpenGOAL
Jak and Daxter series
Rebuilds the GOAL language toolchain to decompile the Jak and Daxter games and run them natively on PC; work covers Jak 1 through the later sequels at different stages. You supply your own disc.
OpenNFS
Need for Speed (1990s series)
Scratch-built engine that loads tracks, cars and other assets from the original files of Need for Speed 1-5 and aims to replicate the look and handling of each game.
OpenRCT2
RollerCoaster Tycoon 2
An open-source reimplementation of RollerCoaster Tycoon 2 that began by reverse engineering the original executable function by function, now fully native with multiplayer and new features.
OpenSupaplex
Supaplex
C reimplementation of Supaplex written from a full disassembly of the DOS game, ported to many systems.
OpenTTD
Transport Tycoon Deluxe
Open-source transport simulation that began as a reverse-engineered TTD clone and now runs with free replacement graphics, sound and music.
OpenTyrian
Tyrian 2.1
Portable C port of the vertical shooter Tyrian 2.1, which plays with the freeware game data.
oracles-disasm
The Legend of Zelda: Oracle of Ages and Oracle of Seasons
One disassembly that builds both Oracle games and is used by the Oracles randomizer and level editors.
Paper Mario decompilation
Paper Mario
Rebuilds Paper Mario from matching C for several regional releases; the US version reports full code coverage. Widely used as a base for mods and tooling.
Perfect Dark (clean room)
Perfect Dark
Perfect Dark playable in the browser without a ROM, from the Perfect Dark PC port, with every retail texture and sound regenerated by the clean-room pipeline.
Perfect Dark decompilation
Perfect Dark
A complete matching decompilation of Perfect Dark covering several ROM versions. The community PC port is derived from it.
Perfect Dark PC port
Perfect Dark
Port of the Perfect Dark decompilation to modern systems, with mouse aim, high frame rates and widescreen. Builds come from CI rather than tagged versions.
Persona 4 Decompilation
Shin Megami Tensei: Persona 4
Work-in-progress matching decompilation of the US PS2 executable, rebuilding a hash-identical ELF from C plus not-yet-decompiled assembly; not a PC port.
Petari
Super Mario Galaxy
Super Mario Galaxy decompilation whose code is fully matched on decomp.dev while linking continues. Its sister project Garigari covers Galaxy 2.
Pikmin 2 decompilation
Pikmin 2
Decompilation of Pikmin 2 for GameCube that is a hair short of fully matching.
Pikmin decompilation
Pikmin
A complete matching decompilation of the original GameCube Pikmin, with remaining regional versions still being worked on.
Pilotwings 64 (clean room)
Pilotwings 64
Pilotwings 64 in the browser from N64Recomp output with a software RDP renderer, with every retail asset regenerated from coarse facts so no ROM, textures or audio ship.
Pilotwings 64 decompilation
Pilotwings 64
Decompilation of Pilotwings 64; decomp.dev shows all code matched, with linking and naming still under way.
Pinyon Shift
Forza Horizon
Playable preview of a Forza Horizon static recompilation that you build from your own disc, with internal resolutions up to 4K.
pmd-red
Pokémon Mystery Dungeon: Red Rescue Team
Decompilation of Pokémon Mystery Dungeon: Red Rescue Team that already builds a matching ROM while naming continues.
pokecrystal
Pokémon Crystal
The oldest pret project: a complete disassembly of Pokémon Crystal and a staple base for Gen 2 romhacks.
pokediamond
Pokémon Diamond and Pearl
Work-in-progress pret decompilation of Pokémon Diamond and Pearl for the Nintendo DS.
pokeemerald
Pokémon Emerald
pret's matching decompilation of Pokémon Emerald, the most widely used base for modern GBA Pokémon hacks and expansions.
pokefirered
Pokémon FireRed and LeafGreen
Matching decompilation that rebuilds both FireRed and LeafGreen, including later revisions.
pokegold
Pokémon Gold and Silver
pret disassembly that rebuilds both Pokémon Gold and Silver exactly from source.
pokeheartgold
Pokémon HeartGold and SoulSilver
Decompilation of Pokémon HeartGold and SoulSilver for the DS, maintained by pret.
Pokémon Red and Blue (clean room)
Pokémon Red and Blue
Pokémon Red and Blue built from the pret/pokered disassembly and run on EmulatorJS, with all retail graphics and audio regenerated.
Pokémon Snap (clean room)
Pokémon Snap
Pokémon Snap playable in the browser without a ROM, from the pokemonsnap decompilation on N64Wasm, with every retail texture and sound regenerated by the clean-room pipeline.
Pokémon Snap decompilation
Pokémon Snap
Work-in-progress decompilation of Pokémon Snap, close to fully matched by code size. Building it needs your own ROM.
Pokémon Stadium 2 (clean room)
Pokémon Stadium 2
Pokémon Stadium 2 playable in the browser without a ROM, from the original game program running in a browser N64 emulator (mupen64plus-next via EmulatorJS), with every retail texture and sound regenerated by the clean-room pipeline.
pokeplatinum
Pokémon Platinum
pret's decompilation of Pokémon Platinum, a fast-moving DS project that hack makers are already building on.
pokered
Pokémon Red and Blue
pret's full disassembly of Pokémon Red and Blue that reassembles into the original ROMs. It is the starting point for countless Gen 1 hacks.
pokeruby
Pokémon Ruby and Sapphire
Matching C decompilation of Pokémon Ruby and Sapphire for the Game Boy Advance.
poketcg
Pokémon Trading Card Game
Disassembly of the Game Boy Color Pokémon Trading Card Game that reassembles into the original cartridge image.
pokeyellow
Pokémon Yellow
Disassembly of Pokémon Yellow from pret, built alongside pokered and producing a byte-identical ROM.
Quake III Arena source release
Quake III Arena
id Software's GPL release of the id Tech 3 engine and game code in 2005, which ioquake3 and many later games are built on.
Quake source release
Quake
The Quake engine source, released by id Software under the GPL in 1999; the base for QuakeSpasm, ioquake-style ports and many engines.
Quest 64: Recompiled
Quest 64
N64: Recompiled port of the RPG Quest 64 with added features and enhancements.
Qwasm
Quake
Browser port of the Quake engine with WebGL and software rendering, mods and mission packs; you supply PAK files.
re-plants-vs-zombies
Plants vs. Zombies (GOTY)
Reverse-engineered rebuild of the GOTY Plants vs. Zombies that modernises the old engine and swaps legacy DirectX for a GLFW backend.
re3
Grand Theft Auto III and Vice City
Reverse-engineered source for GTA III (and the reVC branch for Vice City). The GitHub repository has been blocked since a 2021 DMCA takedown and now returns HTTP 451.
Render96ex
Super Mario 64
sm64-port fork from the Render96 team aimed at their HD model and texture packs.
reSL
ShortLine
Reverse-engineered reconstruction of ShortLine v1.1, a 1992 DOS railway puzzle by DOKA, also playable in the browser.
RSDKv3 Decompilation
Sonic CD (2011)
Decompilation of Retro Engine v3 for the 2011 Sonic CD remaster, letting it run on many platforms with your own data file.
RSDKv4 Decompilation
Sonic the Hedgehog and Sonic 2 (2013 remasters)
Decompiled Retro Engine v4 that runs the 2013 mobile remasters of Sonic 1 and 2 natively; you supply the game data.
RSDKv5 Decompilation
Retro Engine v5 (Sonic Mania)
Decompilation of the Retro Engine v5 runtime that hosts the Sonic Mania decompilation and its mods.
s1disasm
Sonic the Hedgehog
Sonic Retro's community disassembly of the first Mega Drive Sonic, the long-standing base for Sonic 1 hacks.
s2disasm
Sonic the Hedgehog 2
Sonic Retro's disassembly of Sonic 2 for the Mega Drive, buildable on Windows and with Lua elsewhere.
ScummVM
Point-and-click adventure engines
Reimplementations of dozens of classic adventure and RPG engines, run with the original data; several titles are freeware.
Ship of Harkinian
The Legend of Zelda: Ocarina of Time
HarbourMasters' PC port of Ocarina of Time compiled from the zeldaret decompilation, with enhancements, a randomizer and mod support. Assets are extracted from your own ROM.
Silent Hill decompilation
Silent Hill
Decompilation of the 1.1 US release of Silent Hill that is essentially at 100% of functions, with naming and cleanup as the next phase.
Skate 3 (clean room)
Skate 3
Skate 3 on a from-scratch Rust and Bevy engine running in WebGPU, with seven parks rebuilt from regenerated textures, sounds and meshes, two original maps and online rooms for up to ten players.
Skate 3 native recompilation
Skate 3
Native recompilation of the Xbox 360 Skate 3; since v2.0.0 it renders through its own Direct3D 12 and Vulkan backend instead of emulating the console GPU.
skyroads-32x
SkyRoads
SkyRoads engine reconstructed from the retail binary and ported to the Sega 32X and desktop.
Skyward Sword decompilation
The Legend of Zelda: Skyward Sword
Early-stage decompilation of the Wii Skyward Sword from the Zelda Reverse Engineering Team.
sm (Super Metroid)
Super Metroid
snesrev's early C reimplementation of Super Metroid, which runs the original code alongside to catch mismatches frame by frame.
sm64coopdx
Super Mario 64
Online multiplayer Super Mario 64 with Lua mods, continuing the sm64ex-coop project.
sm64ex
Super Mario 64
Fork of sm64-port that added widely used extras such as an options menu and texture pack support. Many later Mario 64 PC builds descend from it.
smb2
Super Mario Bros. 2
Disassembly of the US Super Mario Bros. 2, used for documentation and hacking.
smw (Super Mario World)
Super Mario World
A reverse-engineered C reimplementation of Super Mario World, playable start to finish, that extracts levels and graphics once from your own ROM.
Snowboard Kids 2 decompilation
Snowboard Kids 2
Decompilation of Snowboard Kids 2 that reached full code matching and feeds the Snowboard Kids 2 recomp.
Snowboard Kids 2 Recompiled
Snowboard Kids 2
Native PC version of Snowboard Kids 2 via N64: Recompiled, a companion to the same author's decompilation.
Sonic Adventure 2: Battle decompilation
Sonic Adventure 2: Battle
A young decompilation of the GameCube Sonic Adventure 2: Battle, started in 2026.
Sonic Mania Decompilation
Sonic Mania
Full decompilation of Sonic Mania's game code, paired with the separate RSDKv5 engine decompilation and your own data.
sotn-decomp
Castlevania: Symphony of the Night
Matching decompilation of Symphony of the Night that tracks the PlayStation, PSP and Saturn releases together.
SpaceCadetPinball
3D Pinball for Windows – Space Cadet
Decompilation of the Windows Space Cadet pinball table that runs natively with SDL2. Normally it needs the original data files.
SpaghettiKart
Mario Kart 64
Mario Kart 64 PC port built on the mk64 decompilation by HarbourMasters, with enhancements and modding.
Star Fox 64 (clean room)
Star Fox 64
Star Fox 64 playable in the browser without a ROM, from the sf64 decompilation on N64Wasm, with every retail texture and sound regenerated by the clean-room pipeline.
Star Fox 64 decompilation
Star Fox 64
Complete matching decompilation of Star Fox 64, with every function matched. It is the source base for the Starship PC port.
Starfox64Recomp
Star Fox 64
Static recompilation of Star Fox 64 into a native PC game, from the author of the sf64 decompilation.
Starship
Star Fox 64
PC port of Star Fox 64 built from the sf64 decompilation by HarbourMasters, with modern rendering options.
Super Mario 64 (clean room)
Super Mario 64
Super Mario 64 playable in the browser without a ROM, from the n64decomp/sm64 decompilation (sm64-port), with every retail texture and sound regenerated by the clean-room pipeline.
Super Mario 64 decompilation
Super Mario 64
A full C reconstruction of Super Mario 64 that rebuilds byte-identical ROMs for every regional release, including the iQue version. It is the base most later Mario 64 PC ports and mods grew from.
Super Mario Bros. (clean room)
Super Mario Bros.
Super Mario Bros. rebuilt from its disassembly and run on EmulatorJS, with every tile, sprite and sound regenerated so no retail ROM data ships.
Super Mario Sunshine decompilation
Super Mario Sunshine
Work-in-progress matching decompilation of Super Mario Sunshine.
Super Mario World (clean room)
Super Mario World
Super Mario World from the snesrev C reimplementation compiled to WebAssembly, with every graphic and sound regenerated so no ROM is needed.
Super Smash Bros. (clean room)
Super Smash Bros.
Super Smash Bros. playable in the browser without a ROM, from the ssb-decomp-re decompilation on N64Wasm, with every retail texture and sound regenerated by the clean-room pipeline.
Super Smash Bros. decompilation
Super Smash Bros.
Decompilation of the original N64 Super Smash Bros.; decomp.dev counts all code as matched while linking and cleanup continue.
Super Smash Bros. Melee decompilation
Super Smash Bros. Melee
Matching decompilation of the US release of Melee, now fully decompiled. It opens the door to deeper mods and netplay tooling built on real source.
SymphonyRecomp
Castlevania: Symphony of the Night
Open beta static recompilation of the PlayStation Symphony of the Night from BlackLabelHQ; separate from the sotn-decomp project.
The Legend of Zelda: Majora's Mask (clean room)
The Legend of Zelda: Majora's Mask
Majora's Mask running on a WebGL2 build of 2 Ship 2 Harkinian, with all retail assets regenerated by the clean-room pipeline so no ROM is needed.
The Legend of Zelda: Ocarina of Time (clean room)
The Legend of Zelda: Ocarina of Time
Ocarina of Time running on a WebGL2 build of Ship of Harkinian, with all retail textures, audio and text assets regenerated so the build needs no ROM.
The Minish Cap decompilation
The Legend of Zelda: The Minish Cap
Zelda Reverse Engineering Team decompilation of The Minish Cap, reported at 100% on the team's progress site.
The Wind Waker decompilation
The Legend of Zelda: The Wind Waker
Work-in-progress matching decompilation of The Wind Waker for GameCube, most of the way through its code.
Twilight Princess decompilation
The Legend of Zelda: Twilight Princess
Zelda Reverse Engineering Team decompilation of Twilight Princess whose GameCube code fully matches, with linking and other versions still in progress.
TY the Tasmanian Tiger decompilation
TY the Tasmanian Tiger
Decompilation of the GameCube version of Krome's TY the Tasmanian Tiger.
Unleashed Recompiled
Sonic Unleashed (Xbox 360)
Unofficial native PC port of the Xbox 360 Sonic Unleashed, the showcase project for the XenonRecomp toolchain, with high resolutions, ultrawide, unlocked frame rates and modding.
Wario Land 4 decompilation
Wario Land 4
Fork of lilDavid's Wario Land 4 decompilation that reports every function converted to C, though a few assembly sites remain.
Wave Race 64 (clean room)
Wave Race 64
Wave Race 64 playable in the browser without a ROM, from the original game program running in a browser N64 emulator (mupen64plus-next via EmulatorJS), with every retail texture and sound regenerated by the clean-room pipeline.
Yoshi’s Story (clean room)
Yoshi’s Story
Yoshi’s Story playable in the browser without a ROM, from the original game program running in a browser N64 emulator (mupen64plus-next via EmulatorJS), with every retail texture and sound regenerated by the clean-room pipeline.
Zelda 64: Recompiled
The Legend of Zelda: Majora's Mask
The flagship N64: Recompiled port: Majora's Mask statically recompiled into a native PC game with RT64 rendering, high frame rates, widescreen and mod support. Ocarina of Time support is planned.
zelda1-disassembly
The Legend of Zelda
A complete, commented 6502 disassembly of the original NES Legend of Zelda.
zelda3
The Legend of Zelda: A Link to the Past
A hand-written C reimplementation of A Link to the Past that runs natively and can verify itself frame by frame against the original code; it adds widescreen, MSU-1 audio and bug fixes, and takes assets from your ROM.