by Doc – Owner, Founder, Kinda Hopes PC Ports of Games Becomes The Norm Because This Could Freakin Shatter the Video Game Industry and It Totally Deserves It For Being Anti-Consumer
Disclosure: I do have AI periodically research for any new ports after my initial list of research and ping me if a game has received a PC port. It summarizes the status of the port, and I write the blurb for it you see here based on that.
Jump to a console:
- NES and SNES
- Nintendo 64
- GameCube and Wii
- Game Boy, GBA, DS, 3DS
- PlayStation 1
- PS2, PSP, PS3 and PS4
- Xbox and Xbox 360
- DOS, Windows, Amiga and Mac
- Sega
- Arcade, Jaguar and Neo Geo
- Mobile and J2ME
- Unfinished ports
Helluva list right there: every old game I could find with a native PC port that is either playable or at least booting into something you can poke at, as of October 14, 2026 (give or take whatever dropped last night, because this scene moves fast). Each entry is the game, the platform it started on, and one sentence about the series and what you can actually run today. Decompilations with no PC build yet are left out.
I haven’t built or played all of these (how would I?) – every status below is what the trackers, READMEs and press said, and the trackers disagree with each other more than you’d think, so “playable” means somebody credible called it playable. Plenty of these ports were also built with AI help (some authors disclosed it, some got called out for it, make up your own mind as to whether that matters), so I flag it where a source did. And nearly all of them need your own ROM, disc or game files, because nobody is shipping the games.
Entries marked partial boot and run but aren’t finished. Anyway, here we go.
NES and SNES
The SNES side splits into two camps: hand-reverse-engineered C ports that have been around a while (zelda3 and friends) and the newer wave of static recomps. A lot of the newer ones come from the same few authors, and a couple of those trackers contradict each other, so I’ve said so where it matters.
The Legend of Zelda: A Link to the Past (SNES)
zelda3 from snesrev is a C reimplementation reverse-engineered from the original (someone really did that), and it’s one of the older projects in this whole document, since my notes show its latest release from August 2023. (GitHub)
- Zelda 3 Randomizer (Slashmolder) (fork) – Fork of the zelda3 port with an in-binary item randomizer, with logic translated from ALTTPR, enabled per save slot.
- ALTTP-DX (fork) – A Zig-based native PC build with widescreen, rumble, MSU-1 packs, achievements and alttpr.com seed play, plus a modding and translation toolkit.
- Zelda 3 Reborn (Z3R) (fork) – Fork of zelda3 adding configurable widescreen, rearrangeable HUD, an in-game settings menu and an early chest-item randomizer.
- zelda3-modder (fork) – Fork with gameplay mods such as Pokemode bug-net monster catching, a following Princess Zelda, guard life bars and a debug layer window.
Super Mario World (SNES)
You’ve got two ways in, the “smw” C reimplementation (the SMAS Launcher, reported playable start to end) and a newer static recomp called SuperMarioWorldRecomp, and honestly I’d start with the one that has a “start to end” report attached. (GitHub: Super Mario World / Super Mario World / Super Mario World)
Yoshi’s Island (SNES)
SuperMarioWorld2YoshisIslandRecomp says it’s playable, though no release has been published, so this one is a repo claim and nothing more. (GitHub)
Super Metroid (SNES)
Three ports of one game, and only one of them claims to be finished: MrJackSpade’s C# port says it’s fully playable from beginning to end with only minor known glitches. mstan’s SuperMetroidSNESRecomp calls itself a work in progress (it boots, plays audio, starts a new game, goes through doors, pauses and saves at the ship, but it still needs broader end-to-end testing). The Super Metroid Launcher just downloads and builds snesrev’s reimplementation, and that repo’s README only says “early version, it has bugs.” (GitHub: Super Metroid Launcher / Super Metroid (MrJackSpade) / Super Metroid (mstan))
Illusion of Gaia (SNES)
babel-recomp is Claude-assisted and its README claims it’s playable start to finish, but the PC evidence is README-only (the start-to-finish test was done on Switch), so hedge accordingly. You supply an SNES ROM. (GitHub)
EarthBound (SNES)
EarthBound Native, built on the ebsrc source recreation, is reported complete, though I only found one tracker saying so, so call it “probably” until somebody confirms it. (GitHub)
- Phase Distorter (fork) – An unofficial native PC port of EarthBound/Mother 2 (v0.2.1 in press, v0.4 on GitHub); a different project from ebsrc that does not support modified ROMs or patches.
Dragon Ball Z: Super Saiya Densetsu (SNES)
DBZ-Super-Saiya-Densetsu-Rust (v0.3.6, October 22) is reported playable and was heavily AI-written, though it’s still flagged as a prerelease. The release notes say it wants an English v1.02 SNES ROM, and it now has Windows and Android builds plus data packs for mods (Super Saiyan Kaioken and Free progression are the two named ones). (GitHub)
Donkey Kong Country, Donkey Kong Country 2 and Donkey Kong Country 3 (SNES)
None of the three READMEs says “finished”: DKC1Recomp calls itself a “playable bring-up,” DKC2Recomp gives no overall status at all (one tracker says “experimental” and another “complete,” which is the tracker equivalent of a shrug), and DKC3Recomp says flat out that it’s in bring-up. For DKC3 that means boot, the launcher, save states and the Lakeside Limbo level are tested and working, but full-game compatibility isn’t claimed. (GitHub: Donkey Kong Country / Donkey Kong Country 2 / Donkey Kong Country 3)
- Dixie Kong Country (Donkey Kong Country) – Plays the Dixie Kong Country ROM hack from the Mods menu by patching your clean ROM in memory (experimental, and not validated for the whole game).
- Project Kongs (Donkey Kong Country 2) – Imports your own Project Kongs checkout so either player slot can play as Donkey Kong or Kiddy Kong with new slap and slam moves.
F-Zero (SNES)
FZeroSNESRecomp is playable, and that’s the whole entry. (GitHub)
- Widescreen – Bundled Mods-menu option that widens races to 16:9, 21:9 or 32:9.
- HD Mode 7 – Bundled optional mod that renders the Mode 7 track at 2x to 10x resolution.
- Presentation FPS – Bundled mod that raises presentation framerate up to 360 FPS for smoother motion.
- BS F-Zero Deluxe – Bundled optional content adding the Satellaview machines, leagues and tracks.
- MSU-1 music packs (Conn/Cubear v11) – Optional support for user-supplied MSU-1 audio replacement packs for stock F-Zero and BS Deluxe.
- FZeroRecomp (craigshaw) (fork) – Separate F-Zero recomp with widescreen, enhanced colour filters and extended per-car records.
Super Mario Kart (SNES)
SuperMarioKartRecomp claims to be playable, but there’s no tagged release, so you’re building it from source and taking the repo’s word for it. (GitHub)
Mega Man X (SNES)
MegaManXSNESRecomp is the finished-looking one, a regular release with playable Zero, couch co-op, netplay and widescreen (its README never literally says “complete,” but it doesn’t list anything missing either). X2 only boots to its intro cutscenes, with broad gameplay coverage and audio verification still open, while X3 boots and runs live gameplay, though what’s actually been checked is the opening story scenes and save slot 0. (GitHub: Mega Man X / Mega Man X2 / Mega Man X3)
- Adaptive Widescreen (Mega Man X) – Adds expanded adaptive, 16:9, 21:9 and 32:9 gameplay views.
- Playable Zero (Mega Man X) – Adds X3 Zero with his buster/saber combo and grounded character switching, with separate health for X and Zero.
- Modern Zero (Mega Man X) – Gives Zero direct saber attacks, a double jump, an air dash and movement during airborne swings.
- Saber Zero (Mega Man X) – RaphaelAzev’s Zero variant with a saber combo and finishers, using Zashiko Mod sprites and sounds.
- X / Zero Co-op (Mega Man X) – Puts X and Zero on screen together for couch co-op with independent health, weapons and energy.
- Boss Rush (Mega Man X) – Adds endless fights against two Mavericks at a time, solo or co-op, from the title menu.
- X2 Weapons (Mega Man X) – Imports all eight X2 boss weapons and their charged attacks, adapted for X and Zero.
- X3 Weapons (Mega Man X) – Imports all eight X3 boss weapons and their charged attacks, adapted for X and Zero.
- Netplay (Mega Man X) – Adds two-player online co-op with lobbies and rollback, with optional fixed widescreen.
- Password Saves (SRAM) (Mega Man X) – Remembers the last generated password and prefills it on the next launch.
- Mega Man X2 Widescreen – Built-in default-disabled mod adding widescreen with anchored HUD and widened object windows, enabled from the launcher Mods page.
- Mega Man X3 Widescreen – Built-in default-disabled 16:9 widescreen mod with anchored HUD, gutter tiles and widened enemy windows, enabled from the launcher Mods page.
The Lion King (SNES)
TLKRecomp (v0.2.1, October 19) is the well-evidenced one here, since four TASVideos runs sync all the way to the end. You supply an SNES ROM, and the Windows build has only been tested under Wine. (GitHub)
Super Mario RPG (SNES)
SuperMarioRPGSNESRecomp is a preview, so look but don’t plan on finishing it. (GitHub)
- Widescreen – Built-in opt-in Mods-tab entry that adds adaptive widescreen with an optional HUD setting.
Super Bomberman 5 (SNES)
SuperBomberman5SNESRecomp (v2.2.5, October 24) is reported playable, though it’s mostly interpreter-driven rather than a fully recompiled build as far as I could tell, and it needs an SNES ROM. It comes as a Windows ZIP and a Linux AppImage, and it now has online netplay (everybody needs the same version), which I haven’t seen tested on real internet matches yet. (GitHub)
- 13 bundled mods – Thirteen mods are bundled with the release.
Lufia II (SNES)
Lufia II Recompiled is reported playable to the end, which is a big claim for an RPG. (GitHub)
Harvest Moon (SNES)
HarvestMoonSNESRecomp (v0.8.0-beta, October 20) is reported playable, it needs an SNES ROM, and it was made with the help of AI. (GitHub)
- Launcher mods page – A launcher page for mods.
Rock n’ Roll Racing (SNES)
A static recomp exists and one tracker calls it playable. (GitHub)
Strike Gunner S.T.G (SNES)
Strike-Gunner-STG-Recomp (v0.3.0) is reported playable in single player only, using your own SNES ROM. (GitHub)
ActRaiser (SNES)
ar-recomp from DerrickGold (Pre-Release 0.804, October 23) is reported playable, so ActRaiser graduates from lead to proper entry, and the latest build adds optional twin-stick angel shooting in the towns plus rebindable touch controls. One tracker also lists static recomps of Jungle Strike, Gundam Wing: Endless Duel and a couple more as playable, but I couldn’t verify those individually, so treat them as leads, not gospel. (GitHub)
- HD title logo (bundled art replacement) – The port ships an optional high-resolution replacement title logo that follows the original intro rotation, zoom and warp effects.
- Regional gameplay presets (US, Japanese, European) – Bundled per-campaign presets switch gameplay rules and use independent regional artwork and music.
Super Mario Bros. (NES)
SuperMarioBrosNESRecomp is reported fully playable, which means the most famous game on this list has a recomp too (somehow that still feels like a flex). (GitHub)
- Smash 64 Player Replacement – Replaces Mario with Captain Falcon or Pikachu (with their Smash 64 moves), built from a user-supplied Smash 64 ROM.
- Metroid Samus Player Replacement – Replaces Mario with Samus from Metroid, with beam and missile attacks and a morph ball, using sprites extracted from a user-supplied Metroid ROM.
- Zelda II Link Player Replacement – Replaces Mario with side-view Zelda II Link who slashes and stabs with a sword, using a user-supplied Zelda II ROM.
- Sonic 3 & Knuckles Sonic Player Replacement – Replaces Mario with Sonic, ported from the Sonic 3 & Knuckles disassembly with spindash, rolling and Insta-Shield moves.
- Simultaneous Co-op – Adds 2 to 4 player simultaneous co-op (Mario, Luigi, Wario, Waluigi) with local and online play.
- Widescreen (Experimental) – Extends the playfield beyond 256 pixels with Fit window, 16:9, 21:9 and 32:9 options.
- Voxel 3D – Renders the game as a first-person 3D voxel view with a camera that follows Mario.
Gumshoe (NES)
GumshoeNESRecomp (v1.5.1, October 19) is reported playable with your own NES ROM, and whether AI was involved isn’t stated. (GitHub)
- Widescreen mod package – Widescreen package included.
The Legend of Zelda (NES)
You can run it two ways, the LegendOfZeldaNESRecomp static recomp or ZQuest Classic, which is a separate engine built for playing your own quests, so it’s more “Zelda-flavored” than a straight port. (GitHub)
Zelda II: The Adventure of Link (NES)
There are two takes, z2rs (a Rust reconstruction) and Zelda II: Enhanced, both listed as playable by one tracker. (GitHub)
- z2rs ROM randomizer – Bundled randomizer builds a new game from your ROM with shuffled or generated overworlds, palaces, items, enemies and spells.
- z2rs Enhancements (ZALiA-inspired gameplay and display changes) – Optional bundled gameplay and display changes, many inspired by HoverBat’s ZALiA remake, toggled in the launcher’s Enhancements tab.
- Two-player co-op with a second Link – Bundled local or online co-op mode adding a second playable Link.
- Zelda II Enhanced (ZIIAOL / ZALiA) by Hoverbat (fork) – A separate GameMaker-language remake by Hoverbat adding widescreen, new secrets, maps, saving in towns and an item randomizer mode, not built on z2rs.
Dr. Mario, Duck Hunt, Yoshi and Yoshi’s Cookie (NES)
One tracker lists NES static recomps of these as playable. (GitHub: Dr. Mario / Duck Hunt / Yoshi / Yoshi’s Cookie)
Mega Man 2, Mega Man 6, Faxanadu, Bubble Bobble and Adventure Island II (NES)
Same deal, another batch of third-party NES recomps reported playable by that one tracker, so don’t hold me to it. (GitHub)
- Faxanadu text override (text_overrides.json) – Bundled JSON-driven runtime text replacement system in FaxanaduRecomp that lets players retranslate or rewrite in-game text with hot-reload.
The Wing of Madoola (NES)
OpenMadoola is a reimplementation with bug fixes and optional enhancements for Windows and Linux (Flatpak), and the README never says outright that it’s complete, but it does mention what happens after you beat the game. You supply a ROM or the Steam collection’s assets. (GitHub)
Zombies Ate My Neighbors (SNES)
moshferatu’s PC port says it is fully playable though still a work in progress, with some of the game still emulated, and the README says every line of code was generated with Claude Code or Codex. It adds widescreen, twin-stick aiming and quick saves, and you supply a USA ROM. (GitHub)
Contra III: The Alien Wars (SNES)
Contra3Recomp is a Windows desktop executable built from a full-ROM static recompilation, and the README says every stage 1-6 runs in 1P and 2P through an automated soak test, with stage clears carrying into the next stage. That’s a machine test, not a human playthrough, so hedge accordingly. (GitHub)
Looney Tunes B-Ball (SNES)
looney_tunes_b-ball_recomp is a Windows snesrecomp build, and the README says it’s playable, including a full one-player tournament and two-player games. The tournament screens haven’t been checked in widescreen yet. (GitHub)
Pac-Man (NES)
PacManRecomp is a Windows-only static recomp of the Namco 1993 NES game, and the README says it plays exactly like the cartridge, with modern extras. You need your own ROM. (GitHub)
Super Castlevania IV (SNES)
SuperCastlevaniaIvSNESRecomp is a snesrecomp desktop build, and the README says it’s playable from a clean boot. Full-game widescreen validation, Mode 7 rooms and bosses especially, is still ongoing. (GitHub)
Nintendo 64
The N64 is where this whole scene took off, so it’s the longest section by a mile. Two flavors show up over and over: decomp-based ports (somebody rebuilt the source code, then bolted a PC renderer on) and static recomps (somebody translated the original machine code and left the game itself alone).
Super Mario 64 (N64)
The finished matching decomp (n64decomp/sm64) sits underneath both of its PC ports, Ghostship from the Harbour Masters (version 3.0.0 as of September) and the older sm64ex family (sm64coopdx, sm64ex-omm, Render96dx), so pick your poison. Obviously there’s way, way more mods than these available, but 80% of this page would be Mario 64 mods if I listed them all. (GitHub: Super Mario 64 / Super Mario 64 / Super Mario 64)
- Brutal Bosses – Makes boss fights harder with extra changes.
- MarioHunt – Hunters try to stop Runners from beating the game in a multiplayer mode.
- Flood + – A reimagined take on the Flood game mode.
- Tiny QoL Pack – Adds quality-of-life tweaks such as coyote time and star healing.
- Iono character mod – Adds Iono from Pokemon Scarlet and Violet as a playable character.
- Koopa Skate – Lets Koopa perform skateboard tricks.
- VVVVVV 64 – A VVVVVV-themed rom hack for Mario 64.
The Legend of Zelda: Ocarina of Time (N64)
Ship of Harkinian, a decomp-based port at version 9.3.1 as of October, is the one most people mean by “OoT on PC” (its team admitted in September to years of AI-assisted tooling, which got people riled up), and an experimental static recomp exists too if you like living dangerously. (GitHub)
The Legend of Zelda: Majora’s Mask (N64)
You get two ports here, 2 Ship 2 Harkinian (decomp-based) and Zelda 64: Recompiled, the N64Recomp project that kicked off the whole static-recomp craze back in May 2024. (GitHub: Majora’s Mask (2 Ship 2 Harkinian) / Majora’s Mask (Zelda 64: Recompiled))
- MMRecompRando – A randomizer for Zelda 64: Recompiled.
- Music Randomizer – Custom music reader and randomizer similar to MMR’s system.
- Hero Mode – A Dark Souls-inspired take on the game.
- underwater ocarina – Lets Zora Link play the ocarina while underwater.
- Darker Nights – Makes the night skies progressively darker.
- Warp Select – Lets you pick Song of Soaring warp points from the pause-menu map.
- DELTARUNE OST – Adds the DELTARUNE soundtrack to Majora’s Mask.
- 3D Grottos – Replaces flat 2D grotto holes with 3D pits.
- Ultimate 6 Save Slots – Expands the game from 2 save slots to 6.
- MM Reloaded (2S2H) – A UHD texture pack for Majora’s Mask that loads in 2 Ship 2 Harkinian 3.0.0+ via its mods folder.
Mario Kart 64 (N64)
SpaghettiKart is the decomp-based port (it ships with a track editor and ultrawide support), and there’s a separate MarioKart64Recomp at version 0.9.2 for anyone who wants the other approach. (GitHub: Mario Kart 64 (SpaghettiKart) / Mario Kart 64 (MarioKart64Recomp))
Star Fox 64 (N64)
Two ports for one game: Starship from the Harbour Masters (decomp-based) and Starfox64Recomp (static recomp, version 1.0.3), which is a whole lot of effort for one rail shooter (not that I’m complaining). (GitHub: Star Fox 64 / Star Fox 64)
- Multi Language – Adds multi-language support with several voice and text language options.
- Uncompressed Voices – Restores the real-time dialog to its uncompressed audio.
- Developer Mode Cheats – Adds level select, cheats and debugging options.
- D PAD Aerobatics – Lets you use the D-Pad to perform Arwing aerobatics.
- SF Russian Language Mod – Provides a Russian localization.
- Stop N Swop Transfer Tool SF64 – Transfers Stop ‘n’ Swop items from Banjo-Kazooie to Star Fox 64.
Banjo-Kazooie (N64)
Also two ports, Lighthouse (decomp-based, from the Harbour Masters) and Banjo: Recompiled, which launched in January 2026 with 4K, 120fps and ultrawide support. (GitHub: Banjo-Kazooie (Lighthouse) / Banjo-Kazooie (Banjo: Recompiled))
- Asset Expansion Pak – Expands the game’s asset memory system so larger custom content can be loaded.
- BK Reloaded – HD texture pack for Banjo-Kazooie.
- ExtendedDrawDistance – Increases the draw distance.
- AlwaysHighPolyBanjo – Adds extra polygons to the models.
- BKHD Loulof – HD texture pack for Banjo-Kazooie.
- BK Nostalgia 64 – A full crossover mod blending several N64 games into Banjo-Kazooie.
- The Jiggies of Time – A full crossover with Ocarina of Time.
- Banjo Dreamie – Port of the first full-scale Banjo-Kazooie mod.
- ExitToLair – Adds an Exit to Lair option to the pause menu.
- SkipIt – Skips and speeds up various cutscenes.
Banjo-Tooie (N64)
Banjo-Tooie: Recompiled says it’s playable end to end (verified on Windows x64, with the newer Linux build less proven), and the only limitation it lists is the skybox not reaching the sides of a 16:9 frame at the “Expand” aspect ratio. The Scurvy Dog port is an alpha, now at 4.5: its release notes list a detached backpack shadow, a jittery warp menu, a couple of deferred shadow and Clockwork Kazooie view issues and no F6 fast-forward, and they say “the full game has not been verified start to finish.” (GitHub: Banjo-Tooie: Recompiled / Banjo-Tooie (Scurvy Dog))
Jet Force Gemini (N64)
JetForceGemini-Recomp is described as a native 100% playable PC port (v1.2.3 as of October 24), and I only have the repo’s word for it, since I found no independent completion run. It needs a US ROM, and the README says it was built with heavy AI help. It has a Linux AppImage now, and there’s a second, separate project with the same name, TK22-26’s JetForceGemini-Recomp (v1.4.0, October 22), which is Windows-only, also ROM-based and billed as a playable release, though I haven’t seen a completion run for either. (GitHub)
- HD texture pack – Optional HD texture pack ships with the port.
- .rtz mods – The port loads .rtz mod packs.
Paper Mario (N64)
PaperBoat, the Harbour Masters’ decomp-based port built on the PaperMario-DX decomp, came out in September. (GitHub)
Perfect Dark (N64)
The decomp is finished and the PC port from fgsfdsfgs runs on Windows, Linux and macOS with multiplayer, plus there’s a variant called Dab’s Mod if you want to tinker. (GitHub: Perfect Dark / Perfect Dark (Dab’s Mod))
- G5 Car Park – A custom stage repackaged for the port that replaces the Chicago stage files with a car park level.
- Dab’s Mod (fork) – A fork of the Perfect Dark port that adds jumping, a combat roll, melee combos, a third-person camera, up to 80 simulants and video recording, and can load stage, weapon and character mods.
GoldenEye 007 (N64)
The decomp reportedly hit 100% in August 2026 and an AI-assisted PC port (jkdansereau’s goldeneye-pc-port) exists, but I couldn’t confirm it plays start to finish. Project Midas (v1.0.1, October 18, with a v1.0.2b prerelease out as of October 23) is reported playable, and a cblock85 variant is out there that I couldn’t verify. (GitHub: GoldenEye 007 / GoldenEye 007 / GoldenEye 007)
Super Smash Bros. (N64)
BattleShip is the playable port, though press says it was generated almost entirely with AI, and smash64r is an experimental static recomp, so this one comes with a controversy attached. (GitHub: Super Smash Bros. (BattleShip) / Super Smash Bros. (smash64r))
- SSB Reloaded – GhostlyDark’s HD texture pack for Super Smash Bros., supported by BattleShip as an opt-in hi-res texture pack.
- Native C mods (example mods hooktest, playertint) – BattleShip supports C mods compiled at runtime with hot reload, shipped with example mods such as playertint.
F-Zero X (N64)
G-Diffuser is a decomp-based port sitting on a decomp that’s about 95% done. (GitHub)
Diddy Kong Racing (N64)
Golden Balloon (version 1.0.4) is the decomp-based port, DKR-R is a static recomp whose status depends on which tracker you ask, and a couple more experimental ones are floating around. DKR-R has since shipped releases 1.0.5 through 1.0.8 (October 10 to 20), though I still can’t confirm anyone has finished it. (GitHub: Diddy Kong Racing / Diddy Kong Racing)
- DKR-R Community Texture Pack – A community high-resolution texture pack for DKR-R distributed through the project’s Discord.
- DKR-R HDR Texture Pack Project – An HD re-imagining of the original artwork led by sr.gu for DKR-R.
Doom 64 (N64)
DOOM64-RE is a finished reverse engineering that doubles as a PC engine, though I couldn’t confirm a start-to-finish build myself. (GitHub)
Donkey Kong 64 (N64)
DK64 Rekongpiled is a native static-recomp port (version 1.0.x, August 2026) whose makers say it uses zero generative AI. (GitHub)
- Tag Anywhere – A bundled compatible mod that lets players swap Kongs anywhere.
- Beaver Bother Fix – A bundled compatible mod that fixes the Beaver Bother minigame.
- Start With All Kongs – A bundled compatible mod that lets a file start with all Kongs unlocked.
Dr. Mario 64 (N64)
Dr. Mario 64 Recompiled is at version 1.0.0. (GitHub)
Bomberman 64 and Bomberman Hero (N64)
Both got static recomps from the same author, BM64Recomp at 1.0.0 and BMHeroRecomp at 0.7.1. (GitHub: Bomberman 64 / Bomberman Hero)
- PlayAs – Lets you play Adventure Mode as differently colored Bombermen or as enemy characters such as Sirius, Artemis, Orion, Regulus and Altair.
- EnemyRandomizer – Randomizes enemy spawns in Adventure Mode with configurable seeds, enemy types, scale, speed, health and item drops.
Dinosaur Planet (N64)
This is the cancelled Rare game that turned into Star Fox Adventures, and dino-recomp (version 0.3.0) is a recomp of the game that never shipped, which makes it the only way to play it. (GitHub)
- DinomodEnhanced – Ports the fan-made Dinomod ROM patch, adding bug fixes and progression fixes to the December 2000 prototype.
- MirrorMode – Mirrors the game world horizontally.
- Freecam – Lets the camera move independently of the player.
- Noclip – Lets the player fly through geometry with noclip.
- DebugTools – Expands the game’s built-in debug menu.
Turok: Rage Wars (N64)
PaxDino is at 0.1.5 (October 23) on Windows and Linux and needs a USA ROM, and an issue on the repo reports someone finishing the campaign with the 6th character, so I’d call it reported playable. (GitHub)
Extreme-G and Extreme-G 2 (N64)
Extreme-G 2’s README says it boots through the menus and bike selection into a live, drivable race, but the chase camera at crossed and vertical track sections, full validation of every track, AI racer, weapon and mode, audio output and Controller Pak saving are all still in progress. The first game’s recomp is reported at 1.0.0, but it lives on GitLab, so I couldn’t read its README and can’t say what’s missing. (GitHub: Extreme-G 2; GitLab: Extreme-G)
Harvest Moon 64 (N64)
HarvestMoon64Recomp is at version 1.2.1. (GitHub)
- Harvest Moon 64 Enhanced – Quality-of-life pack with persistent music, restored farm ranking screen, auto-watering of rain-planted crops, faster map loading and message speed controls.
- FOV Config – Adjusts the in-game camera zoom.
- Stats Display – Displays various game statistics using RecompUI.
- Skip Breakfast – Skips the automatic breakfast animation.
- Auto Reel – Automatically reels in fish without holding B.
- Clock Speed Control – Adds control over the in-game clock speed.
- Boot Options – Adds configurable startup screen skipping.
- Indestructible Greenhouse – Prevents typhoons from destroying the greenhouse.
- Tool Target Marker – Marks the farm tile your tool is aimed at.
Mystical Ninja Starring Goemon and Goemon’s Great Adventure (N64)
The Mystical Ninja recomp lists only one known issue (overlay software like MSI Afterburner can break rendering) and offers prebuilt releases, so nothing in its README says it’s unfinished. Goemon’s Great Adventure (GGA64Recomp) says outright that it’s “a work in progress, not a finished port”: it boots, plays, saves and does widescreen, but the logo screens and main menu stay pillarboxed, enemies activate by distance so you can see inactive ones near the screen edges (and respawns can happen in view), and rumble is unavailable. (GitHub: Mystical Ninja Starring Goemon / Goemon’s Great Adventure)
Quest 64 (N64)
Quest 64: Recompiled is early (version 0.1 at launch, running at 60fps), but a speedrunner reportedly got through it with only a few visual glitches. (GitHub)
Snowboard Kids 2 (N64)
Snowboard Kids 2: Recompiled is at v2.0.2 (October 17, per allrecomps, from cdlewis). A first Snowboard Kids project (HikariLucy, v0.9.0-beta.1) is floating around too, but I couldn’t verify it. (GitHub)
Pokémon Snap (N64)
Snap64Recomp is playable and the decomp behind it is about 96% done. (GitHub)
- Island Skies – Lets the island’s sky be set to night, sunset, dawn or live-by-clock with weather such as rain, storms, snow and ash, plus stars, a moon and shooting stars.
- Unlimited Film – Removes the film limit so the roll never runs out, with each new photo pushing out the oldest once 60 shots are taken.
- Unlock Everything – Opens every course from the start along with all items such as the Apple and Pester Ball.
Pokémon Stadium (N64)
The US recomp is playable but no longer maintained, and its README still calls it a work in progress: menus, the Kid’s Club mini-games, GB Tower, the Transfer Pak and single battles are tested, but a full cup or Gym Leader Castle run hasn’t been tested start to finish. The Japanese Pocket Monsters Stadium is listed as experimental in one tracker, and I couldn’t find a repo for it, so no link. (GitHub: Pokémon Stadium (US))
Mega Man 64 (N64)
MegaMan64Recompiled is playable. (GitHub)
Wave Race 64 (N64)
RaceWave46 (also called Wave Race 64: Recompiled) is playable. (GitHub)
NBA Hangtime (N64)
HangtimeRecomp (v0.1.1, October 20) says it’s fully playable from the title screen to the final results, which is a bold claim for an early release, so file it under reported playable. It runs on Windows and Linux (v0.1.1 fixed widescreen graphics glitches on Linux and the Steam Deck), needs a USA ROM, and was made with heavy help from Claude. (GitHub)
Space Station Silicon Valley (N64)
SSSV_Recomp is playable, needs the North American 1.0 ROM, and the press noted it comes from the folks who later made GTA. (GitHub)
Mischief Makers (N64)
There’s a playable but buggy recomp that press called vibe-coded, plus a human-led decomp in progress, so the “right” answer here depends on who you ask. (GitHub)
Pilotwings 64 (N64)
Pilotwings 64: Recompiled runs on Windows and Linux, needs the US ROM, and the decomp behind it is a 100% code match. (GitHub)
Beetle Adventure Racing and Road Rash 64 (N64)
Both have playable recomps (BeetleRecomp and Road Rash 64 Recompiled). (GitHub: Beetle Adventure Racing / Road Rash 64)
Chameleon Twist and Chameleon Twist 2 (N64)
Both have playable recomps of the Japanese versions. (GitHub: Chameleon Twist / Chameleon Twist 2)
Automobili Lamborghini and AeroGauge (N64)
The Lamborghini README only says it’s “still in development” and “in progress” (one tracker says experimental, another complete): it supports the USA release on Windows and Linux, Android and macOS aren’t verified, and it never says any content is missing. AeroGauge’s README doesn’t call it unfinished either, it just flags full-course geometry, cheats and mods as experimental and platform, driver and controller coverage as incomplete. (GitHub: Automobili Lamborghini / AeroGauge)
Superman 64 (N64)
Yes, Superman64Recomp exists and yes, it’s playable, and no, I’m not going to tell you why anyone did it. (GitHub)
Toy Story 2: Buzz Lightyear to the Rescue (N64)
SpaceRanger (v0.1.0, October 12) is reported playable from start to finish by its own README, it’s AI-assisted, and it wants a USA ROM on Windows 10 or 11. (GitHub)
WCW vs. nWo World Tour and WCW/nWo Revenge (N64)
Both are betas from the same author, but only World Tour’s README says it’s fully playable end to end, and the known issues it lists are small (rumble for player 1 only, a possible crash when quitting mid-match, about 1% brightness flicker at 60 fps). Revenge’s README stops short of that: it lists boot, matches, sound, input and saves working plus the same experimental extras, and it doesn’t say what’s missing. (GitHub: WCW vs. nWo World Tour / WCW/nWo Revenge)
- Camera (bundled) – Free-fly camera toggled with F6 that ships with the port as an .nrm mod.
- Cheat Codes (bundled) – Toggleable game-specific cheats plus a box for custom GameShark codes, shipped as an .nrm mod.
Buck Bumble, Rampage: World Tour, Rocket: Robot on Wheels and Hamster Monogatari 64 (N64)
Rocket-R is at release 1.0.2 and its README lists no gaps (only the Linux ARM64 build still needs gameplay testing), while sp00nznet’s Rampage is a v0.3.0 alpha: World Tour and Rampage 2 both boot and play with sound, but Controller Pak saving doesn’t work and only the first Rampage 2 levels were tried. The project-bumble repo (Buck Bumble) now holds just a takedown note from its author, so don’t count on it, and I couldn’t find a repo for the experimental Hamster Monogatari 64 recomp, so that one is unlinked. (GitHub: Rampage: World Tour / Rocket: Robot on Wheels)
Star Wars: Rogue Squadron (N64)
RogueSquadron64Recomp is described as playable by its own repo. (GitHub)
Body Harvest (N64)
Adam’s Ant Farm is a native port built from the community decomp with N64Recomp, and the README says the beta is playable from start to finish with real audio, on Windows and Linux. You supply a USA or PAL ROM, and a second, 99% AI-written port (12feihu/BodyHarvest-PC-Port) also claims to be fully playable. (GitHub: Body Harvest / Body Harvest)
California Speed (N64)
cspeed is a N64Recomp and RT64 port that the README says was vibe coded with Claude and is playable from boot to finish line, which for a racing game is a claim I can’t fully pin down. Controller Pak saves and rumble work, and you supply your own ROM. (GitHub)
Doraemon: Nobita to Mittsu no Seireiseki (N64)
Dora64 is an N64Recomp-style build for Windows, Linux and Android, and the README reports a complete playthrough with all items on an Android phone, though a fresh 32/32 run on the written route is still pending. You supply the original Japanese ROM. (GitHub)
San Francisco Rush 2049 (N64)
rush-2049-recomp is a Windows N64Recomp port that the README says is playable, with Single Race, Circuit, Ghost Race, Stunt and Battle all running. The README says it’s mostly written by Claude, and the Linux build is not really tested on a real GPU. (GitHub)
Star Wars: Shadows of the Empire (N64)
SotE-Recomp is a Windows N64Recomp build now at 0.9.6, and the README says automated crash testing has exercised all ten levels. It’s billed as a playable beta, not a finished release. (GitHub)
Super Robot Wars 64 (N64)
srw64-recomp (Marchwind 64) runs natively on Windows, macOS, Linux and the Steam Deck, with English and Chinese translations and an optional HD art pack. The README marks some platforms as experimental, never claims a completion run, and needs your own Japanese ROM. (GitHub)
Tetrisphere (N64)
Blocksphere is a Linux and Windows N64Recomp port, available as version 1.1.0, whose author says AI was used throughout. The README makes no explicit completion claim, but there’s a downloadable release. (GitHub)
GameCube and Wii
This is the newest wave, and it’s also where most of the AI arguments are happening, so expect statuses to change by next week.
The Legend of Zelda: Twilight Princess (GameCube/Wii)
Dusklight (formerly just “Dusk”) is the released decomp-based port, renamed in May after a trademark request from the publisher of the unrelated game Dusk (it was cooperative, and Nintendo wasn’t involved), and a second, earlier-stage port called Courage Reborn is in progress. (GitHub)
- Twilit Essentials – A pack of gameplay enhancements, visual equipment and combat refinements.
- Dawnlight – Adds new abilities, combat mechanics, customizable controls and a Boss Rush mode.
- Roll and Sprint – Holding A after a roll makes Link sprint, with a Jump Slash on B and an optional sprint toggle.
- Dusklight Randomizer – Official bundled randomizer that shuffles items, shops, NPC rewards, Golden Bugs, Poe Souls, keys and optionally entrances.
- TP Classic Modern Controller UI – Shows modern PlayStation, Xbox and Switch button prompts styled after Twilight Princess with a customizable HUD, menus and map.
- Crests of Courage – Adds online true co-op multiplayer to Twilight Princess.
- Linkle Mod – Turns Link into Linkle with changed outfits, models, dialogue, scenes and icons.
- TPTracker – A native in-game check and inventory tracker that needs no external tracker.
- Enhanced Hero’s Tunic – Adds leather, fabric and metal texture to the hero’s tunic and updates the swords and shields.
- Zora Swim – Improves Zora Armor swimming with faster speed, sharper turns, a swimming sword attack and dolphin jumps.
The Legend of Zelda: The Wind Waker (GameCube)
Wind-Waker-Recomp (elliotttate) launched October 1 as a Windows port (now at v0.4.0) that press said leaned heavily on AI help, it needs the US GZLE01 Rev 0 disc and runs from 60 to 120fps, and that fork is being merged into BlueWake (v0.8.0). Deep Sea (a 1.0.0 beta) and an early sp00nznet project are also around. On the HD side, ZeldaWWHDRecomp (v0.3.0, October 15) is a native Wind Waker HD port whose repo says it’s playable from start to finish, so my earlier v0.2.2 number was stale. (GitHub)
- Better Wind Waker – Wind Waker HD’s quality-of-life changes such as Swift Sail and instant text, each toggleable.
- Hypatia’s HD Texture Pack – Dolphin-format HD texture pack for GZLE01 that the port’s README says loads in the recomp (user supplies the pack).
Animal Crossing (GameCube)
ACGC-PC-Port, built on the ac-decomp decomp, is playable, and its author disclosed using Claude Code, which a lot of fans did not take well. (GitHub)
- Animal Crossing HD Texture Pack – Community HD texture replacement (Dolphin format) that the port’s README recommends and loads from texture_pack/.
Pikmin (GameCube)
Open Nectar is a native port (GX translated to OpenGL, not an emulator) that DSOGaming reported released on September 11, it needs your own US Rev 1 or European ROM, and the decomp it sits on is complete. It has since gone through releases 1.0.3 to 1.0.5 (October 19 and 20), and a Quest port exists as well. (GitHub)
Metroid Prime (GameCube)
There are two projects: prime-recomp (no release) says the whole game is playable from start to finish, and MetroidPrimePort (v0.32.0, October 22) has an issue where someone says they just beat the game again, and it now has Android and Linux aarch64 builds. You supply a GameCube disc image, and I’d still call both reported playable. (GitHub: Metroid Prime (prime-recomp) / Metroid Prime (MetroidPrimePort))
- Archipelago – Archipelago support (MetroidPrimePort).
- Randomizer – Randomizer support (MetroidPrimePort).
Super Mario Strikers (GameCube)
One tracker lists a released port, but I couldn’t confirm it plays through, so consider it a maybe. (GitHub)
Mario Kart: Double Dash!! (GameCube)
double-dash-redux is reported playable, but it’s source-only and works with an EU disc only. The other project, ethannicholas’s mariokartdd-recomp, isn’t there yet. (GitHub: Mario Kart: Double Dash!! / Mario Kart: Double Dash!!)
SoulCalibur II (GameCube)
Ring Out is a static recomp that reads “release” in one tracker and “experimental” in another. (GitHub)
- SoulCalibur II Plus (community disc mod) – A community modded disc (ID GRSEPS) that recompiles and plays in RingOut and keeps a separate save file from the stock disc.
Mario Kart Wii (Wii)
Wiicompiled is billed as the first static recomp of a Wii game and was AI-assisted, the trackers disagree on how finished it is, and its creator says to stay on Dolphin for now (an author telling you not to use their port is a new one on me). (GitHub)
- Retro Rewind – Community custom-track distribution adding over 200 tracks, with confirmed compatibility and optional support in the recompiled PC port.
Muscle March (WiiWare)
muscle-march-recomp (v0.1.0-beta.5, October 12) is a beta that’s reported playable. (GitHub)
Super Mario Galaxy (Wii)
Nebula (keepvaibin) put out a first public beta on October 14 with 4:3 to 32:9 support, and press says its creator used Claude, which is the same fight you’ve seen all through this list. The separate Petari decomp is at 100% code with the data still being finished, and it isn’t a PC port. (GitHub)
Mario Strikers Charged (Wii)
recharged (v1.0.12, October 19) is reported playable. (GitHub)
Star Fox Adventures (GameCube)
foxhollow (v1.0.22, October 9) is reported playable from a GameCube disc image, and I’ve only mentioned this game inside the Dinosaur Planet entry until now. (GitHub)
- Community mods – Many saulob and other community mods exist.
Tekken Tag Tournament 2 (Wii U)
Tekken-Tag-2-Recompiled is the Wii U version, it’s reported playable, and it’s Linux only. You’ll need the EU disc plus update 16. An Xbox 360 project exists too, but I couldn’t verify it, so it doesn’t count. (GitHub)
F-Zero GX (GameCube)
fzerogx-recomp is listed as complete, fully playable from start to finish with sound and music and no known issues, on the desktop and in VR via OpenXR on Windows. You build it on Windows or Apple Silicon macOS from your own USA disc image (GFZE01). (GitHub)
Monster Hunter Generations Ultimate (Switch)
MHGURecomp is a Windows and Linux recomp of the 1.4.0 Switch version, and the README calls it fully playable with possible bugs (the author reports a dozen hunts with no remaining issues, and multiplayer works). You supply your own Switch dump, and mods dropped into a mods folder are supported. (GitHub)
Pikmin 2 (GameCube)
Open Nectar, the same project as the Pikmin entry, says Pikmin 2 plays start to finish natively on Linux, Windows and Android from the US or European disc (Pikmin 1 is only described as “most of the game”), and the README says it was built with AI assistance. It adds a few extras. (GitHub)
- Randomizer – Built-in randomizer option for Pikmin 2.
- Speedrun mode – Adds a timer and splits.
- Hard and Permadeath – Optional stricter rule sets.
- Captain selector – Lets you pick the captain.
Sonic Riders (GameCube)
sonic-riders-recomp is a native port for Windows and a modded Switch, and the README says it’s playable from boot through races, story mode and 4-player Free Race on both. It’s built from your own disc image. (GitHub)
Spyro: Enter the Dragonfly (GameCube)
spyro-reenter-the-dragonfly-gcn is a native Windows port made with NWiiRecomp at a steady 60 fps. The README is short on status, so I’d call it a boots-and-runs claim. (GitHub)
Game Boy, GBA, DS, 3DS
Handhelds are a mixed bag: the Pokémon and Zelda decomps are in great shape, and a lot of the rest is static-recomp experiments from the same handful of authors.
The Legend of Zelda: The Minish Cap (GBA)
Project Picori (999sian/tmc) is the main decomp-based native port, and one tracker calls it complete while another says the underlying decomp is still a work in progress, so I’d call it rough (other forks exist too). (GitHub)
- Project Picori in-game randomizer – A bundled item randomizer with logic file that runs inside the PC port.
Pokémon Emerald (GBA)
pokeemerald-native is a port of the finished pret decomp, and a separate static recomp project covers Ruby, Sapphire, Emerald, FireRed and LeafGreen and is reported complete by one tracker. (GitHub: Pokemon Emerald (pokeemerald-native) / Pokemon Emerald (static recomp))
Mario Kart: Super Circuit (GBA)
MarioKartSuperCircuitRecomp reads “experimental” in one tracker and “complete” in another. (GitHub)
- 60 FPS Track Rendering – Optional mod that updates race presentation at 60 FPS while preserving the game’s underlying logic and timing, based on a patch discovered by antimattur.
- Adaptive Widescreen – Optional mod that renders additional race content at the sides of the screen instead of stretching the 240×160 image.
Fire Emblem: The Sacred Stones (GBA)
The Sacred Stones Recomp is a preview at v0.1.20 (October 17), it’s Codex-assisted, and nothing I found claims you can finish the game. (GitHub)
Mega Man Zero and Dragon Ball Z: Buu’s Fury (GBA)
Both have static recomps reported playable, though I only found one tracker for each. (GitHub: Mega Man Zero / DBZ: Buu’s Fury)
- Adaptive Widescreen (Mega Man Zero) – Optional mod that expands supported stage scenes from 240×160 up to 480×160 following the window aspect ratio.
- Buu’s Fury Adaptive Widescreen (Dragon Ball Z: Buu’s Fury) – Optional mod that widens the HUD and overworld up to a 480×160 logical view by streaming authored field chunks and widening actor visibility.
Kingdom Hearts: Chain of Memories (GBA)
KingdomHeartsChainOfMemoriesRecomp is a beta with no release, and its README says it’s playable end to end, so call it reported playable. You supply a GBA ROM. A second project, ReKHCoM, isn’t playable and I couldn’t verify it. (GitHub)
The Legend of Zelda: Link’s Awakening DX (Game Boy Color)
Zelda-LA-DX-HD-Updated is an enhanced PC port built on the LADX disassembly and reported playable. (GitLab)
Pokémon Red, Blue and Yellow (Game Boy)
There are three flavors: gen1recomp (a LOVE2D reimplementation), a static recomp that gets through the Elite Four in one tracker’s words, and mstan’s PokemonRedAndBlueRecomp, which got press attention for its HD-2D voxel visuals. (GitHub: Pokemon Red/Blue/Yellow (gen1recomp) / Pokemon Red/Blue/Yellow (static recomp) / Pokemon Red/Blue (mstan))
- Extended Edition (Gen 2 Graft) (fork) – Variant build for mstan’s static recomp that back-ports the 100 Johto Pokemon, some Gen 2 moves and Dark/Steel types into Red and Blue.
Pokémon Gold, Silver and Crystal (Game Boy Color)
pokerecomp is an alpha and not actually a recomp, since it’s a from-scratch Godot reimplementation, though it’s reported playable. A separate project called Gen2Recomped (v0.8.45) is out there too, but I couldn’t verify it. (GitHub: Pokemon Gold/Silver/Crystal (pokerecomp) / Pokemon Gold/Silver/Crystal (Gen2Recomped))
Super Mario Land 2 (Game Boy)
SuperMarioLand2Recomp is playable. (GitHub)
- Super Mario Land 2 DX (DX color) – Applies toruzz’s SML2 DX v1.8.1 patch in memory at boot so the game runs as a Game Boy Color colorized build with a separate save file.
- Adaptive Widescreen – Opt-in mod that rebuilds side margins from level data for fit-to-window, 16:9, 21:9 and 32:9 views.
Tetris (Game Boy)
Two ports show up, Kirpich (a native reimplementation) and a Tetris GB recomp, because of course there are two. (GitHub)
Mario’s Tennis (Virtual Boy)
MarioTennisVirtualBoyRecomp (v0.2.3, October 19) is reported playable with your own Virtual Boy ROM, and yes, I put it under handhelds because the Virtual Boy doesn’t get its own section. (GitHub)
- Full-colour .vbmod – Replaces the red monochrome look with full colour.
Dragon Quest IV (DS)
DQIV-Recompiled builds the DS game from its decomp into a native Windows program with HD rendering, both screens in one 16:9 picture and the mobile sound. The README never says start to finish outright, but it has the ending’s staff roll and says the wireless features leave it fully playable, so reported playable. You supply your European ROM (YIVP) and the Android version’s data file. (GitHub)
Jump Ultimate Stars (DS)
JUSDecomp (v0.3.1) statically recompiles the game on top of ndsrecomp, and the README says the full game is playable natively on Windows and Linux, including online WiFi Battle over Wiimmfi. Windows has a packaged launcher, Linux builds from source, and you supply your own ROM. (GitHub)
- English Translation – The bundled mod pack that reproduces the community English translation, built from your own ROM.
Pokémon Platinum (DS)
cybervisi0n’s pokeplatinum is a native PC port built on the pret decompilation and the libntr libraries, and the README says it should be possible to play start to finish but there may be crashes and graphical bugs. It needs your own US ROM and says no generative AI was used, and evoluketion’s PokemonPurePlatinum is a single-screen fork of it. (GitHub)
Metal Gear Solid: Ghost Babel (Game Boy Color)
Metal-Gear-Ghost-Babel-Recomp turns your own ROM into a native executable that runs the whole game on Linux with the same inputs. The README says Windows and Android are planned but not finished, and it claims nothing about a completed playthrough. (GitHub)
Pokémon Platinum (DS)
OpenSinnoh is a TypeScript engine reimplementation that runs in a browser on your own game data, and the README says the whole of Platinum is playable from the new game through the Elite Four, Hall of Fame, credits and post-game. It’s flagged as a beta, and the same project aims at other DS Pokémon games later. (GitHub)
Sonic the Hedgehog: Pocket Adventure (Neo Geo Pocket Color)
Sonic-Pocket recompiles all 2,771 known routines into a native PC executable with sound and saves, and the README calls it playable. The lockstep checks only cover boot, the SEGA logo and the title, though, so that’s a thin claim. (GitHub)
The Legend of Zelda: Oracle of Ages and Oracle of Seasons (Game Boy Color)
oracles-decomp ships native macOS, Windows, Linux and Android versions of both games built from their own code, and the README says it used help from Claude Opus. It has no explicit completion claim, so call it likely playable. (GitHub)
Zero Racers (Virtual Boy)
ZeroRacersVirtualBoyRecomp is a Windows build that the README calls playable, with an optional color mod and experimental multiplayer. Version 0.1.1 is the one named. (GitHub)
Zoids Legacy (Game Boy Advance)
ZoidsLegacyRecomp is a native Windows port at a steady 60 fps with adaptive widescreen that applies the community English retranslation to your ROM. It makes no explicit completion claim. (GitHub)
PlayStation 1
Most of these run on the psxrecomp family of tools (or its cousins like RecompOne), which translate the PS1 code and leave the game alone. Several authors say they don’t use AI and several disclosed that they do, and I’ve noted it where I found it.
Crash Bandicoot (PS1)
The Matteo842 launcher is a static recomp that runs on PC and Android, wurlyfox’s c1 is a partial C port of the code, and a partial psxport-based version reaches N. Sanity Beach, so the launcher is your best bet. (GitHub: Crash Bandicoot (launcher) / Crash Bandicoot (c1))
- auto-spin (bundled sample mod) – A sample C# gameplay mod that ships in the launcher’s mods folder and can be toggled from the launcher or in-game Dev Menu.
Crash Bandicoot 2 (PS1)
Crash2Recomp is a static recomp that’s reportedly completable, though the author calls it a preview. It’s Windows-only and leans on an emulator for some of the work. (GitHub)
- PGXP Precision – Bundled launcher mod that adds sub-pixel vertex precision and perspective-correct texturing so polygons stop wobbling and floors stop warping.
- Fast Loading – Bundled launcher mod that speeds up the wall-clock pacing of loading screens.
- CD Speed – Bundled launcher mod that shortens loads by dividing the emulated drive’s sector delay.
- Bezel Artwork – Bundled launcher mod that draws a chosen image in the letterbox or pillarbox margins.
Spyro the Dragon (PS1)
OpenPete (a static recomp plus the spyro-1 decomp, at version 0.4.2) is billed as fully playable, sources disagree on whether AI was involved, and a partial psxport-based Spyro trilogy project is also around. (GitHub)
Crash Team Racing (PS1)
ctr-native is a decomp-based native port reported playable. (GitHub)
- CTR 3D (fork) – A fork of ctr-native beta 7.1 that ports the game to New Nintendo 3DS homebrew while keeping the PC build.
Driver 2 (PS1)
REDRIVER2 is a reimplementation reported fully playable. (GitHub)
Doom and Final Doom (PS1)
PsyDoom ports the PlayStation versions to PC (a MIPS-to-C++ port) and is reported complete. (GitHub)
- Caldera Of Wretchedness – A community-made custom map mod for PsyDoom.
wipEout (PS1)
There are two takes, wipeout-rewrite (a re-implementation that’s still a work in progress) and WipeOut Phantom Edition, a source port, and both are reported playable. (GitHub: wipEout (wipeout-rewrite) / wipEout (Phantom Edition))
The Legend of Dragoon (PS1)
Severed Chains is a rewrite in Java reported fully playable, with a modding API on top. (GitHub)
- Additional Additions – Lets players create and share custom Additions as small JSON files without programming, via an editor.
- Archipelagoon – An Archipelago multiworld randomizer integration for sending and receiving unlocks with other players, live or asynchronously.
- Battle Rewards – Scales EXP and gold drops from 0.25x to 10x.
- Dragoon Modifier – Adds a Hard Mode, new combat mechanics and difficulty presets such as Retail NA and Japan Demo.
- Icon Turn Order – Replaces the turn order display with large icons using Severed Chains’ native names.
- Irongoon – A randomizer for characters, stats, enemies, backgrounds, music, shops and more with customizable settings.
- Legend of Tides – Adds custom 3D weapons, animations, items, equipment, an interface and a fishing minigame.
- Stardust Indicators – Adds visual markers showing Stardust locations.
- Altergoon – Gives each party member a visual appearance matching a different element, such as Dart as Darkness.
- Rhythm Minigame – Adds a Guitar Hero/DDR-style rhythm minigame, requiring a modified Severed Chains RB2.1 build.
Silent Hill (PS1)
SlickAmogus’s silent-hill-decomp PC port is billed as fully playable and was built with Claude per its GitHub description, and the decomp itself reportedly sits at 99.88%. (GitHub)
Syphon Filter (PS1)
SF-pc-port runs the PS1 gameplay code with a native host and is in public testing (AI-coded per one tracker), with Syphon Filter 2 following in August. (GitHub)
Rage Racer (PS1)
rage-racer-pc is a native port that needs the PAL disc. (GitHub)
Ape Escape (PS1)
ApeEscapeRecomp is a playable static recomp. (GitHub)
- Ape Escape Widescreen – Adds 16:9, 21:9 and adaptive-aspect widescreen with a wider 3D field of view.
- Ape Escape Frame Interpolation – Redraws intermediate camera and model transforms to give 60 to 240 FPS output while keeping game simulation at stock rate.
- Quick Gadget Select – Recreates the later Ape Escape games’ quick gadget switching on the face-button gadget menu (contributed by mthsk).
- Skip FMVs – Ends movies through the game’s normal completion path so cutscenes can be skipped.
Gran Turismo 2 (PS1)
OpenGTPS1 (version 0.9b) lets you finish races and championships, which is a bigger deal than it sounds for a game that deep. (GitHub)
- Gran Turismo 1 content merge – An optional installer feature that converts your own GT1 disc to add Special Stage Route 11, GT1-exclusive cars and Racing Modification body families to GT2.
King’s Field (PS1)
Verdite2 (built with RecompOne) is reported playable start to finish. (GitHub)
Mega Man X4, X5 and X6 (PS1)
All three are mstan’s ports and none is called finished, so the “X6 playable, X4 and X5 experimental” labels in some trackers don’t line up. X4 is a 1.0.13 “stable public beta” that lets you take X’s or Zero’s campaign through co-op, with bugs like independent cameras slowing down and online sign-in reports still open. X5 is a v0.0.2-alpha “playable preview” and X6 an alpha (v1.2.0 is its stable release), and both READMEs say stage gameplay works but the campaign hasn’t been verified from start to finish. (GitHub: Mega Man X4 / Mega Man X5 / Mega Man X6)
- X + Zero Co-op (Mega Man X4) – Adds local and netplay two-player co-op with X and Zero to the recompiled game (bundled in the port’s Mods page).
- Mega Man X6 Tweaks – Adapted romhack by acediez shipped as 15 opt-in package families (203 toggles) such as alternate title screen, animation timing, status tweaks and voice hooks.
- X6 English retranslation (DuoDynamo) (Mega Man X6) – Opt-in package that replaces the game’s English script with DuoDynamo’s retranslation.
- X + Zero Co-op (X6) (Mega Man X6) – Experimental opt-in two-player local/netplay co-op package.
Mega Man 8 (PS1)
Mega-Man-8-Recomp (v1.0.0, September 3) is built on PSXRecomp and its README says the main game works fine, but it’s a pretty generic README and the known problems are audio crackle and cropped FMV, so I’d treat it as reported playable and nothing firmer. Windows, with your own disc image. (GitHub)
Tomba! and Tomba! 2 (PS1)
The Tomba! 2 README says its preview builds include native code for all 22 original area files, but “full native coverage and a full playthrough remain unproven.” TombaRecomp (v0.23.0-alpha) says it’s playable from BIOS boot through gameplay, though the European build only has native code for the opening and support areas (66 audited modules, with fallback for later code) and campaign-wide widescreen is still a follow-up. (GitHub: Tomba! / Tomba! 2)
- HD Texture Packs – Loads DuckStation-format PNG/JPEG/WebP replacement textures (and can dump originals) in TombaRecomp via OpenGL.
- Special Edition Hybrid Controller – Switches between digital and analog movement automatically when D-pad or stick is used.
Ridge Racer and Ridge Racer Revolution (PS1)
The Ridge Racer recomp (v0.1.0) says it’s playable today: it boots from your disc image to the title, the menu and a race, with the twelve disc audio tracks and keyboard or gamepad input. Revolution is an Apple Silicon macOS preview where the original renderer has been playtested but the enhanced one still needs validation of lighting and materials, tunnel motion, mirror and HUD coverage and scene transitions, and Windows isn’t supported. (GitHub: Ridge Racer / Ridge Racer Revolution)
Castlevania: Symphony of the Night (PS1)
There are two projects, BlackLabelHQ’s SymphonyRecomp (open beta) and RecompOne’s own test case, with the Xbox 360 version covered in the Xbox section. (GitHub)
MediEvil (PS1)
MediEvilRecomp is a beta that was added to the trackers this month. (GitHub)
Pepsiman (PS1)
Pepsiman Recompiled shipped in July and reportedly runs in a browser at 60fps (yes, Pepsiman got a port before half the games you care about). (GitHub)
Legend of Legaia (PS1)
legend-of-legaia-re (v1.8.0) is a Rust reimplementation rather than a recompile, and it’s reported playable start to finish. (GitHub)
Vandal Hearts (PS1)
VandalHearts-PcPort (v2.1.0) is a PC port that’s reported playable all the way through. (GitHub)
Air Hockey (PS1)
air-hockey-psx-pc-recomp (v1.0.0) is a PC recomp that plays start to finish, which for a game of air hockey is a lower bar than it is for Xenogears. (GitHub)
Hogs of War (PS1)
FrontschweineRecomp (v0.1.0, October 13) is a port of the German release, Frontschweine, and the README says the game plays from start to finish, which is an author claim I haven’t seen anyone else confirm, so file it under reported playable. It’s Windows 10/11 x64 only, you supply a German PAL disc image (SLES-02767), and OpenBIOS is bundled. (GitHub)
- Mods page (all on by default) – CPU Overclock removes slowdowns, and the page also covers widescreen, CD audio smoothing, instant loading, fast enemy AI and a 60 Hz mode.
Paranoia Scape (PS1)
Paranoiascape-Recompiled (v0.2 per the README, no tagged release) comes with a note of one clean full play-through to the ending on August 25, with the alternate routes still unswept, so it’s reported playable and I wouldn’t go further than that. It’s 64-bit Windows with OpenGL, and the game is Japanese-only, so you supply a Japanese disc image (SLPS-01375, BIN+CUE) and can optionally apply the Aeon Genesis English xdelta patch, which isn’t bundled. (GitHub)
Serial Experiments Lain (PS1)
lain-psx-decompiled (v0.2.0, October 1) is a matching decomp with a native client for Windows 10/11 x64, Apple Silicon macOS and Linux x86-64, and the README says it plays the whole game, both sites, every voice session and movie, the disc swap and all four endings. You supply both original discs (SLPS-01603/01604) as Redump cue+bin, and the Mods tab can replace pictures, text, voices, movies and data, with HD texture packs, Lua scripts and native plugins on top, though no named mods turned up. (GitHub)
Metal Gear Solid Integral (PS1)
RE:INTEGRAL (mgs-reintegral, v0.3.0, October 15) says the native main campaign was played through to the credits on October 10, and it’s 64-bit Windows 10 22H2/11 for now (Linux is planned). The README is upfront that fidelity work and the VR Missions are still open, you supply Japanese Integral discs 1 and 2 (SLPM-86247/86248), and Godot visual mods load through the launcher, though I didn’t find any named ones. (GitHub)
King’s Field II (PS1)
Verdite3 is a PC port built on RecompOne with widescreen, higher frame rates and mod support, and its README says in one line that the game is playable from start to finish, with some intermittent issues. You supply the North American disc (SLUS-00255) as cue/bin or chd. (GitHub)
Omega Boost (PS1)
Omega Katana’s Omega-Boost-Recomp uses mstan’s PSXRecomp, and the README declares it “Complete / Playable” with a single-player campaign, though that is a bare statement with no release or version to check it against. You supply your own disc data. (GitHub)
Kidou Butouden G Gundam: The Battle (Simple Character 2000 Series Vol. 12) (PS1)
Omega Katana’s recomp uses mstan’s PSXRecomp and its README says “Complete / Playable” and lists “playable from start to finish”, but it is a bare claim with no release to check. You need your own Japanese disc data. (GitHub)
Tony Hawk’s Pro Skater (PS1)
LANCommander’s TonyWasAProSkater is a native Windows and Linux port built from a matching decompilation of the US release, and the README calls it fully playable through all nine levels in career mode, apart from an approximate reverb. You supply a raw disc image, and Dreamcast assets also work. (GitHub)
Digimon World (PS1)
dw1-silicon is a native Apple Silicon Mac port built on the dw_decomp C code, and the README says the ending and credits have been checked along with raising, digivolving, recruiting and the gyms. It’s Mac-only and the README still calls it being checked, so Windows players are out of luck. (GitHub)
Digimon World 2003 (PS1)
dw3-native-port runs the European PS1 game natively on Windows from your own disc image, and the README (in Spanish) says it plays the whole game 1:1 from the start. It’s built from the dw3_decomp C code. (GitHub)
Jade Cocoon: Story of the Tamamayu (PS1)
jade-cocoon-bevy is a Rust engine reimplementation on Bevy for Windows, and the README says the story plays through its ending, with battles, capture and merging. It admits known differences and bugs, and version 1.0.1 is the one on offer. (GitHub)
Kula World (PS1)
Kula-World-Recompiled targets Linux, macOS and (soon) Windows, and the README says it’s playable, with all ten worlds starting and running via Level Select and the ending FMV playing. That isn’t quite a start-to-finish run, and Windows is untested. The README says parts of the code were AI-generated and then reviewed. (GitHub)
Rugrats: Search for Reptar (PS1)
rugrats is a Rust reimplementation that plays your own disc on Windows and Linux, and the README’s status line reads playable start to finish, with every level and the ending and credits working. It lists the levels, mini golf and cinematics one by one. (GitHub)
Top Gun: Fire at Will (PS1)
TopGunFireAtWillRecomp is a native build for Mac, Windows and Linux with a launcher and cheats. The README claims nothing about completion beyond calling it a real program for your computer. (GitHub)
PS2, PSP, PS3 and PS4
PS2 recomps are still early days – the one general-purpose tool I found, PS2Recomp, was described by press in January as not working as intended yet – so this section is short and most of what’s here is partial.
Jak and Daxter (PS2)
OpenGOAL (v0.3.9) covers the whole trilogy, with Jak 1 complete, Jak 2 essentially complete but still in beta, and Jak 3 with a “good amount of work left” in the project’s own words (an April 2026 press report had it as a completed beta), which still makes this the strongest entry in the section by a mile. (GitHub)
- Jak and Daxter HD Textures Reloaded – Texture pack that replaces Jak 1 textures with rescaled hand-drawn sprites and source art, installed through the OpenGOAL launcher’s Texture Packs feature.
- ArchipelaGOAL – Archipelago multiworld randomizer integration for Jak and Daxter: The Precursor Legacy (sequels ArchipelaGOAL II and 3 also exist).
- Checkpoint Randomizer – Randomizes checkpoint locations in Jak 1.
- Random Cell Order – Randomizes the order in which power cells are obtained, based on an original version by SixRock and Dexz.
- Gordon And Daxter – Jak 1 mod that replicates Half-Life 1 movement and some weapons.
- Jak 1: The JET-Board Legacy – Ports the Jak 3 JET-Board to Jak 1 with new interactions with eco powers and launchers.
- The SM64 Legacy – Makes Jak 1 play like Super Mario 64, with power cells as stars, orbs as coins and scout flies as red coins, and levels resetting on each star.
- Jak and Daxter II Multiplayer – Adds online, LAN and faked split-screen multiplayer to Jak II for up to 8 players.
- Jak 3 ReBalanced – Beta gameplay rebalance of Jak 3 with tougher enemies, altered missions, vehicle changes, new encounters and secrets.
- Speedrun Practice – Adds a speedrun practice menu with custom checkpoints and fast resets to Jak 1 and later games.
Street Fighter III: 3rd Strike (PS2)
3SX is a decomp-based native port reported playable. (GitHub)
ICO (PS2)
ico-pc (v0.8.2) is reported playable start to finish, while the earlier ico-recomp is a pre-alpha that boots and draws but hasn’t been played through. (GitHub: ICO (ico-pc) / ICO (ico-recomp))
Wipeout Pure (PSP)
pure-recomp (v0.1.0) is reported playable start to finish and is flagged as Claude-planned. (GitHub)
Sly Cooper and the Thievius Raccoonus (PS2)
Project Cane is a decomp-based port that has now reached v0.4.1-beta.1 and is reported playable start to finish, though the beta tag means you should expect a few rough edges. (GitHub)
Haunting Ground (PS2)
OpenHuey (0.1.12) is reported playable start to finish and comes with a built-in mod loader. (GitHub)
Ratchet & Clank (PS2)
Two projects claim a start-to-finish playthrough here, rac-rs (v0.2.2) and rac1-native-game (v0.4.0), and the second one is only reported playable, so rac-rs is the safer bet (this is the PS2 original, not the J2ME one in the mobile section). (GitHub)
Crash Twinsanity (PS2)
Crash-Twinsanity-Windows (v1.0.16, October 24) is a Windows port that plays start to finish, was Claude Code-assisted, has an optional portable mode now, and needs your own PAL disc. (GitHub)
Ace Combat 5: The Unsung War (PS2)
Ace-Combat-5-Static-recompilation (v2.1) is reported playable start to finish and ships a built-in mod system. (GitHub)
Rampage: Total Destruction (PS2)
RampageRE (v0.15.0, October 23) is reported to play start to finish, though its own release notes call it an early, experimental build with possible bugs, crashes and inexact behavior, so yes, you can finally level a city on PC, just don’t expect perfection. It has a language option now (English, French, German, Italian and Spanish), and the notes mention European disc English text fixes. (GitHub)
ps3recomp (PS3)
A general PS3 recomp toolkit was released October 7, Windows only with no public builds, and Guitar Hero III is reportedly the furthest along, so this one is for the patient. (GitHub)
Bloodborne (PS4)
bbport, reported October 7, converts the PS4 executable into a native x86-64 image instead of emulating it, runs on Windows and Linux (plus a Steam Deck AppImage) and is built for version 1.09, though one writeup noted it doesn’t support mouse input. (GitHub)
- Community patches (60/90 FPS unlock, Skip Intro, camera and engine patches) – Community-authored XML patches bundled with the port that unlock 60 FPS, 90 FPS or uncapped simulation and add tweaks such as skipping the intro.
P.T. (PS4)
A hand-built native Windows rebuild of the Silent Hills teaser, which its creator put at about 97% done, and LoreanXavier’s pt-pc (v1.0.8, October 22, now on Windows, Linux and macOS) is reported playable start to finish, though the trackers have disagreed before, so check the download yourself (the game data isn’t legally obtainable anyway). (GitHub)
Uncharted: Drake’s Fortune (PS4)
uncharted_pc (v0.3.6) is reported playable start to finish, and it’s the PS4 remaster, not the PS3 original. (GitHub)
Uncharted 3: Drake’s Deception (PS4)
ucndc_pc (v0.3.4) is reported playable start to finish, again built on the PS4 remaster. (GitHub)
God of War III Remastered (PS4)
gow3_pc (windows-v2.6.0, also called SpartanPort) is a Windows port reported playable start to finish. (GitHub)
EA Sports UFC 3 (PS4)
UFC-3-PS4-PORT-LINUX-WINDOWS runs on Linux and Windows and is reported playable start to finish, though I’d call it borderline since the README says v0.1.9 and another source says v0.1.11. (GitHub)
Shadow of the Colossus (PS4 remake)
ShadowOfTheColossus-PC (v0.60.6, October 22) is a port of the 2018 PS4 remake, not the PS2 original, and the README says the game can be finished from start to end. It needs Windows 10/11 x64 with Vulkan 1.3, plus a PS4 dump (CUSA08809, EU 1.01 preferred) and the decrypted libSceNgs2.sprx and libSceUlt.sprx, and it bundles a 60 fps patch, 16x anisotropic filtering (EU 1.01 only) and a PS4 Pro mode. There’s a CLAUDE.md in the repo, but AI use isn’t actually stated, and the forks I found are ShadowOfTheColossus-PC-FrameGen (DLSS-G/FSR3) and heyzerr’s AVX2 fix. (GitHub)
Dark Cloud (PS2)
The decomp’s executable is 100% matched and it now ships native builds for Windows, Linux and macOS (arm64) running on SDL3 and Vulkan, but the project doesn’t say how far through the game you can get. (GitHub)
NBA Street V3 (PS2)
street-recomp-v3 (v1.3.1, October 13) is a PS2Recomp and PCSX2 renderer hybrid that says it’s playable from start to finish offline, which isn’t quite story-completion wording, so call it reported playable. Windows 10/11 x64, you supply a USA ISO (SLUS-21126), and the launcher downloads about 6 GB and builds for you. The development apparently involved no AI, though the README does mention optional AI upscalers and DLSS. (GitHub)
- HD texture pack – NBAStreetV3-HD-Textures.zip is on by default, and you can also add PCSX2-format texture packs.
.hack//Infection, Mutation, Outbreak and Quarantine (PS2)
piney_apples is a Rust reimplementation of the engine behind all four games, built with Claude per its README, and it reads your own discs. Infection is stated to play from power-on to the ending, staff roll and save, Mutation and Outbreak play their whole story only under a test autopilot and haven’t been played through by hand, and Quarantine merely boots, so reported playable for the first one and a work in progress for the rest. (GitHub)
Armored Core 4 (PS3)
AC4-Port is a static recomp that builds a native Windows program from your own BLUS30027 copy, and the README says the whole game runs as a 64-bit Windows program. It never says anyone has finished it, so treat it as unverified. (GitHub)
Burnout Dominator (PS2)
BurnoutDominatorReversed is a recomp whose README says the whole game runs natively from the intro videos to the last World Tour event, and it’s tagged playable start to finish on Windows and Linux with Vulkan. You supply your own European disc image (SLES-54627). (GitHub)
Crash Team Racing Nitro-Fueled (PS4)
CTRNativePorted (v0.7.10) runs the game’s original x86-64 code from your own PS4 dump on Windows, with a Direct3D 11 renderer or shadPS4’s, and the README says it’s playable from start to finish as an experimental pre-release. It adds serverless peer-to-peer online play, and the README credits Claude, Codex and Gemini for implementation and review. (GitHub)
Disgaea D2: A Brighter Darkness (PS3)
disgaea-d2-recomp is a native Apple Silicon macOS build that the README says is playable start to finish at 60 fps (story, battles, Item World, movies, saves and the 1.40 update with DLC). It was built almost entirely by Claude and Codex, the maintainer calls it unmaintained, and a separate Windows port lives in LUUKASR1’s repo. (GitHub)
Gran Turismo 3 A-Spec (PS2)
GT3 Revisited is an engine reimplementation that the README says is fully playable, with GT Mode, Arcade, licenses, championships, endurance races and endings, on Windows, macOS, Linux, Android and Meta Quest. It reads an ISO of your own disc and adds internet battles. (GitHub)
Gravity Rush Remastered (PS4)
gravityrush_pc (v0.1.8) runs the game’s x86-64 code on Windows with a shadPS4-based video core, and the README says the whole story was played from start to finish with sound and saves. You supply your own dump of the European release (CUSA01113). (GitHub)
inFAMOUS: Second Son (PS4)
inFAMOUS-Second-Son-PC-Edition runs the game’s x86-64 code on Windows with a Vulkan 1.3 backend, and the README only says it is in development and playable, with the game starting, loading saves and being played through. That’s thinner than a completion claim, so reported playable at best. (GitHub)
Killzone Shadow Fall (PS4)
killzone-shadowfall-pc (public beta, 0.6.0) is a native Windows port that runs the game’s code on your CPU with Vulkan graphics, and the README says the whole campaign is playable. You supply your own dump of version 01.81 (CUSA00190 is the tested one). (GitHub)
Knack II (PS4)
Knack-II-pc-port (V0.17.5) is a Windows Vulkan port with local two-player co-op, and the README says only that the project owner reports it’s playable from beginning to end, noting the tests are not an independent full-campaign certification. So reported playable, with crashes and Vulkan device loss still possible. (GitHub)
Monster Hunter Freedom Unite (PSP)
MHForever is a static recomp for Windows and Linux, and the README says single player can be played start to finish, though you should expect rough edges and no online play yet. You supply your own European or North American disc image. PateeerQ’s FreedomUniteRecomp is a separate project that only claims a village quest played through. (GitHub: Monster Hunter Freedom Unite / Monster Hunter Freedom Unite)
Resident Evil Code: Veronica X HD (PS3)
Code-Veronica-Recomp (v1.1.2) is a native Windows port of the PSN release by static recompilation, and the README says the game was completed from start to finish on the developer’s test PC. You supply your own PSN files, and it adds a speedrun practice overlay. (GitHub)
Soulcalibur III (PS2)
Arzaroth’s SoulCaliburIII_Recomp is a PS2Recomp-based Linux port, and the README says it plays from start to finish in automated tests (Tales of Souls to the credits and the other modes) and is now in human testing. You need your own SLUS_212.16 disc. (GitHub)
Uncharted 2: Among Thieves (PS4)
RedVorteX-TV’s Uncharted-arm (a fork of uncharted_pc) is a Linux and Android build for ARM handhelds, and its README rates Uncharted 2 “perfectly playable” from start to end on an AYN Odin 3, though on Android it drops below 20 fps. The main Windows project (v0.3.6) also lists it as playable with some crashes. You supply a PS4 dump. (GitHub: Uncharted 2 / Uncharted 2)
Yu-Gi-Oh! GX Tag Force (PSP)
Tag Force Recomp is a preview release of a native Windows port, and the README says it plays the game from start to finish in the author’s testing, though that was mostly one machine, one version and one save, and some features are experimental. You supply the European ISO. (GitHub)
Crash Team Racing: Nitro-Fueled (PS4)
CTR-NitroFueled-PC is a Windows fork of the SacredFire Linux port that runs the PS4 game’s own code natively, and the README lists Windows as playable, with Adventure and Arcade, races, cutscenes and saving. The README credits Claude for the Windows work, and you need your own game dump and the 1.21 update. (GitHub)
Dragon Ball Z: Budokai Tenkaichi 3 (PS2)
Tenkaichi3Decomp is a native PC port on top of the BT3-Decompiled matching decompilation, and the README says the whole game loop works: boot, menus, saving, fights and split screen. It runs on Windows and Linux (Mac is experimental) and needs your own USA disc image. (GitHub)
Ratchet & Clank Future: Tools of Destruction (PS3)
ratchet-retooled translates the PS3 PowerPC and SPU code to C++ for Windows and Linux with split-screen co-op. The README is candid that co-op still crashes at times, but it doesn’t flag any holes in the single-player game. (GitHub)
The Last Guardian (PS4)
TLG-Port runs the PS4 game’s own x86-64 code on Windows through a compatibility layer made for this game, and the README says it holds 30 fps everywhere on a Ryzen 9 5900X and RTX 4090. It needs your own files and a Vulkan 1.3 GPU, and it doesn’t spell out an ending run. (GitHub)
Xbox and Xbox 360
Most of the 360 entries come from XenonRecomp or its successor ReXGlue, and Sonic Unleashed Recompiled (March 2025) is the one that kicked it all off. Statuses vary a lot, and for a few of these the repo only holds wrapper code (you source the game files yourself).
Sonic Unleashed (Xbox 360)
UnleashedRecomp, built with XenonRecomp, is reported fully playable (version 1.0.3) and is the project that started the 360 wave, so if you only try one of these, try this one. (GitHub)
- Sonic Unleashed Reimagined – Overhaul that changes stage textures and music, adds playable characters, and gives Super Sonic infinite boost.
- Ambient Occlusion Unleashed (ReShade for Recomp) – ReShade preset that adds screen-space ambient occlusion.
- Endless Possibility X Perfect Dark Gaia Mashup – Replaces the Perfect Dark Gaia boss theme with a custom mashup.
- MusicianNrd’s Unleashed Custom Music Pack – Randomly replaces every song in the game with tracks from other franchises.
- Bogdan Unleashed – Replaces the Sonic, Werehog and Super Sonic models with Bogdan.
- Like a Werehog Extreme Fury – Adds combat-focused levels with multiple fighting styles.
- Legacy Sonic (Recompiled) – Brings back the Legacy Sonic character.
- Xbox 360 Buttons 4K Remake – Replaces button icons with 4K remakes of the Xbox 360 prompts.
- PS3 Buttons 4K Remake – Replaces button icons with 4K remakes of the PS3 prompts.
- Forklift Certified – Swaps the bobsleigh for a forklift, because of course it does.
Skate 3 (Xbox 360)
Two projects exist (skate3recomp, reported fully playable and now at v2.0.2 from mchughalex, with a mod ecosystem growing around it, and Skate 3 Recomp from portingpete, an alpha), and one tracker flags the second as AI-coded. (GitHub)
GoldenEye 007 (Xbox 360, XBLA remaster)
GoldenEye-Recomp is a recomp of the cancelled XBLA remaster, reported fully playable, and it needs game files you’d have to track down yourself. (GitHub)
The Darkness (Xbox 360)
There are now two projects, the larger one at pre-release 0.9.6 as of October 7 (Windows only, needs AVX2) and a smaller one at v1.1 with a native Linux build. (GitHub)
Dead Rising 2: Case Zero (Xbox 360)
The recomp is reported playable start to finish, based on the XBLA package, and it’s now at v1.1.3. (GitHub)
Dead Rising 2: Case West (Xbox 360)
Dead_Rising_2_Case_West_Xenon_Recomp (v1.1.2, October 14) is reported playable start to finish, and its author considers it finished and has stopped development, so don’t wait on updates. (GitHub)
Fable II (Xbox 360)
himdo’s Fable-2-Recomp is reported finishable, though early (it came out in September). (GitHub)
Silent Hill: Downpour (Xbox 360)
DownpourRecomp is reported playable (version 1.1.8) and restores some cut content, per press. (GitHub)
Ninja Gaiden II (Xbox 360)
Ninja’s Dawn is reported playable. (GitHub)
LEGO Dimensions (Xbox 360)
DimensionsRecomp is a playable beta. (GitHub)
Lollipop Chainsaw and Naughty Bear (Xbox 360)
Re-Cherry and NaughtyBear_ReStuff are both reported playable. (GitHub: Lollipop Chainsaw / Naughty Bear)
Sonic ’06 (Xbox 360)
The re-Sonic06Demo recomp plays the demo start to finish (with some slowdowns), while the full-game MarathonRecomp project has no public release yet. (GitHub)
Ace Combat 6 (Xbox 360)
Press says an AC6 recomp is publicly available, while one tracker called it early-stage, so take your pick. (GitHub)
Condemned 2: Bloodshot (Xbox 360)
Condemned 2’s README only says it’s a work in progress that’s “in playable state” but may have bugs and crashes (Linux is untested), and it doesn’t say what’s missing. Dante’s Inferno (Hell’s Gate, 0.8.0-beta) says it’s fully playable from start to finish with saves, even if some trackers still list it as partial, and Deadly Premonition (2.0.14, Windows only) lists visual known issues like terrain blending edges and flat clouds rather than missing content. (GitHub: Condemned 2: Bloodshot / Dante’s Inferno / Deadly Premonition)
The Simpsons Arcade, Vigilante 8 Arcade, Lumines Live! and Marble Blast Ultra (Xbox 360, XBLA)
The Simpsons Arcade and Lumines Live! READMEs both say playable (Simpsons at full speed, Lumines with no crashes through extended play) even though some trackers list them as partial, with Simpsons still working on unlocks and save progress and LAN multiplayer not started. Vigilante 8 Arcade is the cautious one: a v0.1.0 alpha where single player works (menus, Quest, full battles), while other modes, split-screen and online play haven’t been re-tested on the current SDK. OpenMBU calls itself a “revival” rather than a recomp, so there’s no finished-versus-unfinished split to report. (GitHub: The Simpsons Arcade / Vigilante 8 Arcade / Lumines Live! / Marble Blast Ultra)
Blue Dragon (Xbox 360)
re:Blue was reported at 1.0.0 in August and v1.2.1 in September, but one tracker’s recheck found no public project, so verify before you go hunting. (GitHub)
Burnout Revenge (Xbox 360)
Xerenge is at 0.4.7 (October 17) and is reported playable start to finish, which is a bold claim for a version number that starts with a zero. (GitHub)
Jet Set Radio Future (Xbox)
jsrf-recomp is a macOS project that gets you into chapter 2 at 60fps, and there’s now a second port, Miggas/JSRF-Recomp, for Windows and Steam Deck that’s reported to be written with Claude, has no tagged release, and was last pushed October 19. (GitHub: Jet Set Radio Future (jsrf-recomp) / Jet Set Radio Future (Miggas))
Halo: Combat Evolved (Xbox)
Several projects exist (a Vita port with the whole campaign working, a Windows/Linux/Android port, and a browser build that got auto-flagged as phishing), and the decomp numbers conflict. (GitHub)
Mercenaries: Playground of Destruction (Xbox/PS2)
Mercenaries Recompiled had its first public release in September, and its developers say they didn’t use the leaked source. (GitHub)
Spider-Man: Edge of Time (Xbox 360)
EdgeOfTimeRecompiled hit v1.0.0 on October 4 with Windows, Linux and macOS builds. (GitHub)
Call of Duty 3 (Xbox 360)
CoD3Recomp (FrankHUN88453) is reported to include the entire game, with graphics and control settings, and it needs your disc or ISO. (GitHub)
The Simpsons Game, Crackdown 2, Banjo-Kazooie: Nuts & Bolts and Kameo: Elements of Power (Xbox 360)
Trackers list playable ports of all four (The Simpsons Game at v0.0.6.0, Nuts & Bolts as ReNut, Kameo as Kameo: RePowered v0.2.1), but I only found tracker entries for them (and the original Crackdown has two ports of its own, Unowa001’s v1.0.5 and saulob’s v0.4.0, though I couldn’t verify either). ReNut has since turned up with a Windows exe and a Linux AppImage, though it needs your own US disc image and its author used a lot of AI to build it. (GitHub: The Simpsons Game / Crackdown 2 / Banjo-Kazooie: Nuts & Bolts (ReNut) / Kameo: Elements of Power)
Viva Piñata: Trouble in Paradise and Forza Horizon (Xbox 360)
TiP-Recomp’s README lists nothing missing apart from its unlimited garden space patch being only partly done, and it says the recomp runs far better than emulation. The Forza Horizon recomp is rougher: it boots, loads and writes saves and runs races end to end with open-world driving, but HUD elements flicker, collision is unreliable, and the first save load can sit on the loading screen for a minute. (GitHub: Viva Pinata: Trouble in Paradise / Forza Horizon)
Destroy All Humans!: Path of the Furon (Xbox 360)
reDAHM is a static recomp built on ReXGlue that has public releases, which is the part that matters. (GitHub)
Mortal Kombat: Shaolin Monks (Xbox)
ShaolinMonksRecomp is at 0.2.0 (October 19) and is reported playable start to finish, and it’s flagged as AI-assisted. (GitHub)
Dead or Alive 3 (Xbox)
doa3-recomp (v1.0.7, October 24) is reported playable start to finish, though that’s one report and I’d call it “probably” until somebody else confirms. (GitHub)
Dead or Alive Xtreme Beach Volleyball (Xbox)
doaxvb-re is reported playable start to finish, with a 0.5.3 beta out and v0.6.0-rc1 behind it (yes, the volleyball game got a recomp, and yes, I’m listing it). (GitHub)
The Lord of the Rings: The Two Towers (Xbox)
TooTawersRecomp says it’s at v1.9.7 (October 24) and playable start to finish, but that’s the README talking and I haven’t seen anyone else back it up. It runs on Windows, Linux and macOS, and recent versions add a Versus 1v1 mode, 47 achievements and an alpha couch co-op that’s experimental on Linux and macOS. (GitHub)
Sneak King (Xbox)
sneaky-whopper-recomp is reported playable start to finish, though it has no tagged release yet and the repo says it was built with Claude Code, so hedge accordingly. (GitHub)
Terraria: Old-Gen Console Edition (Xbox 360/PS3)
TerrariaOGC is a Windows port of the old console build, and versions 1.00 and 1.01 run. (GitHub)
Army of Two (Xbox 360)
ArmyOfTwoRecompilation (v1.3.5, October 22) is reported playable start to finish, with achievements, aim assist and two-player split-screen on one PC, and it’s Windows with your own game image plus the Title Update 2 file. A second project, ArmyOfTwoRecomp, was working on its own 1.3 when I last checked. (GitHub)
Perfect Dark Zero (Xbox 360)
PerfectDarkZeroRecomp (1.8, October 23) is reported playable start to finish (that release added split-screen, and the notes cite Windows 11 and Ubuntu 26.04), though I only found the one source saying so (and no, this isn’t the N64 Perfect Dark up above). (GitHub)
Sega Superstars Tennis (Xbox 360)
Sega-Superstars-Tennis-ReMatch (v0.5, October 16) is reported playable start to finish, though at v0.5 I’d treat that as “one report says” and not much more. (GitHub)
Cyber Troopers Virtual-On Oratorio Tangram (Xbox 360, XBLA)
Oratan-recomp (0.3.0, October 11) is an alpha, but the README says the game is playable from start to finish, so it’s reported playable. The XBLA release is titled Virtual-On Oratorio Tangram M.S.B.S. Ver.5.66 in Europe. It needs Windows 10/11 x64 with DirectX 12 and the XBLA package (or the extracted default.xex plus media), and it adds extra resolutions, MSAA, local split-screen versus and unlockable stages. (GitHub)
50 Cent: Blood on the Sand (Xbox 360)
The skullburglar project is reported playable start to finish and is labelled AI-generated, and I’d double-check the repo before trusting it. (GitHub)
WET (Xbox 360)
WetRecomp is at 1.4 (October 20) and is reported playable start to finish, though that’s one report, and Supermedo’s wet-recomp is a second project I couldn’t verify. (GitHub: WET / WET)
Splatterhouse (2010) (Xbox 360)
splatterhouse-decomp (v0.3, October 20) says it’s playable end-to-end, covering the menus, full campaign, DLC, 60 FPS, localized text and ultrawide, so I’d call it reported playable. Windows 10/11 x64 with D3D12 and ROV, you supply an Xbox 360 ISO (the installer extracts it), and the F5 options give you language, a 60 FPS patch and level unlock, plus a DLC drop folder. (GitHub)
‘Splosion Man (Xbox 360)
thefixinhixon’s SplosionManRecomp is a ReXGlue static recomp, and the README calls the Linux build (AppImage, v2.0) fully playable with FSR upscaling and controller vibration. The Windows build is only a test pre-release verified through Proton, and you supply your own XBLA package or an extracted default.xex. (GitHub)
Alter Echo (Xbox)
alter-echo-recomp is a static recomp with a Direct3D 11 backend whose README gives the status as playable start to finish, played through on Linux, with Windows 10/11 marked experimental and untested on a real PC. You supply the NTSC Xbox release, and the repo’s own first line calls it Claude slop. (GitHub)
Black (Xbox)
black-pc loads your own default.xbe and runs the original x86 game code on a PC, and the README says the game is fully playable, with a native Windows build (also playable on Linux) and in-game PC settings. It supports the NTSC-U and PAL releases and was made with AI assistance. (GitHub)
Cars Race-O-Rama (Xbox 360)
Cars-Race-O-Rama-Recompiled is a ReXGlue recomp that the README says is playable from start to finish, with slowdowns and graphical bugs (the lighting is the worst of it). You supply your own ISO in an assets folder, and it hasn’t been updated since March. (GitHub)
Gears of War (Xbox 360)
ReGears is a ReXGlue-based native Linux x86-64 port that the README says can be played from start to finish, with a 60 FPS mode, FSR upscaling and controller or keyboard and mouse, though heavy scenes still drop below 60. Windows support is listed as a next step, and you build it from your own disc. (GitHub)
Raskulls (Xbox 360)
Graine25’s raskulls is an unfinished Rexglue recomp that the README admits runs badly and has missing vtables, but it also says the game is “fully playable (vtables missing aside)”, so treat that as an unverified claim. (GitHub)
Rayman 3 HD (Xbox 360)
MysteriousAeon’s rayman3-hd-recompiled (v1.0.1) is a native Windows port, and the README says the game was completed from beginning to end during human playtesting of that version. You supply your own Xbox 360 game package, and it adds an optional Turkish translation, HD+ visual fixes and mod support. (GitHub)
Rockstar Games Presents Table Tennis (Xbox 360)
vincequene’s rockstar-table-tennis-recomp is a ReXGlue static recomp for PC, and the README lists “Full game, playable” with a controller or keyboard, system link and achievements. You supply your own Xbox 360 ISO and it builds the game locally. (GitHub)
Saints Row (Xbox 360)
Saints Reborn (formerly SaintsRowPC) is a Windows port made with the ReXGlue SDK, and the README says it is fully playable from start to finish: the whole story, side missions and free roam, with built-in co-op. You build it from your own disc. (GitHub)
Sonic the Fighters (Xbox 360)
Rayz0rum’s Sonic the Fighters Recompiled DX is a native Windows recomp of the XBLA release, and the README lists the full game as playable from start to finish. It adds optional path tracing and the README says AI was used for the continued work. You supply your own Xbox 360 or PS3 copy. (GitHub)
South Park: Let’s Go Tower Defense Play! (Xbox 360)
superheher’s south-park-tower-defence-recomp (v1.0, June 10) is a ReXGlue static recomp that the README says is fully playable on Linux and Vulkan, from boot through menus and matches to saves, with some dips on the heaviest waves. You supply your own dump. (GitHub)
SSX Tricky (Xbox)
OpenTricky (0.1.3) is a Windows port with Linux and Steam Deck support through Proton, and the README says you can play it from start to finish, though it is an unstable release with rough parts. You supply a USA Xbox disc image. (GitHub)
Street Fighter X Tekken (Xbox 360)
danny199012’s StreetFighter-X-Tekken-Recomp is a ReXGlue Windows port (D3D12), and the README says it is playable end to end, with menus, character select and full fights tested on a DualSense, though it never mentions the other modes. You supply your own disc. (GitHub)
UFC Undisputed 3 (Xbox 360)
360recomper’s UFC3ReX is a native Windows ReXGlue port, and the changelog says career mode is playable start to finish (no crash at the end of the first fight or the first main-card fight). It adds a mods folder and an expanded roster limit, you supply your own ISO, and automoto’s Unchallenged3 is a separate recomp that also says fully playable. (GitHub)
WWE SmackDown vs. Raw 2007 (Xbox 360)
HollywoodAkeem’s SVR07-Recomp is a native Windows recomp that the README says is playable end to end at a stable 60 fps, with menus, match types, create-a-superstar and season mode working, though there is a roughly 10 percent chance per session of a GPU device-lost crash. (GitHub)
X-Men Legends (Xbox)
Legends Classic (0.4.0) rebuilds the Xbox game on top of your own PC copy of X-Men Legends II, so it isn’t a recomp of the original engine, and the README says every mission and the ending run in automated tests while a hand-played run is still under way. You supply the Xbox disc image and the PC sequel. (GitHub)
Conker: Live & Reloaded (Xbox)
conker-lr-recomp lifts the Xbox game’s x86 code to C and builds it for Windows, Linux and a hacked Switch, and the README says the single player game is playable. Multiplayer and Xbox Live don’t work, and you need your own unpacked copy of the game. (GitHub)
Fight Night Champion (Xbox 360)
FNC Reborn is a native Windows port that the README says is playable, with Fight Now, Legacy mode, Champion mode, Create a Fighter and saving all working at 60 FPS. Known issues are minor, like fighters briefly vanishing after skipped cinematics, and you build it from your own disc. (GitHub)
Fuse (Xbox 360)
FuseRecomp is a ReXGlue recomp for Windows and Linux, and the README says it’s playable offline, with video, audio, gameplay, achievements and saves working. Online isn’t supported, and it needs that exact retail disc. (GitHub)
Futurama (Xbox)
Futurama-The-Game-The-Recomp is a native Windows build of the 2003 Xbox game, and the README says the whole game was rebuilt in C++ and checked frame by frame against the original through bot runs and live lockstep play. The author says Claude Opus did most of the heavy lifting, and you need your own NTSC-U copy. (GitHub)
Fuzion Frenzy (Xbox)
openfrenzy is a decompilation with a native Apple Silicon Mac port, and the README says it plays the whole game at about 60 fps: tournaments, Minigame Frenzy and all 45 minigame variations. The README says AI agents (Claude) wrote the code, so expect errors, and it’s Mac-only. (GitHub)
Justice League Heroes (Xbox)
JusticeLeagueHeroes-XboxRecomp is a native Windows recompilation, and the README says the local build has been played through by the project tester while the first release candidate is still being validated. Mods and automatic updates are unfinished. (GitHub)
Midnight Club 3: DUB Edition (Xbox)
mcdub3-nx recompiles the Xbox game for Switch, Linux, macOS and Windows, and the README only says the Switch build can play toward 100% career progress at 20-25 FPS. The playability claim is for the Switch build, so treat the PC side as unproven. (GitHub)
Monster High: New Ghoul in School (Xbox 360)
mhnwis-nx is a static recomp for Switch and Linux, and the README calls it fully ported, with the Linux build playable through intros, menus, gameplay and saving. It’s tuned for a Steam Deck, and you dump your own disc. (GitHub)
Need for Speed: Most Wanted (2005) (Xbox 360)
NFSMW-Recompiled-Mobile is a ReXGlue recomp with a Windows x64 build, and the README says it’s playable with rough edges and runs from the prologue into free roam on a weak Intel GPU. It also has Android and iPhone builds, but I’d note that’s the prologue, not the whole game. (GitHub)
NHL 14 (Xbox 360)
bardown is a Linux and Windows recomp with its own Vulkan renderer, and the README says every offline mode has been played start to finish by the author and a friend. There’s a second NHL 14 recomp, tpalko420-tech’s nhl14-recomp. (GitHub)
NHL 14 (Xbox 360)
nhl14-recomp is a second, separate recomp that the README says plays full games of hockey at well over 60 fps and runs a Be a GM franchise from the entry draft through re-signing. It also ships a save editor and real-draft injector. (GitHub)
Ninja Gaiden Black (Xbox)
ngbrecomp is a Linux and Windows recomp with its own Vulkan renderer at a steady 60 fps, Steam Deck included. The README makes no explicit completion claim, so playable by all appearances. (GitHub)
Outpost Kaloki X (Xbox 360)
outpost-kaloki-x-recompiled is a native PC release with a launcher that unlocks the full game since the XBLA trial purchase can’t be made anymore, and it lists both story campaigns. The catalog flags it as AI-generated, though I’d treat the README’s own wording as the claim. (GitHub)
Pac-Man Championship Edition (Xbox 360)
Pacman-CE-PC-Recomp is a native Windows and Steam Deck build that the README calls very playable with minor dips. It makes no explicit completion claim. (GitHub)
Peggle 2 (Xbox 360)
peggle2-mac is a native Apple silicon Mac port, and the README says in plain words that it plays start to finish, though it’s a beta that needs testing on more Macs. It’s Mac-only. (GitHub)
Tenchu Z (Xbox 360)
TenchuZ-PC is a Windows and Linux recomp that the README says boots, plays movies and runs the menus, the hideout and missions at 30 fps. That’s a status list, not a finished-game claim. (GitHub)
The Bigs 2 (Xbox 360)
thebigs2 is a ReXGlue recomp with Linux and Windows builds and an experimental 60 fps mode. It makes no explicit completion claim. (GitHub)
Trials HD (Xbox 360)
trials-hd-recompiled runs on Linux and macOS, and the README says it’s playable with a controller or keyboard. It carries a disclaimer that the project was vibe coded with AI, so expect rough edges. (GitHub)
WWE 2K14 (Xbox 360)
wwe2k14-recomp is a native Windows x64 build, and the README says the menus, matches start to finish, entrances, the Royal Rumble and Hell in a Cell all work. WWE 2K14 never had a PC release, so this is how you get it. (GitHub)
DOS, Windows, Amiga and Mac
This one is a different beast from the console sections: most of these are engine reimplementations that have been around for years, which means they’re often better finished than the shiny new recomps. A lot of them read your original game data and skip the CPU-level translation entirely.
Fallout and Fallout 2 (DOS/Windows)
Fallout Community Edition and Fallout 2 Community Edition are both “fully working” reimplementations, and Fallout 2 also has a Reference Edition that’s the reconstructed source (the author points players to the CE). (GitHub: Fallout / Fallout 2)
- Fallout: Nevada – A total conversion set in Nevada; the port’s README says the original version, minus Sfall-dependent features, likely runs in Fallout 2 CE.
- Fallout: Sonora – A total conversion set in Sonora; the port’s README says the original version, minus Sfall-dependent features, likely runs in Fallout 2 CE.
- Fallout 2 Reference Edition (fork) – Reverse-engineered, functionally identical reconstruction of the original Fallout 2 source by the same author, not a mod platform.
The Elder Scrolls III: Morrowind (Windows)
OpenMW is a full engine reimplementation, and honestly the name tells you the whole story. (GitHub)
- Tamriel Rebuilt – Adds the mainland of Morrowind province with new NPCs, quests, guilds and factions.
- Skyrim: Home of the Nords – Adds the province of Skyrim to Morrowind with 100+ quests, large cities and many locations.
- Morrowind Enhanced Textures – Replaces every in-game texture with machine-learning upscaled versions while staying vanilla-friendly.
- Intelligent Textures – Full 4x AI-upscaled and hand-edited texture pack for Morrowind.
- AURA (OpenMW) – Sound overhaul ported from MWSE to OpenMW.
- Questman, Modern Quest Journal – Adds a new menu for tracking quests and journal entries.
- Inventory Extender – Overhauls the inventory with list view, category filters and favorites.
- Interface Reimagined for OpenMW – Modernizes dialogue and declutters the UI.
- Graphic Herbalism (MWSE and OpenMW Edition) – Optimized herbalism visuals with a configuration menu.
- N’Garde, Active Block and Parry – Adds an active blocking and weapon parrying system.
The Elder Scrolls II: Daggerfall (DOS)
Daggerfall Unity recreates the game on the Unity engine. (GitHub)
- Beautyfall – Replaces nearly 2000 environment textures with 4-8x resolution modernized versions.
- Daggerfall Dungeon Variety – Gives each ordinary dungeon type its own hand-authored texture set.
- World of Daggerfall Project – Restores Daggerfall’s intended world with new locations and mountains.
- Daggerfall Expanded Textures – Adds more textures to enrich the game’s environments.
- Handpainted model replacements – Replaces over 400 models and flats with higher-quality versions.
- Daggerfall Unity Quest Pack 1 – Adds 150-200+ new quests, mostly for guilds.
- D.R.E.A.M. – Broad suite of graphical and audio improvements.
- Daggerfall Enemy Expansion – Adds new enemies for dungeon encounters, quests and other content.
- Kab’s Unleveled Spells – Removes level scaling from spells and rebalances the rest of the game to match.
- Basic Roads – Adds roads and dirt tracks to the world.
Tomb Raider I–III (DOS/PC)
TRX plays all three start to finish by its README’s account, OpenLara is partial, and the PS1-side Tomb Raider: Chronicles has TOMB5, a partial decomp. (GitHub: Tomb Raider I-III / Tomb Raider / Tomb Raider: Chronicles)
Transport Tycoon Deluxe (DOS)
OpenTTD is a full reimplementation, and the free replacement graphics, sound and music packs mean you don’t strictly need the original files. (GitHub)
- OpenGFX – Free replacement base graphics set that ships as the default graphics for OpenTTD.
- OpenSFX – Free replacement base sound set for OpenTTD.
- OpenMSX – Free replacement base music set for OpenTTD.
- FIRS Industry Replacement Set – Adds new industries and cargo types to the game.
- zBase – 32bpp Blender-style replacement graphics at 2x and 4x zoom.
- NRT (NewGRF Roadtypes and TramTypes) – Adds 64 road and tram foundation types with matching vehicles.
- WIRES – Adds an electricity cargo and catenary-only track to carry it.
- PIPE – Adds pipelines for moving liquid cargo.
- NightGFX – Day-to-night conversion of the OpenGFX graphics.
- Cablecar – Adds catenary-only track for overhead cable cars.
- JGR’s Patch Pack (fork) – Community fork of OpenTTD adding many extra features.
- OpenTTD-patches (reldred) (fork) – A collection of patches applied on top of OpenTTD.
RollerCoaster Tycoon 2 (Windows)
OpenRCT2 is a full reimplementation. (GitHub)
- RCT2 HarryPotter Park and objects – Adds Harry Potter-styled custom rides, scenery and a scenario to RCT2, usable with OpenRCT2.
- Dynamic Dashboard – A plugin that adds a dynamic dashboard showing park statistics inside OpenRCT2 scenarios.
- StaffManager – A plugin that lets you double or fire all staff, or double individual staff types.
Dune II (DOS)
OpenDUNE and Dune Dynasty (built on the OpenDUNE engine) both run it. (GitHub)
- Dune 2 eXtended – A fan-made custom campaign for Dune II supported by Dune Dynasty.
- MrFlibble’s Alternate Scenarios – A fan-made set of alternate scenarios/campaign for Dune II supported by Dune Dynasty.
- Stefan Henriks’ Atreides campaign – A fan-made Atreides campaign for Dune II supported by Dune Dynasty.
- Super Dune II – A fan-made custom campaign for Dune II supported by Dune Dynasty.
- Normalized VOC.PAK – Replacement sound effects file by Tiddalick that removes DC-offset pops and clicks.
- SCDB 5-Device Mix soundtrack – External music pack mixing the PC Speaker, Tandy, AdLib, MT-32 and SC-55 Dune II tracks, supported by Dune Dynasty.
- rcblanke’s SC-55 recording – External music pack of the Dune II soundtrack recorded on an SC-55, supported by Dune Dynasty.
- Dune Dynasty (fork) – Enhanced Dune II port built on the OpenDUNE engine, adding skirmish/multiplayer, custom campaign and music pack support.
Theme Hospital (DOS)
CorsixTH (v0.70.1) plays start to finish and you supply the original game data. (GitHub)
Ultima VII (DOS)
Exult is an engine reimplementation. (GitHub)
- Serpent Isle Fixes – Repairs many usecode bugs in Ultima VII: Serpent Isle when played in Exult.
- G.W. Chapman custom shapes and sprites – A set of custom character, creature and weapon artwork in PNG and SHP format for Ultima VII parts one and two, made for use with Exult Studio.
Flashback (DOS/Amiga)
REminiscence is an engine reimplementation. (GitHub)
Heart of Darkness (Windows/PS1)
hode is an engine rewrite. (GitHub)
Another World (Amiga/DOS)
rawgl is a bytecode-interpreter engine. (GitHub)
Prince of Persia (DOS)
SDLPoP is a port built on the DOS disassembly. (GitHub)
- Secrets of the Citadel – A custom Prince of Persia level set by Falcury designed to be played with a modified SDLPoP, using its added features.
- Princess of Persia – A 2015 total conversion where you play as a princess, with custom graphics, sounds and new characters, packaged with SDLPoP 1.18.1.
- SNES Level 15 SDLPoP Remake – A level mod recreating the SNES version’s level 15, listed on the PoP Online Temple as an SDLPoP mod.
- SNES Remnants SDLPoP JP – A custom level pack based on SNES-version remnants, listed as an SDLPoP mod.
- KJs 8 in 1 SDLPoP JP pack – A bundle of eight custom level sets made for SDLPoP.
- PoP2 Split Levels SDLPoP JP – A custom level set adapting Prince of Persia 2 style levels to SDLPoP.
Prehistorik 2 (DOS)
pre2_port is clean, standalone Python that the README says plays the whole game with no emulator, so reported playable. There’s a prebuilt Windows binary, or you can run it on Windows, macOS or Linux with Python, and you supply the GOG assets. (GitHub)
Cannon Fodder (Amiga)
OpenFodder is an engine reimplementation. (GitHub)
- Bundled Amiga magazine demo campaigns – The campaign data pack ships six Amiga cover-disk demos (including Cannon Fodder Plus, Cannon Soccer and Alien Levels) plus a PC demo as extra playable campaigns.
- Random map scripts – Bundled editable JavaScript scripts generate randomized maps with random hostages, rescue tents and helicopters.
F/A-18 Interceptor (Amiga)
fa18-interceptor-port is reported playable start to finish, but there’s no release yet, so you’d be building it yourself. (GitHub)
F-15 Strike Eagle II (DOS)
f15se2-ex is a work-in-progress source port, and the README claims the entire game is playable with rendering and input ported to SDL, so take that as reported playable and lightly. There are no releases, so you build it from source on Linux or Windows with the original data, and LLM-assisted PRs are allowed. (GitHub)
The Settlers and The Settlers II (DOS/Amiga)
freeserf reimplements the first game and Return to the Roots (s25client) the second. (GitHub: The Settlers / The Settlers II)
- RttR game addons (e.g. Inexhaustible fish, Battlefield Promotion, Sea attack settings) (The Settlers II) – Optional built-in gameplay addons selectable in RttR that change rules such as unlimited fish, battlefield promotion and sea attacks.
- Forkserf (fork, The Settlers) – A continuation of Freeserf adding advanced AI, map generation and extra features, and is able to combine DOS and Amiga assets.
- freeserf.net (fork, The Settlers) – A Freeserf fork that adds advanced AI, map generation, new features and modding support.
Ambermoon (Amiga)
Ambermoon.net is a full C# rewrite. (GitHub)
- Ambermoon Advanced – A large episodic extension adding new story content to Ambermoon, bundled with Ambermoon.net releases (episodes 1 to 3 released so far).
- Custom music (external MP3 folder) – Lets players replace the in-game songs with their own MP3 files, such as the Atari tracks supplied by the author or fan remixes.
- Atari music pack – An optional download of 13 Atari-version tracks as MP3s that replace the Amiga songs.
Abuse (DOS)
The SDL port runs from the source that was released into the public domain, so it’s a source release, not a decomp. (GitHub)
Jazz Jackrabbit and Jazz Jackrabbit 2 (DOS/Windows)
OpenJazz handles the first (I could only find a search listing for it) and Jazz² Resurrection the second. (GitHub: Jazz Jackrabbit (OpenJazz) / Jazz Jackrabbit 2 (Jazz2 Resurrection))
Warcraft I and II (DOS)
Wargus and War1gus rebuild them on the Stratagus engine. (GitHub: Warcraft I / Warcraft II)
Command & Conquer and Red Alert (DOS)
OpenRA is a reimplementation that ships its own assets, and Vanilla Conquer is a portable build of the original engine from the released source. (GitHub)
- Command & Conquer: Apocalyptic Doom – GDI versus Nod in the Tiberium universe, following the 1995 C&C story.
- Command & Conquer – Combined Arms – Combines Command & Conquer and Red Alert units in one mod.
- ORA Pink Dawn (Command & Conquer) – Mod based on OpenRA’s Tiberian Dawn mod, released in three versions.
- OpenRA OREZ (Command & Conquer) – Combines Command & Conquer and Red Alert factions including GDI, Nod, Allies, Soviets and Yuri.
- Anthras Horizon: The Charred Earth (Red Alert) – Adds a large amount of new content to Red Alert.
- OpenRA – Schwerpunkt (Red Alert) – Alternate-history Red Alert mod.
- Red Alert – Real War – Rebalance addressing infantry being too durable against rockets.
- RA+ mod (Red Alert) – Expands the number of countries available per side in Red Alert.
- Pink Alert (Red Alert) – Another iteration of OpenRA’s Red Alert mod, based on RAClassic.
- FransBots (Red Alert) – Adds six additional skirmish bots for Red Alert.
UFO: Enemy Unknown and Terror from the Deep (DOS)
OpenXcom is a clone engine. (GitHub)
- X-Piratez (UFO: Enemy Unknown) – Total conversion set in 2601 where you lead a gang of pirates raiding aliens and their human collaborators.
- OpenXcom Co-op Mod (UFO: Enemy Unknown) – Adds cooperative multiplayer to the campaign and custom battles.
- ROSIGMA 40K (UFO: Enemy Unknown) – Multi-contributor Warhammer 40K-themed expansion combining the ROSE and IGMA projects.
- Rok 1995 (UFO: Enemy Unknown) – Polish mod that starts the game in 1995 with new maps, UFO vehicles, weapons and a new alien race.
- Awesome Guns (UFO: Enemy Unknown) – Weapons-focused overhaul by a fan of the original X-COM.
- X-COM Cutified (UFO: Enemy Unknown) – Replaces the vanilla graphics and UI with brighter, cuter artwork.
- Noyemi K’s UI Replacers (UFO: Enemy Unknown) – Replaces the battlescape UI with streamlined red, green or blue variants with clearer icons.
- VDBomber’s Music Pack for X-Piratez (UFO: Enemy Unknown) – Audio patch adding music to X-Piratez.
- OpenXcom Co-op Mod (Terror from the Deep) – Adds cooperative multiplayer to the campaign and custom battles.
- OpenXcom Extended (OXCE) (fork, UFO: Enemy Unknown) – Fork of OpenXcom with extra moddability, required by X-Piratez and the Co-op mod builds.
Heroes of Might and Magic II and III (DOS/Windows)
fheroes2 recreates the second from scratch and VCMI reimplements the third. (GitHub)
- Horn of the Abyss – Large expansion adding factions and content.
- In The Wake of Gods – Expansion mod for Heroes III.
- Tears of Ashan – Brings Heroes V-inspired features into Heroes III.
- Heroes III HD Edition Remastered – Graphical mod from the VCMI repository.
- The Great Expansion – Adds artifacts, heroes, skills, objects and spells.
- A Song of Ice & Fire – Map pack of 56 maps.
- Mighty Heroes III – Map pack of 350+ maps.
- Heroes III Orchestra – Music replacement mod.
- New Monsters Pack – Adds new creatures, abilities and heroes.
- VCMI extras – Lobby options, revisit/search buttons and other interface and gameplay enhancements.
Master of Orion (DOS)
1oom is an engine reimplementation. (GitHub)
- 1oom-fork (v2.0 vanilla and variant builds) (fork) – Community-maintained continuation of Kilgore Trout Mask Replicant’s 1oom v1.0 with fixes and extras such as UI extras and UI scaling.
Caesar III (Windows)
Julius and Augustus are reimplementations. (GitHub: Caesar III (Julius) / Caesar III (Augustus))
- Caesar III high-quality MP3 music – Replaces the original low-quality music tracks with MP3 files that Julius and Augustus load from an mp3 folder.
- Augustus (fork) – Fork of Julius adding gameplay changes such as roadblocks, market special orders, a global labour pool, partial warehouse storage, increased limits and zoom.
Gothic II (Windows)
OpenGothic is a reimplementation. (GitHub)
Imperium Galactica (DOS)
Open-IG is a beta reimplementation that ships the game files with permission, which is rare and nice. (GitHub)
Dark Forces (DOS)
The Force Engine is an engine reimplementation. (GitHub)
- Dark Forces Remaster HD assets – The port can load the HD assets from the Dark Forces Remaster, including remastered cutscenes, as an optional enhancement.
- Dark Tide 2 – A community Dark Forces mod that The Force Engine documentation uses as its example of how to install a mod in the Mods folder.
Syndicate Wars (DOS)
syndwarsfx (0.3.8.4358) is reported playable start to finish, but multiplayer is missing. (GitHub)
Magic Carpet (DOS (1994)
Magic-Carpet-port is a native Windows x64 (SDL2) port, and the README line says the whole game works, front end and the 50-level campaign included, though it’s a README line and not an exhaustive test, so I’d call it reported playable. I didn’t check for releases, and you supply the original carpet.exe and data. (GitHub))
Descent and Descent 2 (DOS)
DXX-Rebirth and DXX-Retro both run them from the released game source. (GitHub: Descent / Descent)
StarLancer (Windows (2000)
OpenReliant (v0.20.0, October 22, beta) says the whole campaign is playable from the first mission to the end, which I’ll file under reported playable. It runs on Windows, macOS and Linux (x86_64/aarch64), you supply the retail StarLancer files, and a Mods folder replaces models, sounds, music, speech, movies and missions. (GitHub))
Duke Nukem II (DOS)
RigelEngine is a drop-in replacement engine. (GitHub)
- HQVFX – Replaces visual effects such as explosions, fire and laser shots with high-resolution sprites featuring glow and partial transparency.
- HQSFX – A higher-quality sound pack that replaces the sound effects and music snippets while staying close to the original Duke II sound.
- TurDUKEn – A joke mod that puts a turkey running around the factory level (yes, really).
- Sunglasses mod – Makes Duke wear sunglasses in gameplay sprites, menus, story screens and the intro movie.
- Duke Niko – Replaces the player sprite with an alternative character.
- Roobar’s Duke Nukem II Mod – Replaces the first three levels of episode 1 with new levels, backgrounds and a music track.
- SNP1 – A custom level replacing E2L1, built with K1n9_Duk3’s Enormous Tool.
- RigelEngine built-in mod manager and high-fidelity replacement support – The port ships a mod manager and loads PNG, MP3 and other modern-format replacements for tilesets, backdrops, sprites, sounds and music.
Commander Keen 4–6 and Keen Dreams (DOS)
Omnispeak handles the Galaxy games and ReflectionHLE covers Keen Dreams and the Wolfenstein-era engines. (GitHub: Commander Keen 4-6 / Keen Dreams)
- Operation Station Infiltration – A full source mod with 19 levels plus a secret level set in a Keen 5-style space station, and the first mod to use Omnispeak.
- The Keys of Krodacia – A Keen mod included in adapted form as an example in the Omnispeak Modding Preview Kit.
- Keen Asylum – A Keen mod included in adapted form as an example in the Omnispeak Modding Preview Kit.
- Keen 5.5 – A Keen mod included in adapted form as an example in the Omnispeak Modding Preview Kit.
- omnispeak-3ds (fork) – A Nintendo 3DS port forked from Omnispeak.
Carmageddon (DOS/Windows)
dethrace is a reimplementation that replaced the original assembly with C (non-matching), ongoing. (GitHub)
Diablo and Hellfire (Windows)
Devilution decompiled the original and DevilutionX is the port you actually play. (GitHub: Diablo / Diablo)
- Apocrypha – A DevilutionX 1.3.0 balance patch that adds new shrines and apocryphal texts.
- Middle Earth Mod – A DevilutionX version of the Middle Earth mod originally made for Diablo 1.07.
- DiabloX – A mod that increases the challenge and rebalances Diablo.
- Diablo Core – A DevilutionX 1.3.0-based mod that makes Diablo more of a rogue-like, ironman-style game by default.
- Polish dub – An optional professional Polish voice-over pack for DevilutionX distributed by the project.
- Russian dub – An optional Russian voice-over pack by Stream for DevilutionX distributed by the project.
- Rogue-like Text Renderer (fork) – A DevilutionX branch that renders the game as text in a rogue-like style.
- Raspberry Pi Sense HAT Renderer (fork) – A DevilutionX branch that renders the game on a Raspberry Pi Sense HAT LED matrix.
Cave Story (Windows freeware)
CSE2 is a decompilation and doukutsu-rs is a separate Rust reimplementation, so you have two routes. (GitHub: Cave Story (CSE2) / Cave Story (doukutsu-rs))
- Cave Story: Tweaked (fork) – An enhanced fork of CSE2.
Marathon 1, 2 and Infinity (Classic Mac)
Aleph One is a source continuation of the Marathon 2 engine (this one’s for the Marathon diehards). (GitHub)
- MaraToon (Marathon) – Graphics plugin giving Aleph One Marathon a toon-style look.
- Eternal X (Marathon Infinity) – Standalone Aleph One total-conversion scenario with new maps, music and writing, in development since 2018.
- Apotheosis X (Marathon Infinity) – Aleph One scenario/mod with new sound, scripting and maps; no longer under active development.
- Marathon Phoenix (Marathon Infinity) – Aleph One scenario with a remastered soundtrack.
- Trojan (Marathon Infinity) – Aleph One Marathon scenario with remastered sounds and music.
- Dungeons Presents Hellpak Vol. 1: Not Recommended by Doctors (Marathon Infinity) – Aleph One scenario that runs under Marathon Infinity and continues the Dungeons series.
- Return to Marathon (Marathon Infinity) – Multi-chapter Aleph One scenario with new maps, music and scripting; Chapter 1 is released.
- Ultramarathon (Marathon Infinity) – Marathon total-conversion style mod listed on ModDB with its own add-ons.
- Epitome (Marathon Infinity) – Aleph One mod/scenario listed on ModDB.
- Aleph Bet (fork, Marathon) – Early-stage fork of Aleph One with added features targeting a 0.9 release.
Maelstrom (Classic Mac)
The libsdl-org Maelstrom port (release-4.0.2) is reported playable start to finish. (GitHub)
Glider PRO (Classic Mac)
Aerofoil (1.1.2) is reported playable, but there’s no story ending and the last release dates to 2021, so don’t expect updates. (GitHub)
Pangea Software’s Bugdom, Bugdom 2, Nanosaur, Nanosaur II, Otto Matic, Cro-Mag Rally and Billy Frontier (Classic Mac/Mac)
All seven have ports by jorio, each in its own repo. (GitHub: Bugdom / Bugdom 2 / Nanosaur / Nanosaur II / Otto Matic / Cro-Mag Rally / Billy Frontier)
Dungeon Master (Atari ST)
dungeonMaster-codex is a remake, not the original engine.
ScummVM (many DOS adventure games)
ScummVM is the long-running engine-by-engine reimplementation, and one entry here stands for a very long list. (GitHub)
3D Pinball: Space Cadet (Windows)
SpaceCadetPinball is a non-matching reverse engineering plus an SDL2 port, and it’s playable (yes, the pinball game that shipped with Windows). (GitHub)
Zuma Deluxe (Windows/Mac)
CircleShootApp is reported fully playable, though it may have bugs. (GitHub)
Crimsonland (Windows)
banteg/crimson is a matching decomp plus a Python/raylib reimplementation, playable. (GitHub)
TerraFire (DOS)
terrafire-port is reported playable, though there’s no tagged release to point at. (GitHub)
3D Maze (Windows 9x screensaver)
Playable3DMaze is an injected-DLL patch, not a decomp, but it makes the screensaver playable. (GitHub)
Plants vs. Zombies (Windows)
re-plants-vs-zombies is a reimplementation on SDL and OpenGL that works on Windows and Linux, and ITSeniy’s v0.7.0 is a separate project for the X360 console edition that’s reported playable start to finish. (GitHub: Plants vs. Zombies / Plants vs. Zombies (X360))
- re-plants-vs-zombies (headshot2017 fork) (fork) – SDL2 and OpenGL fork of Patoke’s decompilation that runs on Windows and Linux and also targets Switch and 3DS.
- PvZ Portable (fork) – Separate community reimplementation of PvZ GOTY on SDL2 and OpenGL ES 2.0 with an optional DO_FIX_BUGS build flag.
Touhou 6: Embodiment of Scarlet Devil (Windows)
EoSD-portable runs on Windows, Linux and macOS.
Resident Evil 2 (Windows/PS1)
OpenBiohazard2 is a reimplementation of the engine that’s only partly playable so far. (GitHub)
ShortLine (Windows)
reSL is a complete reimplementation with releases, and there’s a browser build too. (GitHub)
Urban Chaos (Windows (1999)
OpenChaos (v1.0.2, June 27) is a source port of the 1999 original and says it’s fully playable from start to finish, and it was developed using AI on top of the original source code. It runs on Windows x64, Apple Silicon macOS and Linux (Steam Deck), you supply the game files from Steam, GOG or a disc, and resource mods and localizations work while exe-patching mods don’t. (GitHub))
Vyruz: Destruction of the Untel Empire (Windows (2001)
OpenVyruz has prebuilt Windows and Linux binaries in Releases, and the README says the whole game is there and can be completed, which is all I have to go on, so reported playable. You supply the original game data on Windows 11 or Linux, and modding goes through –extract/–compress. (GitHub))
The X-Files Game (Windows (1998)
shiloh is a Rust engine reimplementation, and the README says the game can be played from start to finish, with complete playthroughs done in the browser version, so reported playable. There’s a native SDL2 window (tested on macOS, run on Windows, Linux untested) plus a WebAssembly browser build, and you supply the original game discs or data. I couldn’t retrieve any release data. (GitHub))
Atlantis: The Lost Tales (Windows, 1997)
Atlantis Native (v0.4.0, October 22) is a Rust port by ripleyXLR8 that runs on Windows 10+ x64, Apple Silicon macOS 11+ and Linux x64 and arm64, and the README says it plays from the first screen to the last, which is an author claim I haven’t seen anyone else confirm, so file it under reported playable. The README also says most of the code was written by Claude through Claude Code, with the maintainer directing and reviewing. You supply your own game files (atlantis.exe plus the BIGCD1-4.BIG files, a GOG install folder, or CD images), and no mods turned up. (GitHub)
A2 Racer II (Windows (1998)
A2RacerIIRE is an engine reimplementation that the README says is playable from start to end (the whole career, all tracks, traffic and police), though it’s still being polished. You supply your own CD or an ISO, the exe is in Releases, and the Linux and Android builds come from CI and haven’t been tried on a device. (GitHub))
Airline Tycoon (Windows (1998)
The AirlineTycoon project completes the partial source code that GOG ships with Airline Tycoon Deluxe, and the README says singleplayer is fully playable without issues, with multiplayer moved to ENet instead of DirectPlay. You supply the assets from the First Class, Evolution or Deluxe edition, you build it with Visual Studio 2019, and the last commit is from 2022. (GitHub))
American McGee’s Alice (Windows)
Looking Glass is a Rust re-remaster engine that uses the 2011 rerelease’s game data, and the README says you can play from the opening to the final boss, ending and credits, all 39 campaign visits, in an experimental Windows preview (v0.32.0-preview.2). You supply your own compatible game files through a guided setup. (GitHub)
Amnesia: The Dark Descent (Windows)
The Redux project reworks Frictional’s HPL2 engine with a Vulkan renderer and Slang shaders, and the README says it’s playable end to end but expect rendering artifacts and broken functionality. Windows and Linux builds are on itch.io and GitHub Releases, you copy them into your own retail install, and A Machine for Pigs gets a separate build. (GitHub)
Banished (Windows)
Un-Banished is a from-scratch Rust engine that reads the game files from your own copy, and the README says the whole game runs in beta, with every building, trade and disaster working and original saves loading. It runs on Windows, macOS, Linux and in a browser via WebAssembly, and it was built with AI agents. (GitHub)
Bedlam 2: Absolute Bedlam (DOS)
The Bedlam2 source port moves the never-officially-released DOS game to SDL on Windows and Linux, and the README says it compiles and is fully playable in single player with all known crashes fixed. It skips the level files that were never created, rebalances some robots, and you supply the original game, with the last commit in 2023. (GitHub)
Densha de GO! Final (Windows (2004)
ddg-recomp is a static recomp of the PC version on SDL3 for Linux, Windows and macOS, written mostly by Claude per its README. The status reads playable from boot to the end of a run (all modes tried, movies skipped), which for a train sim is about as close to a finish line as it gets, and you supply your own copy plus a non-CD perfect.exe. (GitHub))
Dune (DOS (1992)
Cryogenic is a C# reimplementation of the Cryo CD version running on Spice86, and the README says the game is fully playable with sound and music through hybrid ASM and .NET execution while more routines get converted. You supply DNCDPRG.EXE (version 3.7) and DUNE.DAT, and it covers Windows, macOS and Linux. (GitHub))
F-117A Nighthawk Stealth Fighter 2.0 (DOS)
OpenNighthawk is an AI-powered recomp and decomp for Windows, and the README says the whole game loop runs, from setup and intro through takeoff, flight and debriefing. It doesn’t claim anyone has finished a campaign, so reported playable at best, and you supply your own GOG or Steam copy. (GitHub)
Harry Potter and the Philosopher’s Stone (Windows (2001)
Flipendo is an engine built on SurrealEngine that the README says plays the first game from start to finish on Windows, Linux and macOS, while Chamber of Secrets is still in progress. You supply your own copy, and it has no SafeDisc problem. (GitHub))
- Improved movement – Gives HP1 the second game’s controls, with strafing, mouse turning and moving while holding a spell.
- Cutscene skip and Storybook skip – Press Space to skip cutscenes and storybooks.
- Fast forward – Hold Shift to play at 2.5x speed.
- Map fixes – Fixes broken paths in the original maps.
- Texture packs – Loads replacement .dds textures, such as the ESRGAN upscale pack.
Heretic II (Windows (1998)
Heretic2R is a reverse-engineered source port with widescreen and OGG music, and the README says singleplayer is relatively well tested and the game is completable without major issues, while co-op is practically untested. You supply your own v1.06 game data, and its saves aren’t compatible with the original’s. (GitHub))
Lands of Lore: The Throne of Chaos (DOS)
Lands-of-Lore-RS is a Rust engine that plays your own copy without DOSBox, and the README says the whole game is playable, from the intro and all 29 levels to the finale with credits and the CD version’s speech. It needs Windows 11, and Claude is credited as a collaborator. (GitHub)
LEGOLAND (Windows (1999)
legoland-port is built in the manner of isle-portable and, per its README, has been played from start to finish on Windows 10/11, with Linux, Android and the web build still in play testing. You supply the CD, a mounted ISO or a copy of its folder. (GitHub))
Little Big Adventure 2 (DOS)
The Ida edition builds on the community engine source and yaz0r’s fork and is described as fully playtested in all scenes, fully playable and completable on Windows, with the gameplay bugs it found fixed. You point it at the Common folder of a GOG or Steam copy, and the last commit was in March. (GitHub)
Master of Orion II (DOS)
orion2re is a restoration of the game engine that the README says is fully playable and includes all bug fixes and optional community improvements up to the unofficial 1.50 patch. It builds for Windows, Linux and macOS arm64, you supply the original game data, and the README says it was built with AI agents under human direction. (GitHub)
MDK (DOS (1997)
mdk-sdl is a C# and SDL3 port, tagged 1.0, whose README says the whole game can be played through and has been playtested level by level. It runs on Windows, Linux, macOS, Android and Steam Deck, and it reads your own installed copy such as the GOG one. (GitHub))
- HD textures – An optional mod that upscales the game’s textures and HUD 2x locally with Real-ESRGAN from your own copy.
MiG Alley (Windows)
rerunner’s migalley is a native Linux port (SDL2 and Vulkan), and the README says the game is fully playable, with the campaign, AI and mission logic behaving as in the original release. (GitHub)
Need for Speed: Carbon (Windows)
nfs-carbon-mac is a static recomp for Apple Silicon Macs with a Metal renderer, and the README says it is fully playable, with career, races, the garage and menus at 60 fps. You supply your installed PC copy (version 1.4). (GitHub)
Need for Speed: Most Wanted (Windows, 2005)
codepdbh’s nfsmwpc-recompiled (v0.1.7) is a static recomp of the PC executable, validated on Windows and built for Android (ARM64 and ARMv7), and its README lists racing, police and saving as user-confirmed fully playable, with LAN play tried on two phones. RumiHasegawa’s v0.1.0 custom release of the same project says the same. You need the PC game data. (GitHub)
Populous: The Beginning (Windows)
OpenPopTB-MacOS is a static recomp of the GOG release for Apple Silicon Macs, and the README says single player is fully playable, including the campaign, tutorial and the Undiscovered Worlds expansion, though multiplayer isn’t there yet. (GitHub)
Project I.G.I.: I’m Going In (Windows)
igi-recomp is a static recomp of the original x86 executable, and the README says the full game is playable on macOS and on the PS Vita (real hardware and Vita3K). It adds a Brazilian Portuguese language and you supply your own game installation. (GitHub)
Quake (DOS)
Quake VR: UNLEASHED is a VR source port of the engine (Ironwail with OpenXR) for Windows PCs, and the README says the original campaign and all official mission packs are fully playable. It was only playtested on a Meta Quest 3 through Virtual Desktop.
Scratches (Windows)
SCream Redux reimplements the SCream engine in C++20 with SDL3 and OpenGL, and the README says both the Director’s Cut (including The Last Visit) and the original 2006 release are playable from start to finish, with an automated player reaching each ending. You supply your own copy. (GitHub)
Star Wars: Yoda Stories (Windows)
YodaStoriesNG rebuilds the game from its own data file with no original executable, and the README says Yoda Stories is playable end to end (fifteen missions, procedural worlds, combat, save and load). It also handles Indiana Jones and His Desktop Adventures, but that one’s bot has only won a single world. You supply the original data. (GitHub)
SunDog: Frozen Legacy (Atari ST)
laanwj’s sundog is a port using a p-system interpreter, SDL2 and OpenGL ES, so no ST or 68000 emulation, and the README answers “fully playable?” with a yes, adding that all the critical things are implemented but bugs could remain. (GitHub)
Test Drive III: The Passion (DOS)
kylofon’s test-drive-3-sdl3 is a C reimplementation for Windows (SDL3), and the README says the VGA version is ported and playable, with all five cars, both courses with every leg and route, traffic, police and replays, though EGA, Tandy and MT-32 support is missing. You supply the original DOS files. (GitHub)
The Great Battles of Alexander, Hannibal and Caesar (Windows)
opengboh is a Rust reimplementation of the Erudite engine, and the README table lists all three as playable with their own rules, battles and campaigns (Alexander also says the AI). It is developed on macOS, with Windows and Linux untested, and you need your own copies (the GOG releases work). (GitHub)
Touhou 8: Imperishable Night (Windows)
N0zoM1z0’s th08-web is a source-built browser port that needs two of your own retail DAT files, and the README says it is playable from title to ending, with practice, Music Room and browser-local replays and saves exercised. (GitHub)
Ultima IV: Quest of the Avatar (DOS)
xu4 is a reimplementation, and the README says the game is fully playable with the original DOS EGA or upgraded VGA graphics and compatible savegames. It adds optional extras like Ultima V style reagent mixing and spoken NPC dialogue. (GitHub)
World of Warcraft 1.12.1 (Windows)
benilla is a client written from scratch in Rust and Bevy, and the README says it is complete and fully playable, though it has no prebuilt downloads and needs your own 1.12.1 client data and a 1.12.1 server (vmangos is what development uses). (GitHub)
AirStrike 3D, AirStrike 2 and AirStrike II: Gulf Thunder (Windows)
openairstrike is a from-scratch C++17 engine that loads the original DivoGames data, and the README says all 20, 18 and 24 missions of the three games play to the end. Co-op isn’t done, it runs on Linux, Android and in the browser, and you supply your own game files. (GitHub)
Atomic Bomberman (Windows)
atomic-bomberman is a from-scratch reimplementation that the README says plays local matches on every level, plus new client-server network play. The Windows build is described as new and possibly needing fixes, and it ships a free replacement asset set so you can try it without the original. (GitHub)
Breath of Fire III (Windows)
BreathOfFire3PCPort overhauls the 2001 Chinese PC port, and the README says the decompilation is effectively complete, with the original exe replaced by a new one that needs only your game data and runs in English, French, German and Japanese. Only testing remains, according to the README, so I’d call it playable but not yet signed off. (GitHub)
Catz (Windows)
catz-recomp statically recompiles the 1996 Win16 pet game to native Windows, and the README says it’s playable, with adoption, toys and the pet’s behaviors all working. It’s a toy more than a campaign, so there’s no ending to finish. (GitHub)
Championship Manager (1992) and Championship Manager 93 (DOS)
cm-recomp recompiles the DOS games to native code on Linux with SDL2, and the README says the first two play through title, new game, season, results and cup fixtures. The Italian editions only get as far as the first cup rounds, and the repo also has a complete matching decompilation. (GitHub)
Command & Conquer: Generals and Zero Hour (Windows)
GeneralsX runs both games natively on Windows, macOS and Linux, and the README claims 100% retail compatibility including the single-player campaigns, though I saw no independent completion run. It has cross-platform online multiplayer too. (GitHub)
Command & Conquer: Tiberian Sun (Windows)
OpenTS is a standalone rebuild of the engine, and release 0.1.0 runs the full Tiberian Sun 2.03 Firestorm game, with the README saying the GDI, Nod and Firestorm campaigns, skirmish and save/load were played through in testing. LAN multiplayer has seen less testing. (GitHub)
Hollywood Monsters (Windows)
hollywood-monsters-port recompiles the FX Interactive Windows edition to portable C for Linux, Windows and the Vita, and the README says its automatic walkthrough played the whole game, with a full video of it. An English fan translation is supported. (GitHub)
Ignition (Windows)
ignition is a C99 reimplementation of the 1997 racer from the reverse-engineered Windows exe, and the README says single races and whole championships are playable from start to finish. About 70% of the code is ported, macOS is the playable build, and Linux and Windows are less tested. (GitHub)
Immercenary (3DO)
pc-immercenary recompiles the 3DO’s ARM60 code on a Portfolio OS reimplementation, and the README says it plays from the logos through the city, the death and debrief and a second jump. That’s a vertical slice of a playthrough rather than a completion run, and you need your own disc image. (GitHub)
Metal Mutant (DOS)
metal-mutant-web is a JavaScript reimplementation of the engine that runs in a browser and reads your original game files. The README says it was checked against the original over about 96,000 frames on all levels, but I saw no explicit completion claim. (GitHub)
Moto Racer (Windows)
MotoRacerRecomp translates your GOG copy’s Windows exe to C for macOS, Windows and Linux, including the Steam Deck. The README lists no missing features, but it makes no explicit completion claim either. (GitHub)
Motocross Madness 2 (Windows)
OpenMCM2 is a Rust engine for macOS, Windows and Linux that the README says was entirely vibe coded with Claude Code, and it covers career, events and replays. The README doesn’t state a completion run, so it’s playable on paper. (GitHub)
Nibby Nibble (Amiga)
nibbynibble-java is a plain Java rewrite of the 1993 Amiga game from the decompiled 68000 code, and the README says it was checked pixel-identical against the original. A separate routine-by-routine emulated version lives in the repo’s emu folder. (GitHub)
Richman 4 (Windows)
richman4-remastered rewrites the 1998 game as a native C++20 engine for Mac (Apple Silicon), Android and iPhone, and the README (in Chinese) says the original rules, toolbars, banks, stocks, minigames and ending screens are all reproduced. It needs your own Steam copy. (GitHub)
Rugby 08 (Windows)
rugby08 recompiles the 2007 PC game to WebAssembly so it runs in a browser tab, and the README advertises the full game: menus, Play Now matches, My Rugby, videos and audio. It adds online play for up to four. (GitHub)
Saboteur II: Avenging Angel (DOS)
saboteur2 is a recompilation of the DOS exe with Windows, Mac and Linux releases, and the README describes all nine missions, with the code for the next one shown on finishing. It says about 99% of the code is LLM-generated and only roughly reviewed. (GitHub)
Sensible World of Soccer (Amiga)
OpenSWOS rebuilds the Amiga game in C for Windows, macOS, Linux, the Raspberry Pi and the Amiga 1200, with online multiplayer, and the README says it has the whole game: friendlies, leagues, cups and career mode with transfers. Downloads are on itch.io. (GitHub)
Sid Meier’s Colonization (Windows)
OpenCol’s win-port is a function-by-function rebuild of the 1995 Windows version that the README says is the same game with the same rules, AI, graphics and saves, native on Windows 7 to 11. macOS and Linux go through Wine. (GitHub)
Super Methane Brothers (Amiga)
Methane is a conversion for Linux, Windows and Android, and the README says its recorder captures a whole game and replays it to the finish, which is a sign the full game runs. It doesn’t spell out a campaign claim otherwise. (GitHub)
The Legend of Heroes: Trails in the Sky FC (Windows)
trails-in-the-sky-fc-recomp is a native port for Windows, Linux and the Switch, and on Windows the README says it’s the game as you know it, with its own settings menu. It uses your Steam copy’s assets. (GitHub)
Theme Park (DOS)
OpenPark is a Mac-first static recomp, and beta 1.4’s README says the intro and the whole game run natively at the original’s pace. Only macOS on Apple Silicon is playable so far, with Windows and Linux planned. (GitHub)
Titanic: Adventure Out of Time (Windows)
titanic-godot is a Godot port at v0.6.0 for Windows, Linux, macOS and Android, and the README calls it perfectly playable with the original assets. It supports an optional HD artwork pack, and the public builds don’t include the game. (GitHub)
Titus the Fox: To Marrakech and Back (DOS)
FoxRV is a C17 and SDL3 engine for Windows and Linux (with a 3DS build) that the README says plays the original levels with the original rules. It adds widescreen and AdLib or PC speaker music, and the author mentions finishing the game only once or twice as a kid. (GitHub)
Total Annihilation: Kingdoms (Windows)
OpenKingdoms is a from-scratch C11 engine, and its status table says Skirmish, the Book of Darien and Iron Plague campaigns and multiplayer are playable, even in a browser. The README is clear that it isn’t a finished product. (GitHub)
Sega
Sonic dominates this section, which surprised nobody. A lot of the Genesis stuff is still partial.
Sonic the Hedgehog 3 & Knuckles (Genesis)
Sonic 3 A.I.R. is an engine reimplementation and remaster reported playable, and a separate static recomp (Sonic3AndKnucklesRecomp) is only at “bring-up” stage, so A.I.R. is the one to grab. (GitHub)
- Eggman 3 Angel Island Revisited – Lets you play as Dr. Eggman escaping the island on foot while Sonic, Tails and Knuckles appear as bosses.
- Megamix Movesets – Gives Sonic, Tails and Knuckles new abilities drawn from the Sonic the Hedgehog Megamix fan project.
- Extra Slot Mighty – Adds Mighty the Armadillo as a separate playable character with his own moves and sprite.
- Extra Slot Ray – Adds Ray the Flying Squirrel as a playable character who can glide and air boost.
- Blue Sphere Plus – Adds a Sonic 3K mode for quickly running through Special and Secret Stages plus separate character pairings.
- SAWNIC – Adds visual effects, new music and combat abilities for boss battles based on the fangame Newtrogic Panic.
- Ultimate Metal Sonic – Replaces Sonic with Metal Sonic, who can deflect bullets, has an electromagnetic shield and nine palettes.
- Amy Rose With Custom Super Form – Replaces Tails with Amy Rose, who has hammer moves and her own Super form.
- Sonic 3: D.A. Garden Edition – Adds new levels, special stages, weather and time-of-day options, a Hard mode, challenge and speedrun modes based on the ROM hack.
- Modern Sonic Moveset – Gives Sonic moves from recent games such as Lightspeed Dash, Air Boost, Stomp and Somersault with custom physics.
Sonic CD (Sega CD)
The 2011 remaster has a complete decomp (RSDKv3) that’s playable on PC, but it needs assets from that remaster, not the original disc. (GitHub)
Sonic Mania (PC/console)
The Sonic-Mania-Decompilation is complete and reported fully playable, though Mania wasn’t a Sega console original so it’s a bit of an oddball here. (GitHub)
- ManiaTouchControls – Adds on-screen touch controls so the decomp can be played on touchscreens.
- Max Control – Lets you freely customize Sonic’s moveset.
- Ducky’s Dev Tools – Adds extra development helpers.
- GLShaders – Copies the RSDKv5 shaders into the mods folder to turn on OpenGL shaders and screen filters.
Streets of Rage and Streets of Rage 2 (Genesis)
SOR2 New Era is a reverse-engineered native port reported playable (version 3.1.0), but I couldn’t find a GitHub repo for it, so no link and no README to quote. StreetsOfRageProject (the first game) is partial and AI-assisted: it recompiles the game but still leans on an emulated video and sound layer, and its README says function discovery isn’t finished (called addresses with no compiled routine get logged and added to a list by hand). (GitHub: Streets of Rage)
Shinobi III: Return of the Ninja Master (Mega Drive)
ninja-master (v0.1.4, October 16) calls itself a complete, unofficial port with all seven rounds, playable from start to finish, and the README says full playthroughs were tested on Linux and Windows. There are Windows (.msi/.zip), macOS and Linux (deb/rpm/tar) builds, and you supply the US ROM (shinobi3_us.bin). (GitHub)
Wonder Boy in Monster World (Mega Drive)
wbmw-decomp has no releases, so you build it from MSYS2 on Windows (SDL2), and the README says the game is playable from start to finish, so reported playable. You drop your ROM in the rom folder, and the sound CPU is still emulated. (GitHub)
Sonic R (Saturn/PC)
The sonic-r project was decompiled from the 1998 PC executable, is AI-assisted per its README, and its single-player behavior has been validated. (GitHub)
Sonic Adventure (Dreamcast)
SARecomp (KatanaRecomp) is in beta with all seven stories playable, which is more than I expected from a Dreamcast recomp. (GitHub)
Ecco the Dolphin: Defender of the Future (Dreamcast)
ecco-the-dolphin-defender-of-the-future-recomp has no GitHub release, so you build it from source via dreamcomp, and it was developed with AI assistance (Claude). The README says the whole game can be played through on Linux x64, with intro, menus, all levels, music and effects, but Windows and macOS are untested, so I’d keep it at reported playable. You supply the EU disc (MK-5103350 V1.003), and texture packs and file mods are mentioned only generically. (GitHub)
Panzer Dragoon Saga (Saturn)
Azel is a reverse-engineered reimplementation that gets you as far as the Arachnoth boss, and the developer said in February that they want to pick it back up (please, yes). (GitHub)
Pigskin Footbrawl and General Chaos (Genesis)
Both are alphas built with the genrecomp toolkit, and both READMEs list what’s unverified: Pigskin Footbrawl plays a full one-player game (kickoff, passes, touchdowns, the clock running down), but nobody has played a match to the final whistle, listened to the audio or tried two-player. General Chaos gets through the War Room, squad selection and battles to the Battle Report, but audio by ear, a full campaign and two-player modes aren’t verified either. (GitHub: Pigskin Footbrawl / General Chaos)
Tails Adventure (Game Gear)
tails-adventure (v0.3.2-1, April 22) is a from-scratch remake/reimplementation, not a decomp, and it says the game is fully playable and can be completed 100%, so reported playable. It runs on Windows, Linux amd64 and Android, you supply a Game Gear ROM, and it has a simple mod system for custom assets. AI use is allowed in PRs only. (GitHub)
Phantasy Star IV (Genesis/Mega Drive)
TusanHomichi’s PSIV is a Rust and Godot reimplementation rather than an emulator, and the README says an automated playthrough runs from New Game to the Ending in 84 chapters, though some animations and audio timing still differ and 1.0 hasn’t shipped. It runs from a source checkout on Linux and the Steam Deck for now, and you supply a US ROM. (GitHub)
Mutant League Hockey (Genesis)
mightyweenie is a Godot 4 reimplementation that the README says was reverse engineered with Opus 5.5, and it reports that most of the ROM’s behavior is documented, with only unused features left. It includes full-match replays and needs your own ROM. (GitHub)
Pulseman (Mega Drive)
pulseman-recomp is a Windows installer build with widescreen, 60 fps, an English translation, a Boss Rush and three save files (the README is in Portuguese). It makes no explicit completion claim, and you supply the ROM. (GitHub)
Scooby-Doo Mystery (Genesis)
scooby-doo-mistery-mouse-version is a native C++ engine reimplementation that the README says covers the rooms, script interpreter, verbs, inventory and dialogue, with only the hidden debug menus missing. You supply your own cartridge image, and no completion run is mentioned. (GitHub)
Arcade, Jaguar and Neo Geo
Arcade ports are a different animal – most of these read the original ROM sets rather than a console disc, so “your own files” means MAME-style dumps.
OutRun (Arcade)
CannonBall is a C++ rewrite of the original 68000 and Z80 code, reading the arcade ROM. (GitHub)
- Outrun86 – Coast to Coast – A work-in-progress CannonBall-based mod adding custom LayOut-made tracks, music and sprites for Asha and Wonder Boy to drive coast to coast.
- Extra radio music tracks – Lets you add bonus tracks like Radiation and Midnight Highway to the radio menu from .wav or ripped .bin files.
- LayOut custom tracks – CannonBall’s bundled LayOut level editor lets users build and import custom OutRun stage layouts that load in the engine.
Virtua Racing (Arcade, Model 1)
A Windows/Xbox One port exists and is listed as released, though I only found one tracker for it.
Prop Cycle and other Namco System 22 games (Arcade)
namco22-decompile gets Prop Cycle playable start to finish with sound, and I didn’t check the other titles. (GitHub)
Street Fighter Alpha 2, Super Puzzle Fighter II Turbo and Vampire Savior (Arcade, CPS-2)
cps2recomp is one beta project covering several CPS-2 games, its repo only appeared in October 2026, and all three are reported playable start to finish with your own arcade ROM set. (GitHub)
Doom (Atari Jaguar)
calico-doom is a port of the Jaguar source with the renderer reverse engineered, reported playable with either a ROM or a WAD (because of course Doom is on the list somewhere). (GitHub)
- Doom 32X: Resurrection (fork) – A Doom 32X reimagining listed in the DoomWiki source genealogy as based on Calico.
- Unofficial 64-bit Calico build (Vic Vos) (fork) – An unofficial 64-bit version of Calico released on Doomworld in June 2020.
Thrill Drive 2 and GTI Club 2 (Arcade)
spita90’s konami-viper-recomp ports Konami’s Viper arcade boards natively, and the README calls the European Thrill Drive 2 fully playable at 30 fps and lists GTI Club: Corso Italiano as playable, while the other regions only boot and race. You supply your own game and BIOS dumps. (GitHub)
Dig Dug (Arcade)
digdug-native is a standalone Windows and Linux program that the README says was created with AI and may contain errors. It claims faithful gameplay (scoring, pump, rocks, enemy AI, round progression) and wants your own MAME ROM set. (GitHub)
Killer Instinct (Arcade)
ki-recomp statically recompiles the 1994 arcade game, boot ROM included, and the README says the whole game plays natively with sound, from attract mode through to game over. Apple Silicon Mac is the first host, it calls itself exploratory, and it wants your MAME ROM set. (GitHub)
Metal Slug 4 (Neo Geo)
metal-slug-4-recomp is a native Windows port, and the README describes an Arcade mode with a whole game under the original rules, plus Mission and Boss Rush modes unlocked by finishing it. You bring your own copy. (GitHub)
Metal Slug 5 (Neo Geo)
metal-slug-5-recomp is the same author’s native Windows port, with a whole-game Arcade mode, Mission mode and a Boss Rush unlocked by finishing the game. The README doesn’t document a start-to-finish run itself. (GitHub)
SegaSonic the Hedgehog (Arcade)
segasonic-port is a native Windows, Linux and macOS port built from the segasonic-decomp C code, with a home-style continues mode, a Time Attack that can cover the whole game, and every stage and the ending covered by the README’s test runs. It takes your own MAME ROM set. (GitHub)
The Lost World: Jurassic Park (Arcade)
lostworld statically recompiles the Sega Model 3 game, and the README says it plays all five stages to the end with the mouse. It’s built on the model3recomp board. (GitHub)
Virtua Fighter 2 (Arcade)
vf2-recomp recompiles the Model 2 i960 program for macOS, Windows and Linux, and its status table lists every feature (menu, two players, GPU 3D, sound) as working. The catalog marks it as AI-assisted, and you need your own MAME ROM. (GitHub)
Virtua Fighter 3 (Arcade)
vf3-recomp recompiles the Model 3 PowerPC program for macOS, Windows and Linux with a GPU renderer up to 6x and 120 fps smooth motion, and the status table lists everything as working, with a few known picture differences. It takes your own MAME ROM. (GitHub)
WWF WrestleMania: The Arcade Game (Arcade)
wwfmania_recomp_public translates the original assembly source to C, and the README says it boots, passes its self test, runs attract mode and plays matches, with optional high-res art replacements. Sound comes from WAVs ripped once from your own ROMs. (GitHub)
Mobile and J2ME
Phone-game decomps are mostly small, mostly one-person projects, and several are still unfinished.
Sonic the Hedgehog 1 and 2 (2013 remakes) (iOS/Android)
Rubberduckycooly’s RSDKv4 decomp is complete and playable on PC, using assets from an official release. (GitHub)
- Scarlet Engine (fork) – An unofficial modified RSDKv4 decomp for fan games that adds RSDKv3 video playback, extra scripting functions and no 2MB audio limit.
Sonic CD (2011) (iOS/Android/PC)
The RSDKv3 decomp is complete and playable. (GitHub)
Sonic Mania (PC/console)
Listed here as well as under Sega since the same Retro Engine team made the decomp, which is complete. (GitHub)
Ratchet & Clank: Going Mobile and Clone Home (J2ME)
Going Mobile is the one with a playable result: rac-j2me-remastered publishes Windows builds you point at your own JAR (widescreen and high-FPS options included), while Clone Home there is only decompiled, its first read-through hasn’t started and its PC port is a placeholder window with no game logic. A separate Clone Home PC port on Codeberg is reported playable, but its README has no status section, so I can’t say what’s missing. (GitHub: Going Mobile / Clone Home decompile; Codeberg: Clone Home PC port)
Cut the Rope (PC/mobile)
Cut the Rope: DX is the decompiled PC version plus enhancements. (GitHub)
RuneScape Classic (Java client)
rsc-c is a C99 port of the Java client, and since the game is online you need a server too. (GitHub)
Rule the Kingdom (Android (2010)
RTKContinued is an Android game ported to PC (SDL3, macOS, Linux and Windows), and the README says it’s playable from a new game to the end of the campaign, so reported playable. I didn’t find a release, you supply the original Android library, and it was made with Claude (Opus and Sonnet). (GitHub))
Resident Evil 4 (GameCube debug build)
CubeEvil4 is a native Android port compiled from the decompilation of the Nov 25 2004 GameCube debug build, and the README says this beta can be played from start to finish (one tester played from the village to the end credits on a Galaxy S10). You supply images of both debug discs. (GitHub)
Mirror’s Edge (iPad) (iOS)
Glassline is a MoonCellar Team port of the 2010 iPad game to Linux, Windows, Android and browsers, built from the reconstructed game code with a launcher, leaderboards and a level editor. It makes no explicit completion claim, and you need your own copy of the iPad version. (GitHub)
Relapse: Resistance (iOS)
relapse-resistance is a C++, SDL2 and OpenGL port of the 2009 Eminem iPhone game with Linux and Windows builds, and the README says it plays start to finish through all six levels to the ending video. It’s flagged alpha with known gaps. (GitHub)
Unfinished ports
Everything below is a real port or recomp of a real game that boots or runs to some degree, but nobody (including its own README) says you can play it start to finish. Some are a few menus away from being on the main list, some are one commit and a dream, and some haven’t been touched in months. The status notes come from each project’s own README as of October 27, so check the repo before you get your hopes up.
NES and SNES
Chrono Trigger (SNES)
ct-recomp (ThisIsAkill) is a static recompiler that’s 69.4% done (1,414 of 2,036 known functions), with 97.6% of instructions in a 1,500-frame boot run natively. (GitHub)
Darkwing Duck (NES)
darkwing-duck-recomp (fabiotc) is a first playable version where the boot, intro, title, map and stages run, and the author says it was built to learn static recompilation. (GitHub)
Demon’s Crest (SNES)
DemonsCrestSNESRecomp (magnopaz) boots and plays the Capcom logo, intro, stage gameplay and boss fights, and the README says a full playthrough isn’t certified yet. (GitHub)
Legendary Wings (NES)
Legendary-Wings-NES-to-PC (retroreplay82) is an early beta where the README says the remaster mostly covers the first level so far. (GitHub)
Mario Paint (SNES)
mariopaint (sp00nznet) is an unversioned alpha where the title screen, the canvas and every bottom-bar button work, though part of it still runs on the emulated CPU. (GitHub)
Mega Man 3 (NES)
Megaman3NESRecomp (mstan) is a work in progress where the title screen, robot master select and basic stage gameplay work, and boss fights, passwords and special weapons are untested. (GitHub)
Mother (EarthBound Beginnings) (NES)
Mother1NESRecomp (mstan) is a nesrecomp preview that the README says is largely untested beyond its initial boot. It expects bugs and regressions and is not meant as a finished port. (GitHub)
Star Fox (SNES)
StarFoxSNESRecomp (mstan) is a development reference preview that boots to attract, menus, route selection and training. The README points to starfox-enhanced as the authoritative PC port of the game. (GitHub)
Super Mario Bros. 3 (NES)
mushroomrecompiled (Adoregabriel2005) is an experimental NESRecomp port with widescreen, saves and replays. The README says the full game has not yet been validated. (GitHub)
Super Tennis (SNES)
SuperTennisRecomp (craigshaw) is a static recomp where single-player gameplay works well so far, tested through complete matches. Builds are confirmed on Apple Silicon macOS and Windows x64, and Linux is not confirmed. (GitHub)
Chrono Trigger (Super Nintendo)
chrono-trigger-reimplemented (zdiemer) is a native port in progress, but its README doesn’t say how far along it is; last commit October 26. (GitHub)
Civilization (Super Nintendo)
Civilization-SNES-Static-Recomp (Junior-Jones) is a native port in progress, but its README doesn’t say how far along it is; last commit October 7. (GitHub)
Nintendo 64
Duke Nukem: Zero Hour (N64)
DNZHRecomp is at version 0.0.3, so partial is generous. (GitHub)
- Overclocked – A modular modpack adding first-person view, mouse look and WASD controls, persistent gibs, expanded audio, HUD options and cheats/quality-of-life toggles.
Conker’s Bad Fur Day (N64)
CBFD-Recompiled is early and beta-ish (v1.4.1 as of October 17), and the decomp underneath is only about 4% done, so there’s a lot of road left. (GitHub)
- Skip Intro – Boots straight to the main menu, skipping the notices, logos and chainsaw opening.
- Skip Any Cutscene – Lets you skip any cutscene with L, even on first viewing, with an option to skip normally unskippable ones.
- Cheats – Provides toggleable infinite health, infinite lives and a full wallet.
- Uncensored ROM hack – Asset-only ROM patch restoring the bleeped words, supported by the port’s Version switcher.
- Russian fan translation – Fan translation ROM that the port accepts and plays as ‘US Russian’.
Castlevania 64 and Castlevania: Legacy of Darkness (N64)
Both have experimental static recomps (CV64Recomp and LodRecomp) and neither is finished. (GitHub: Castlevania 64 / Castlevania: Legacy of Darkness)
Kirby 64: The Crystal Shards (N64)
Kirby64Recomp is experimental. (GitHub)
Rush 2: Extreme Racing USA (N64)
rush2recompiled runs on Windows and Linux with widescreen and a mod-friendly track format. The README makes no completion claim, but it can also load Rush 2049’s tracks and stunt arenas if you add that ROM. (GitHub)
Sin and Punishment (N64)
snprecomp runs natively on Windows and Android, with experimental high frame rates and touch controls. Linux and Steam Deck builds are untested, and the README makes no completion claim. (GitHub)
40 Winks (N64)
40 Winks PC Port (Faderz48) is an experimental N64Recomp build that reaches normal gameplay, with cutscenes, Controller Pak saves and two-player split screen. (GitHub)
Aidyn Chronicles: The First Mage (N64)
Aidyn ReChronicled (spitzdano) is a native Linux and Windows recomp with widescreen and in-game options, billed by its author as a hobby work in progress with rough edges. (GitHub)
BattleTanx (N64)
btrecomp (wootbeer) is a beta for the USA ROM that runs natively on Windows and Linux and has only been tested on Windows. A second, bdragoncore recomp exists too. (GitHub)
BattleTanx: Global Assault (N64)
BattleTanx-Global-Assault-PC-Port (TheGh0stShip) sits on the finished matching decomp, and its original menus and campaign gameplay are playable, though full campaign validation is listed as still in development. (GitHub)
Body Harvest (N64)
body-harvest-recomp (danielgomesvieira2000) is an early 0.1.0 release the author calls very untested, which boots and plays the start of Greece. (GitHub)
Cruis’n World and Cruis’n Exotica (N64)
navjack’s cruisn-recomp macOS ports boot, load their gameplay code and play audio, but neither has actually been played yet, unlike Cruis’n USA, which is completable. (GitHub)
Gauntlet Legends (N64)
gauntlet-legends-recomp (Auxnon) is an experimental recomp that boots, creates the game threads and sends display lists to RT64, and it only runs on Linux for now. (GitHub)
Ken Griffey Jr.’s Slugfest (N64)
SlugfestRecompiled (CalenCyr) is a beta where the intro, menus, create-a-player, Exhibition and Home Run Derby run with audio and saves. (GitHub)
Knife Edge: Nose Gunner (N64)
knife-edge-recomp (haydenmc) is playable and stable from the logo through the attract mode, but full campaign completion isn’t verified, and navjack’s macOS version also gets stage 1 playing. (GitHub)
Neon Genesis Evangelion (N64)
adam (evaa-01) is an N64Recomp-based recomp of the Japan-only game that boots and runs the intro, menus, first mission and start of the second at 30 FPS with sound. The README says it was made with AI and has not been reviewed by experienced developers. (GitHub)
Pokémon Stadium 2 (N64)
pokemonStadiumGSRecomp (michiiik) is a work-in-progress recomp of the US release. The README says its checks do not establish complete battle or gameplay correctness, and the automatic title-screen demo does not work yet. (GitHub)
The New Tetris (N64)
TheNewT64risRecomp (Tiptup300) is a work-in-progress N64Recomp port that boots, renders with RT64, and takes keyboard and controller input. The README ticks off menus and gameplay. (GitHub)
Turok 2: Seeds of Evil (N64)
turok2-recomp (SirBraga) is an early public test that boots, plays and presents at 120 FPS on a 120 Hz host. The README warns of crashes on specific levels, saves or cinemas. (GitHub)
Wayne Gretzky’s 3D Hockey (N64)
wg3d-recomp (geno55) is an N64Recomp port that boots, renders, plays audio, takes input on 4 ports and saves to the Controller Pak. A correctness pass is in progress, with a roadmap to v1.0.0. (GitHub)
Wonder Project J2 (N64)
wpj2-recomp (Vmarcelo49) boots, plays audio and renders through RT64, and ran stably for more than 60 seconds on the author’s hardware. (GitHub)
World Driver Championship (N64)
worlddriverchampionship-recomp (alondero) is an experimental early build, not a finished port. Rendering glitches remain, and SDL audio output is experimental. (GitHub)
WWF No Mercy (N64)
WWFNoMercyRecomp (jessetbh) is an N64Recomp port marked beta. The game boots, renders at high resolution and plays music, with known issues still listed in the README. (GitHub)
Animal Forest (Nintendo 64)
Animal Forest on PSP (bruder-grimm) is a native port in progress, but its README doesn’t say how far along it is; last commit October 24. (GitHub)
BattleTanx (Nintendo 64)
battle-tanx-recomp (bdragoncore) is a native port in progress, but its README doesn’t say how far along it is; last commit September 25. (GitHub)
Blast Corps (Nintendo 64)
blastcorps-recomp (SlaveOfIDO) is a native port in progress, but its README doesn’t say how far along it is; last commit October 26. (GitHub)
ClayFighter 63⅓ (Nintendo 64)
ClayFighter64 (djultra64) is a native port in progress, but its README doesn’t say how far along it is; last commit October 23. (GitHub)
GameCube, Wii and Switch
Super Smash Bros. Melee (GameCube)
melee-pc is a partial beta, and the decomp was reported 100% done in September, but the developers say there’s still a lot of cleanup before a polished port. (GitHub)
Mario Party 4 (GameCube)
The marioparty4 decomp is complete and its PC port is an alpha, so go in expecting rough edges. (GitHub)
Wii Party (Wii)
There’s an alpha-stage Wii Party Recomp, and that’s all I can tell you. (GitHub)
Super Mario Sunshine (GameCube)
TekRantGaming’s port, reported October 6, is a recomp built on a decomp that isn’t finished, so the developer calls it “very much in development” and warns of bugs, but it already offers 60fps, ultrawide and online co-op. (GitHub)
- Super Mario Sunshine UHD Texture Pack – A 4K texture replacement pack for the whole game that the port loads from its mods folder and can install automatically.
- SMS HD Texture Extras – Fills in textures the UHD pack lacks, such as the boot logo, GAME OVER screen, pause guide pictures, HUD icons, Peach and some stage textures.
- HD cutscenes pack – Enhances all 21 original movies at 3x resolution while keeping original timing and audio.
- Super Mario Eclipse – Large fan-made Sunshine sequel/total conversion that the port can install by patching your own disc, though it needs extra code porting per the docs.
Alien Crush Returns (Wii)
alien-crush-returns-recomp (darkuni) is a v0.2 recomp that boots through save creation, title, name entry and the story intro into the lit 3D table, tested on a headless Linux build. (GitHub)
Animaniacs: The Great Edgar Hunt (GameCube)
ANIMANIACS-GC-RECOMP (ant0-blase) is an experimental DolRecomp and ModernGekko port of the USA release, with boot, menus and in-game rendering marked working in its status table. (GitHub)
Astral Chain (Switch)
AstralChain-PC (Puddz) is an experimental native Windows port, tested through the title, character creation, the highway chase and File 01 up to its boss fight, with everything after that untested. (GitHub)
Battalion Wars 2 (Wii)
frontline2-recomp (recomp-foundry) is version 0.1.0, early, and macOS on Apple Silicon only, though the campaign prologue and mission 1 play to victory. (GitHub)
Bayonetta 2 (Switch)
B2recomp (K0NL) runs the title, the attract sequence and a new game, and the prologue has been played through for 900 seconds without a crash, but the rest is unreported. (GitHub)
Bayonetta 3 (Switch)
B3Recomp (Zexyen) boots and plays at 60 fps in the Tokyo and Shibuya sections tested so far, with keyboard input only tested on synthetic events. (GitHub)
Captain Toad: Treasure Tracker (Wii U)
CaptainToadRecomp (rhemfur) translates the EUR v16 build and plays the title screen and opening cuts on a Snapdragon X PC, though the repo itself doesn’t produce a playable game yet. (GitHub)
Castlevania Judgment (Wii)
pc-castlevaniajudgment (vs-sr-dev) is a wiikit recomp that plays after its first session, with Simon against Alucard fought by hand and scripted runs through a story fight. (GitHub)
Castlevania: The Adventure ReBirth (Wii)
castlevania-rebirth-recomp (darkuni) boots through the title into Stage 1 gameplay, though the Windows build hasn’t been play-tested, and a second port (dxgamer955) also gets as far as Stage 1. (GitHub)
Chibi-Robo! (GameCube)
chibi-robo-pc (Armandpro12) boots and runs in real time on the US and PAL versions, with scripted sessions of 30 to 50 minutes, but playing through the whole game isn’t verified yet. (GitHub)
Contra ReBirth (Wii)
contra-rebirth-recomp (darkuni) boots through the intro, title and character select into Stage 1, and its Windows build hasn’t been play-tested yet. (GitHub)
Custom Robo (GameCube)
pc-customrobo (MusouSlime) is a recomp that boots, renders, plays audio, takes input and loads a battle, with saving working, and it’s still headed toward a full port. (GitHub)
F-Zero GX (GameCube)
fzero-gx-recomp (Pipyakas) boots a Vulkan host window and recompiles the whole DOL, with a full playable build still in progress. (GitHub)
Final Fantasy Crystal Chronicles: Echoes of Time (Wii)
pc-ffcceotwii (vs-sr-dev) is a wiikit recomp whose README says the game plays after one session, with DS-edition wireless play and online not yet done. (GitHub)
Final Fantasy Crystal Chronicles: The Crystal Bearers (Wii)
pc-finalfantasycrystalbearers (vs-sr-dev) is a wiikit recomp that boots and plays after two sessions of work. (GitHub)
Gradius ReBirth (Wii)
gradius-rebirth-recomp (darkuni) boots through the title menu into gameplay on a headless Linux build, and the Windows build hasn’t been play-tested. (GitHub)
Harry Potter and the Chamber of Secrets (GameCube)
HPCOS-GC-RECOMP (ant0-blase) is an experimental recomp of the North American release that the README calls a work in progress. (GitHub)
Ikaruga (GameCube)
sp00nznet’s ikaruga has the DOL parsed and recompiled, with a launcher booting the host subsystems and the hardware init running, but the recompiled game doesn’t run end to end yet. (GitHub)
Mario Party 6 (GameCube)
mp6-native-port (iirg4x) runs the opening, option menu, ending and credits natively, with 49 of the game’s 81 minigames playable and boards that skip the rest. (GitHub)
Medal of Honor: Frontline (GameCube)
FrontlineRewritten (chocoguy) is a work in progress at phase 1 of its roadmap that runs the game from your disc on macOS, with menus, movies, missions, sound and saves. (GitHub)
Mega Man X: Command Mission (GameCube)
pc-megamanxcm (vs-sr-dev) is a recomp of the GameCube version that, after two sessions of work, boots and plays with its sound. It is early and not a finished port. (GitHub)
Monster Hunter 3 Ultimate (Wii U)
mh3u-port (glinesbdev) is a work-in-progress static recomp for Windows and Linux that boots to the title, character creation and the village. It runs quests, with a few graphics glitches left such as shadow streaking. (GitHub)
Monster Hunter Tri (Wii)
pc-monsterhunter3 (vs-sr-dev) is a recomp that after one session boots, plays its movies and gets into the village and a first quest at a steady 30 FPS. It is early and not complete. (GitHub)
Sonic and the Black Knight (Wii)
Project_Camelot (hyper-weesle) is an early but playable recomp that gets past the logos to the title screen, loads saves and plays with a controller. Every story stage and battle arena loads, and the bosses can be fought (checked with automated runs). (GitHub)
Sonic and the Secret Rings (Wii)
SecretRingsRecomp (yunophilia) is a recomp of the PAL release for Windows that the README calls playable. Boot, menus, story scenes, FMV, saves and gameplay with a controller are covered. (GitHub)
The Last Story (Wii)
pc-thelaststory (vs-sr-dev) is an early recomp that after two sessions boots and plays into its first chapter. (GitHub)
The Legend of Zelda: Breath of the Wild (Wii U)
BOTWRecomp (vasist15-source) is a native macOS build that the README calls early but playable. It boots and plays the intro and the Great Plateau, with menus and NPCs. (GitHub)
The Legend of Zelda: Twilight Princess HD (Wii U)
twilight-princess-hd-recomp (AsadSi) is a work-in-progress native macOS recomp that boots through the logos to the title screen and can start a new file. The README sends you to its issues for what works and what is open. (GitHub)
The Lord of the Rings: The Return of the King (GameCube)
rotk-native (kenny08gt) is a native macOS arm64 port of the USA release that plays from boot to gameplay with sound. The README includes frame rate benchmarks for deep combat. (GitHub)
Turok: Evolution (GameCube)
TurokEvolutionPC (thejunkman9000) is a Windows recomp that boots through the intro, title and menus into gameplay, and level 1 runs at its 30 FPS target. The README says not every level has been played through yet. (GitHub)
Wario Land: Shake It! (Wii)
Wario-Land-Shake-It-Native-PC (santiagovalencia109) is a testing build of a Windows recomp that boots, saves and is playable. The README says parts are untested, with graphical glitches and crashes expected. (GitHub)
Yo-kai Watch 4++ (Switch)
YW4Recomp (ILFforever) is an early but playable recomp that runs from boot through a new game and into the Yo-kai World at 30 fps. Expect missing effects and crashes in places nobody has reached. (GitHub)
Game Boy, GBA, DS, 3DS
Sonic Advance and Sonic Advance 2 (GBA)
SAT-R/sa2 is a decomp-based port (about 67% decompiled), partial with minor bugs, though one user reported finishing it. (GitHub)
The Legend of Zelda: Ocarina of Time 3D (3DS)
TriAevum is an experimental static recomp that needs your own cartridge dump. (GitHub)
Metroid Prime Hunters (DS)
MetroidPrimeHuntersRecomp is an alpha (version 0.7.9, October 24) static recomp and one of the few DS recomps I found. (GitHub)
Kingdom Hearts 358/2 Days (DS)
The decomp is at 100% code and data for the European build and a companion port’s front end boots natively, but there’s no release yet. (GitHub)
Advance Wars (GBA)
sp00nznet’s advancewars is an alpha recomp that runs the menus and plays Field Training’s first two missions to the win, with no audio yet. (GitHub)
Boktai: The Sun Is in Your Hand (GBA)
BoktaiRecomp (Shy) is a static recomp base and runner that its README labels early and not a finished port, though it’s playable and still has code paths that run through a fallback. (GitHub)
Castlevania: Circle of the Moon (GBA)
CastlevaniaCircleOfTheMoonRecomp (Zaxaerith) has a verified boot chain and saves, but a few IWRAM paths still run through an interpreter, and there’s an Android fork too. (GitHub)
Castlevania: Harmony of Dissonance (GBA)
CastlevaniaHarmonyOfDissonanceRecomp (Zaxaerith) has verified the boot, title screen, opening cutscene, character movement and menus, plus early castle exploration. (GitHub)
Dragon Ball Z: The Legacy of Goku (GBA)
DragonBallZLegacyOfGokuRecomp (mstan) is a v0.0.1 experimental preview that boots through the attract sequence into gameplay and hasn’t been tested through the entire game. (GitHub)
Dragon Ball Z: The Legacy of Goku II (GBA)
DragonBallZLegacyofGokuIIRecomp (mstan) is a v0.0.1 experimental preview that boots through the attract sequence into gameplay and hasn’t been tested through the entire game. (GitHub)
Golden Sun (GBA)
gsrandroid (wootbeer) is an Android port that calls itself super beta, with a seamless mode into The Lost Age. (GitHub)
Golden Sun (GBA)
GoldenSunTheBrokenSealRecomp (Zaxaerith) is a v0.1.0 experimental preview described as a playable native foundation. (GitHub)
Golden Sun: The Lost Age (GBA)
GoldenSunTheLostAgeRecomp (Zaxaerith) is a v0.1.0 experimental preview, with its audio driver verified over a 3,000-frame combat test. (GitHub)
Grand Theft Auto Advance (GBA)
Grand-Theft-Auto-Advance-PC-Port (wigwoo1) is an experimental recomp of the USA edition, and the README says plainly the October 2026 snapshot is not a finished full-game port. (GitHub)
Kirby & The Amazing Mirror (GBA)
kirby-amazing-mirror-recomp (Felipe-Gomes-Amorim) boots and runs more than 8,000 frames, with the title screen, opening cutscene and first level rendering correctly. (GitHub)
Mega Man Battle Network 3: White Version (GBA)
MMBN3WhiteRecomp (smpduong) is experimental, with an 8,500-frame recorded route, and the README says audio timing isn’t yet equivalent to the real thing. (GitHub)
Metroid: Zero Mission (GBA)
Metroid-Zero-Mission-NX (JJTapiaXX) is a Switch homebrew port of the decomp, at v1.0 as a community release. The README says no full playthrough or complete hardware compatibility matrix is claimed. (GitHub)
Pokémon Brilliant Diamond (Switch)
uDPR (shatter9652) is a beta Unity project that rebuilds the game from your own dump and boots, plays and saves in the editor and as a standalone Windows build. The README says large parts have not been played through on PC and that it was made almost entirely with AI. (GitHub)
Pokémon FireRed / LeafGreen (GBA)
FireRedLeafGreenRecomp (mstan) is a v0.0.1 playable bring-up, with a recompilation base and runner rather than a finished port. Both games boot through the BIOS intro into gameplay, and code the recompiler has not reached runs through an interpreter. (GitHub)
Pokémon Mystery Dungeon: Red Rescue Team (GBA)
PMDRedRescueTeamRecomp (robLittiere) is a gbarecomp preview that runs natively on Linux, Steam Deck and Windows. The README says it is playable but not every code path is recompiled ahead of time yet. (GitHub)
Pokémon Platinum / SoulSilver (DS)
pspoke (IbrahimIrfan) is a beta that compiles both games into a native PSP program. The README calls both playable at around 30 FPS, dropping in heavier action, with sound working and bugs expected. (GitHub)
Pokémon Ruby / Sapphire (GBA)
RubySapphireRecomp (mstan) is a v0.0.1 playable bring-up from the same gbarecomp work as FireRed. The README says to expect a few more early-boot and flash/RTC quirks, and it is not a finished port. (GitHub)
SD Gundam: Dimension War (Virtual Boy)
SDGundamDimensionWarVirtualBoyRecomp (mstan) is an early prototype where bugs are expected. The README says later missions and endings have not had a complete playthrough. (GitHub)
Serious Sam Advance (GBA)
ss-advance-decomp (ZynChroMaTiK) is a Windows port of the GBA game at v0.8.0 Beta 1. The README says to expect bugs and unfinished bits. (GitHub)
Shin Megami Tensei IV (3DS)
smt4-recomp (Invictus-potens) is a beta native Windows build that the README says was played from a new game for more than 10 hours with no crash. It offers 60 FPS and about 95% of the code is found ahead of time. (GitHub)
Sonic Rush (DS)
rushrecomp (Tekkra-Pi) is a static recomp that boots through the full intro and runs in-game stages. The README points to a progress document for the rest. (GitHub)
Splatoon 2 (Switch)
sp2decomp (bangmcpe3321) is a research log with a recompiled PC port of the executable that runs on Vulkan on Windows. The title screen renders at 1080p, character creation completes, the intro cutscene plays and the first-launch controller tutorial runs. (GitHub)
Super Mario Advance 4: Super Mario Bros. 3 (GBA)
SuperMarioAdvance4Recomp (mstan) is a v0.0.1 experimental preview that boots, reaches the title screen and runs Super Mario Bros. 3 gameplay. The README says to expect rough edges. (GitHub)
Super Mario World: Super Mario Advance 2 (GBA)
SuperMarioAdvance2Recomp (mstan) is a v0.0.3 experimental preview that boots and runs through its opening and attract sequence. The README says it is not a finished commercial port and widescreen work is still going. (GitHub)
Super Smash Bros. Ultimate (Switch)
WindowSmash (SNO2207) is an experimental ahead-of-time recomp of version 13.0.5 for Windows. Menus and matches run and Local Wireless connects, but the README says much of it has not been tested widely. (GitHub)
The Legend of Zelda: Oracle of Ages (Game Boy Color)
ooa-godot (SHOEGAZEssb) is a Godot reconstruction where Ages is playable. Seasons only has a game-selector preview so far. (GitHub)
The Legend of Zelda: Tears of the Kingdom (Switch)
ultratears (kuraeow) is an early native Windows recomp of version 1.4.3. The title screen, new game, prologue and Great Sky Island play, with hitches the first time an effect or place appears. (GitHub)
Tomodachi Life: Living the Dream (Switch)
tomodachi-native (kuosuko) is a native Apple Silicon Mac and iPad build where the island tour, naming the island and creating Miis work with sound. The iPad build starts and runs but has not been played through. (GitHub)
WarioWare: Twisted! (GBA)
WarioWareTwistedRecomp (mstan) is an experimental preview that boots and runs on Windows and Android, including its menus. The README tells you to expect rough edges and to report motion-control crashes. (GitHub)
Bird & Beans / Pyoro (Nintendo DS)
Bird-and-Beans-GX (cmyksoda) is a native port in progress, but its README doesn’t say how far along it is; last commit October 21. (GitHub)
PlayStation 1
Tsumu Light, Bloody Roar II, Einhander and Klonoa: Door to Phantomile (PS1)
Each has a partial static recomp. (GitHub: Tsumu Light / Bloody Roar II / Einhander / Klonoa: Door to Phantomile)
- Built-in English translation – Bundled runtime localization layer that translates the Japanese-only game’s HUD, menus, stage names and card dialogs to English, selectable in the launcher.
Street Fighter Alpha 3, Street Fighter EX Plus Alpha, Street Fighter EX2 Plus and Strider 2 (PS1)
All four have partial recomps, and yes, somebody really is on a Capcom fighting-game tear. (GitHub: Street Fighter Alpha 3 / Street Fighter EX Plus Alpha / Street Fighter EX2 Plus / Strider 2)
Tekken 3 and Valkyrie Profile (PS1)
Both have partial recomps, with Valkyrie Profile still a work in progress. (GitHub: Tekken 3 / Valkyrie Profile)
Xenogears (PS1)
xenogears-recomp is an alpha that its author describes as playable but not validated end to end. (GitHub)
- Fast Loading (host pacing) – Bundled mod feature that runs detected loading periods faster without changing guest-visible timing.
- CD Speed – Bundled mod feature that shortens emulated CD sector delays while game logic stays at normal speed.
- Beetle PSX HW texture packs (e.g. Perfect ART Works) – RetroArch Beetle PSX HW texture replacement packs can be added through the launcher’s Add Texture Pack button.
Point Blank (PS1)
point-blank-recompiled is a native Windows build you aim with a mouse or controller instead of a light gun, and the README says it was made almost entirely with Claude Code. It states no completion claim, so playable by all appearances. (GitHub)
2Xtreme (PS1)
2Xtreme-recomp (catsandsoup) is an early preview built in public, where first launch and the pause menu work and the rest is still on the roadmap. (GitHub)
Ace Combat 3: Electrosphere (PS1)
ac3-remix (i5han) is a development build of a PC port that calls itself a work in progress. (GitHub)
Alien Resurrection (PS1)
Alien Resurrection Recompilation (Heromachine) is version 0.3.0, early and incomplete. It’s playable, but a door in the airlock section may not open and level transitions can still freeze. (GitHub)
Apocalypse (PS1)
apocalypse-recomp (alexbeavs-ps1-ports) is a release candidate on the PSXRecomp launcher, and the README says package setup and gameplay acceptance are still pending. It’s AI-assisted, per the README. (GitHub)
Bomberman Party Edition (PS1)
BombermanPartyEditionRecomp (TechnicallyComputers) boots through to the SCEA license screen, and title and menu bring-up is still ongoing. (GitHub)
Breath of Fire III (PS1)
Breath of Fire III Recompiled (kerokline) is pre-alpha, playable into the game and past the opening but not played end to end. (GitHub)
Bugs Bunny: Lost in Time (PS1)
ProjectMoyle (r4tchwx) has executed about 245 million guest instructions in its first boot probe, but a visible game frame hasn’t been reached yet. (GitHub)
Colony Wars (PS1)
colony-wars-recomp (alexbeavs-ps1-ports) is a release candidate on the PSXRecomp launcher whose README says package setup and gameplay acceptance are still pending. It was developed with AI assistance. (GitHub)
Cool Boarders 2001 (PS1)
cool-boarders-2001-recomp (Pussk) is an experimental Windows prototype for the NTSC-U disc, and its Portuguese README says full validation of the disc isn’t confirmed. (GitHub)
Crash Bandicoot 3: Warped (PS1)
crash-bandicoot-3-warped-recomp (alexbeavs-ps1-ports) is a release candidate whose README says package setup and gameplay acceptance are pending. It was developed with AI assistance. (GitHub)
Destrega (PS1)
destrega-recomp (rogerscristo) boots, plays the intro FMV, reaches the title and menus, and fights are playable, though memory card saves and PAL aren’t done. (GitHub)
Dino Crisis (PS1)
dino-crisis-recomp (alexbeavs-ps1-ports) is a release candidate whose README says package setup and gameplay acceptance are pending. It was developed with AI assistance. (GitHub)
Dino Crisis 2 (PS1)
dino-crisis-2-recomp (alexbeavs-ps1-ports) is a release candidate whose README says package setup and gameplay acceptance are pending. It was developed with AI assistance. (GitHub)
Earthworm Jim 2 (PS1)
jim2-recomp (elprogramadorloco-arch) has recompiled the level-to-level transitions, FMV and ending, which the README says aren’t verified end to end yet. (GitHub)
Fear Effect (PS1)
fear-effect-recomp (alexbeavs-ps1-ports) is a release candidate on the PSXRecomp launcher whose README says package setup and gameplay acceptance are pending. It was developed with AI assistance. (GitHub)
Final Fantasy IX (PS1)
final-fantasy-ix-recomp (alexbeavs-ps1-ports) is a release candidate on the PSXRecomp launcher whose README says package setup and gameplay acceptance are pending. It was developed with AI assistance. (GitHub)
Final Fantasy Tactics (PS1)
fft-native-lab (GhostWriter42) is a work in progress on the byte-exact decomp that runs from the title screen through the first battle, the world map and the menus. (GitHub)
Final Fantasy VIII (PS1)
final-fantasy-viii-recomp (alexbeavs-ps1-ports) is a release candidate on the PSXRecomp launcher whose README says package setup and gameplay acceptance are pending. It was developed with AI assistance. (GitHub)
Front Mission 3 (PS1)
Front-Mission-3-PC (ITSeniy) boots to gameplay with FMV and audio working, and the formal first playthrough is still in progress. (GitHub)
G-Police (PS1)
g-police-recomp (alexbeavs-ps1-ports) is a release candidate on the PSXRecomp launcher whose README says package setup and gameplay acceptance are pending. It was developed with AI assistance. (GitHub)
Ghost in the Shell (PS1)
ghost-in-the-shell-recomp (alexbeavs-ps1-ports) is a release candidate on the PSXRecomp launcher whose README says package setup and gameplay acceptance are pending. It was developed with AI assistance. (GitHub)
Harry Potter and the Sorcerer’s Stone (PS1)
HP1Recomp (l0rd92) is still in development with phases 0 through 6 done, and a stable 49.5-minute new-game session passed, with later-game boundaries still to be proven. (GitHub)
Jersey Devil (PS1)
JerseyDevilRecomp (mstan) is a v0.3.2 preview that boots, plays its intro, loads levels and lets you run around, which the README says is as far as testing has gone. (GitHub)
Jet Moto 2 (PS1)
JetMoto2-Recomp (goodshepherd23) is an early release tested only on Windows 11, with the menus, attract demo and one full race on Slickrock Gorge working and the other 19 tracks, sound and saving untested. (GitHub)
KoroKoro Post-nin (PS1)
korokoro-recomp (elprogramadorloco-arch) has the boot, title, intro and stage 1 checked against DuckStation, while stages 2 through 10, memory card saving and the ending aren’t verified yet. (GitHub)
Macross VF-X2 (PS1)
Macross-VFX-2-Recomp (omegakatana92) is a first release whose README says it’s a work in progress with compatibility and performance still changing. (GitHub)
Martian Gothic: Unification (PS1)
martian-gothic-recomp (alexbeavs-ps1-ports) is a release candidate on the PSXRecomp launcher whose README says package setup and gameplay acceptance are pending. It was developed with AI assistance. (GitHub)
Mega Man X5 (PS1)
MegaManX5Recomp (mstan) is a v0.0.2-alpha playable preview that boots from the PS1 BIOS and plays through the opening into stages, with controller input and memory-card saves. The README calls it an in-development preview, not a finished port. (GitHub)
Monster Rancher (PS1)
monster-rancher-recomp (alexbeavs-ps1-ports) is a PSXRecomp release candidate, and the README says package setup and gameplay acceptance are still pending. Native build checks do not establish gameplay support. (GitHub)
Monster Rancher 2 (PS1)
monster-rancher-2-recomp (alexbeavs-ps1-ports) is a PSXRecomp project that boots in a headless test, but the README says that does not replace a full gameplay test. OpenBIOS is not supported. (GitHub)
Mortal Kombat 4 (PS1)
mortal-kombat-4-recomp (alexbeavs-ps1-ports) is a PSXRecomp project that needs a USA SLUS-00605 disc and a Sony BIOS. The README says boot evidence does not replace a full gameplay test. (GitHub)
Mortal Kombat Mythologies: Sub-Zero (PS1)
MythologyKombat (PAumedes) is a native Windows recomp where play tests reached the main menu, a new game and a fight (user reports). 23 of the 28 movie files were never reached in testing. (GitHub)
Mortal Kombat Trilogy (PS1)
mortal-kombat-trilogy-recomp (alexbeavs-ps1-ports) is a PSXRecomp release candidate, and the README says package setup and gameplay acceptance are still pending. (GitHub)
NBA Live 97 (PS1)
nbl-97-recomp (schulerj89) is a hybrid PSXRecomp build where menus, lineups, tip-off and exhibition play work on Windows. Not every mode, team or hardware setup is tested, and the launcher and netplay are disabled. (GitHub)
Nightmare Creatures (PS1)
NightmareCreatures-Recompilation (Heromachine) is a v0.1.0 preview launcher and recomp tool. Its camera, draw distance and fog mods are marked experimental, and extreme draw distances have crashed during level loading. (GitHub)
No One Can Stop Mr. Domino! (PS1)
DominoRecomp (nikeymikey) is a PSXRecomp build that boots and runs at the correct speed. The README reports all six stages are covered by the native code. (GitHub)
R4: Ridge Racer Type 4 (PS1)
RidgeRacerType4Recomp (tetrisgm) is an in-development preview that boots, plays races, and runs 2-player VS Battle over netplay. The README says it is not yet verified end to end. (GitHub)
Resident Evil 1.5 (PS1)
RE15pc (JulioCacko) is a Windows recomp of the November 6, 1996 Biohazard 2 prototype. It reaches the title menu and the first playable room, and the inventory works. Where the prototype is incomplete, the port leaves it that way. (GitHub)
Rogue Trip: Vacation 2012 (PS1)
RogueTripRecomp (Wuteva) is a PSXRecomp build tested only on Linux where the menus and the first level, XLAX, work. The README says the rest of the game has not been fully tested. (GitHub)
Samurai Shodown: Warriors Rage (PS1)
Samuai-Shodown-Warriors-Rage-Recomp (omegakatana92) is a PSXRecomp build that the README calls currently playable on Windows. It gives no further detail on how much of the game works. (GitHub)
Sexy Parodius (PS1)
SexyParoRecomp (NJH-1001) ships only build kits rather than playable executables. A Windows build with the bundled OpenBIOS has booted to the title screen and attract mode. (GitHub)
Spider-Man and Spider-Man 2: Enter Electro (PS1)
SpideyPS1recomp (GTTeancum) is a pair of RecompOne-based recomps for Windows where both games reach gameplay. The README calls it active development, not a claim of complete game compatibility. (GitHub)
Spyro: Year of the Dragon (PS1)
Spyro-3-Recompiled (wafflewizard1) is an early workspace that the README warns is super buggy, with many features broken. It was posted so people can play around with it. (GitHub)
Tenchu: Stealth Assassins (PS1)
Tenchu-SA-Recomp (Heromachine) is a v0.1.0 early, incomplete release that boots, plays and saves. The README says it has not been played through and lists known issues. (GitHub)
Um Jammer Lammy (PS1)
UmJammerLammyRecomp (mstan) is an initial preview of the US release with a rhythm-timing assist. The README says full stage clears, duets, PaRappa mode and every widescreen scene have not been systematically checked. (GitHub)
Vagrant Story (PS1)
rood-boi (noprompt) is a decomp-based native port that the README calls playable but unfinished. It plays New Game and Continue, and exploration, battles and saving work in the areas played, but it has not been played through to the end. (GitHub)
Vigilante 8 (PS1)
Vigilante-8-recomp (GTTeancum) is a work-in-progress PC recomp of Vigilante 8 and 2nd Offense in one project. The README says automated runs cover startup, selectors, gameplay entry, weapons, AI and movies. (GitHub)
X-Men: Mutant Academy 2 (PS1)
xmen-mutant-academy-2-pc (GTTeancum) is a RecompOne port that boots to the title and plays through arcade mode at 60 fps. Endings, credits and practice mode have never been reached, and AI-assisted code is flagged in the repo. (GitHub)
Yu-Gi-Oh! Forbidden Memories (PS1)
FM-Recomp (TechX1320) is a v0.1.11 PSXRecomp build. The earlier baseline was verified through menus, 3D scenes, story progression and a complete NPC duel, and work now continues on SPU audio. (GitHub)
Ace Combat 2 (PlayStation)
ae2-recomp (JackyPendrag0n) is a native port in progress, but its README doesn’t say how far along it is; last commit October 25. (GitHub)
Ace Combat 3: Electrosphere (PlayStation)
Ace Combat 3 static recompilation (sal063) is a native port in progress, but its README doesn’t say how far along it is; last commit October 3. (GitHub)
Ace Combat 3: Electrosphere (Japan) (PlayStation)
ace-combat-3-electrosphere-recomp (alexbeavs-ps1-ports) is a native port in progress, but its README doesn’t say how far along it is; last commit September 30. (GitHub)
Ace Combat 3: Electrosphere (USA) (PlayStation)
ace-combat-3-electrosphere-usa-recomp (alexbeavs-ps1-ports) is a native port in progress, but its README doesn’t say how far along it is; last commit September 30. (GitHub)
Advanced V.G. 2 (PlayStation)
Advanced V.G. 2 Recompiled (elprogramadorloco-arch) is a native port in progress, but its README doesn’t say how far along it is; last commit October 1. (GitHub)
Alundra (PlayStation)
alundra recomp (alexbeavs-ps1-ports) is a native port in progress, but its README doesn’t say how far along it is; last commit September 30. (GitHub)
Alundra (PlayStation)
alundra-recomp (aitorcachero) is a native port in progress, but its README doesn’t say how far along it is; last commit October 26. (GitHub)
Apocalypse (PlayStation)
Repocalypse Recomp (MustafaSamer93) is a native port in progress, but its README doesn’t say how far along it is; last commit October 19. (GitHub)
Armored Core (PlayStation)
armored-core-recomp (alexbeavs-ps1-ports) is a native port in progress, but its README doesn’t say how far along it is; last commit September 30. (GitHub)
Asuka 120% Final: Burning Fest. Final (PlayStation)
Asuka 120% Final Recompiled (elprogramadorloco-arch) is a native port in progress, but its README doesn’t say how far along it is; last commit October 1. (GitHub)
Azure Dreams (PlayStation)
azure-dreams-recomp (Kohremi) is a native port in progress, but its README doesn’t say how far along it is; last commit October 25. (GitHub)
Battle Arena Toshinden (PlayStation)
BATRecomp (NJH-1001) is a native port in progress, but its README doesn’t say how far along it is; last commit September 7. (GitHub)
Battle Hunter (PlayStation)
Battle-Hunter-Recomp (salman95) is a native port in progress, but its README doesn’t say how far along it is; last commit October 19. (GitHub)
Blood Omen: Legacy of Kain (PlayStation)
blood-omen-legacy-of-kain-recomp (alexbeavs-ps1-ports) is a native port in progress, but its README doesn’t say how far along it is; last commit September 30. (GitHub)
Breath of Fire IV (PlayStation)
bof4-recomp (plaught-armor) is a native port in progress, but its README doesn’t say how far along it is; last commit October 24. (GitHub)
Bust A Groove 2 (PlayStation)
BustAGroove2-Recomp (betinn) is a native port in progress, but its README doesn’t say how far along it is; last commit October 24. (GitHub)
Castlevania Chronicles (PlayStation)
castlevania chronicles recomp (Spicywonda) is a native port in progress, but its README doesn’t say how far along it is; last commit October 11. (GitHub)
Colin McRae Rally 2.0 (PlayStation)
colin-mcrae-rally-2-0-recomp (alexbeavs-ps1-ports) is a native port in progress, but its README doesn’t say how far along it is; last commit September 30. (GitHub)
Courier Crisis (PlayStation)
courier-crisis-recomp (salmon85) is a native port in progress, but its README doesn’t say how far along it is; last commit October 25. (GitHub)
PS2, PSP, PS3 and PS4
Grand Theft Auto: Liberty City Stories (PSP)
lcs-recomp is experimental and needs the US version 1.05. (GitHub)
Monster Hunter Portable 3rd HD (PSP)
Yakumo is an experimental static recomp. (GitHub)
The Simpsons Arcade Game (PS3)
simpsonsarcade-ps3 is partial, with the first stage playable all the way through. (GitHub)
Way of the Samurai 2 (PS2)
decomp_wots2 (v0.3.10) is reported playable on Linux, but the author says it’s not finished, so keep your expectations on a leash. (GitHub)
Armored Core: For Answer (PS3)
ACFA-Port shares its runtime with the AC4 port, builds a native Windows program from your own BLUS30187 copy, and the README only says the whole game runs, with no completion claim, so I’d call it unverified. (GitHub)
Saru Get You: Saru Saru Daisakusen (PSP)
bigmission-recomp is a recomp for Windows, macOS, Linux and Android with a table of working features. The README makes no start-to-finish claim, and some interchange work is unfinished. (GitHub)
Patapon (PSP)
psprecomp (wizardengineer) is a static recomp whose runtime boots Patapon and renders its title screen, visually matching PPSSPP. It’s a baseline, nothing more. (GitHub)
3D Dot Game Heroes (PS3)
pc-3ddotgameheroes (vs-sr-dev) is a static recomp of the EBOOT that’s about 14 sessions into its dev log, and the game currently runs its own code up to its four logo screens. (GitHub)
Ace Combat 04: Shattered Skies (PS2)
AC04 Static Recomp (SatyaSujitPasupuleti) is an experimental Windows recomp that’s been user-tested through Mission 2, while PresidentRaptor’s separate PC port has Mission 01 completed in live play. (GitHub)
Ace Combat Infinity (PS3)
Ace-combat-infinity-recomp (The-OPERATIONS-Team) boots, plays and moves between missions, but progress isn’t saved yet and there’s no resolution scaling. (GitHub)
Aliens versus Predator (1999) (PS4)
AVP-PS4 (NichlasEk) is a v0.4.0 homebrew source port of the Icculus release, where the first Alien, Marine and Predator levels render, and the README says it’s an early playable port, not a finished one. (GitHub)
Ben 10: Alien Force (PS2)
ben10-alien-force-pc (batatinhafcbatatinha-pixel) is early work that builds and boots, with the game’s own code running until it hits functions the first map missed, so it’s not playable yet. (GitHub)
Ben 10: Ultimate Alien – Cosmic Destruction (PS2)
Ben10CosmicDestructionPC (GenissonEmilio) is an experimental Linux recomp on the PS2Recomp base, and the README refuses to call the campaign playable or the port done. (GitHub)
Ben 10: Omniverse (PS3)
ben10-omniverse-recomp (andrebrumdev) runs natively on Apple Silicon, with the first level (Training Simulation 1) playing and later levels not verified. (GitHub)
Black (PS2)
black-recomp (SirBraga) runs the whole of Level00 on the main CPU side, and the author’s own admittedly rough guess is about 72% toward the goal of a good 60 fps PC version. (GitHub)
Bloody Roar 4 (PS2)
bloody-roar4-recomp (recomp-code) plays from boot through the title, character select and fights with music and effects, though the README says not every mode has been played. (GitHub)
Boku no Natsuyasumi 2 (PS2)
boku-no-natsuyasumi-2-pc (batatinhafcbatatinha-pixel) builds and initializes graphics and audio, then stalls after creating the game’s threads, and no scene has been validated. (GitHub)
Crazy Taxi (PS3)
crazytaxi-ps3 (sp00nznet) is an alpha that boots through the loading screen and the logos, with menus and gameplay not reached. (GitHub)
Date A Live: Rinne Utopia (PS3)
DAL-Rinne-Utopia-recomp (yuias) boots, plays its intro movies with sound and reaches the title screen, and how far beyond that it works hasn’t been checked. (GitHub)
Daxter (PSP)
daxter-recompiled (anthonyhfm) is an experimental alpha for macOS and Windows, with Linux not supported yet. (GitHub)
Dissidia 012 Final Fantasy (PSP)
PSPRecomp-d012 (LiinkPK) is a PSPRecomp fork whose game loads, maps memory, runs constructors and enters its main loop, with the graphics ring buffer stable and no crash. (GitHub)
Dragon Ball Z: Budokai Tenkaichi 2 (PS2)
BT2-Recomp (oric212) has Story mode running all 200 parts to their battle’s end without input, though the README says it hasn’t been played by hand yet. (GitHub)
Dragon Ball Z: Tenkaichi Tag Team (PSP)
Tenkawa (TeamGDB) is at the very start of its development, boots and reaches the title screen, and the README says plainly it can’t be played yet. (GitHub)
Dragon Quest VIII (PS2)
DQ8-Recompiled (Sinan-Karakaya) is an experimental NTSC-U port that boots, loads saves and reaches field gameplay, but sustained playable performance and full-game compatibility are still in progress. (GitHub)
Dynasty Warriors 5: Xtreme Legends (PS2)
dw5xl-recomp (TheSlackbringer) is labeled a beta, and the README lists the modes, movies, audio and saving as working on Vulkan via paraLLEl-GS. (GitHub)
EA Sports UFC 4 (PS4)
UFC4-PC-Port (schans-arg) is experimental, and its 0.0.11 build reached a KO in a Fight Now match and allowed character creation, a first fight and saving in Career. (GitHub)
Felyne Puzzle (Airu de Puzzle) (PSP)
ailu-puzzle (jM5557) is marked playable but early, with the whole game recompiled, while long play sessions and every game mode are listed as not verified yet. (GitHub)
FIFA Street 2 (PS2)
FifaStreet2Recomp (1lawl) is a work in progress in early bring-up and not playable yet. (GitHub)
Fighting for One Piece (PS2)
FightingForOnePiece_Recomp (Arzaroth) is a Linux port that boots the EE kernel and the game’s IOP modules and reads from the disc, while the title screen, menus and fights are still in progress. (GitHub)
Gitaroo Man (PS2)
gitaroo-man-native (erinxocon) boots through the intro movies, title and menus into the tutorial and the stage 1 battle, playable with keyboard or controller. (GitHub)
God of War: Ascension (PS3)
gow-ascension-pc (arnaldolima1) runs the main menu at 50 to 55 fps and the first level at 22 to 27, with the boss fight at 13 to 21, and other Ascension recomps exist. (GitHub)
God of War: Chains of Olympus and Ghost of Sparta (PSP)
gow-psp-recomp (DrummingBird1) is a v1.3.1 preview where every level of both games loads and runs in automated tours, but neither has had a full playthrough yet. Separate alpha ports by arnaldolima1 exist too. (GitHub)
Gran Turismo 5 Prologue (PS3)
GT5P (sp00nznet) is a pre-alpha that boots and loads its own content but doesn’t draw a frame yet. (GitHub)
Guitar Hero III: Legends of Rock (PS3)
sp00nznet’s gh3 boots through the intro movies and menus into gameplay and has completed 45 of 45 songs, though co-op, guitars and online still need work. (GitHub)
Harry Potter and the Prisoner of Azkaban (PS2)
azkaban-recomp (chaikosh) is a work in progress that boots through the logos and intro, and New Game reaches the Hogwarts Express with its 3D scenes. (GitHub)
Haze (PS3)
haze-recomp (zdiemer) is an experimental Windows port, and the README says campaign completion isn’t validated. (GitHub)
Imabikisou (PS3)
imabikisou-pc (yasindevs) is a work-in-progress Windows prototype with early scenes running through ps3recomp, plus an experimental machine-translated English edition. (GitHub)
inFAMOUS 2 (PS3)
infamous2-pc (ThiagoFraga761) is billed as playable but still in development, where the game starts and gets through the videos and menus. (GitHub)
inFAMOUS First Light (PS4)
infamous-first-light-pc (VantageEX) is early but playable, with the game booting to the menus and gameplay, saving and playing through the first missions at about 35 to 45 fps. (GitHub)
inFAMOUS Second Son (PS4)
iss_pc (HayatoG) is playable but in development, getting through the first chapters at a typical 20 to 30 fps on an RTX 2060 with known graphics glitches. (GitHub)
Killzone 2 (PS3)
tokisaki-port (YYOzcan) is a work in progress that its README calls playable only in a limited sense, with the campaign starting and the first level playing at about 13 to 14 fps. (GitHub)
Killzone: Liberation (PSP)
KillzoneLiberation-Recomp (Tzeentchnet) is an experimental source-only Windows recomp that has completed the Chapter 1 presentation, the tutorial and Mission 1, with full-game validation still in progress. (GitHub)
LittleBigPlanet (PS3)
LittleBigRecomp (benjidotsh) boots on an Apple Silicon Mac through the logos and intro movie and loads the first level, the Introduction, where it renders and answers the pad. (GitHub)
LocoRoco 2 (PSP)
Purun (TeamGDB) is a work in progress far from finished, and only the start of the game has been played on one platform. (GitHub)
Madden NFL 10 (PSP)
Madden-10-PSP-recomp (awest813) is a browser build that boots to the title screen with audio at around 30 FPS, per its latest smoke check. (GitHub)
Metal Gear Ac!d (PSP)
MGAcid (PRomeotheus) is a static recomp of the US release that boots, plays and saves. The README lists what has been exercised, says it is not a finished compatibility report, and multiplayer is not supported. (GitHub)
Metropolismania (PS2)
Metropolismania-PC (koaque) is an early, experimental rebuild into readable C++ where the game boots and reaches the city but is not ready to play through. (GitHub)
Midway Arcade Origins (PS3)
midway-ps3 (sp00nznet) is an alpha recomp that gets in game, boots through the logo movies to the title and game carousel, and runs an arcade ROM set (Vindicators Part II plays its attract loop). (GitHub)
Mister Mosquito (PS2)
mister-mosquito-pc (danielgomesvieira2000) is an early work-in-progress recomp with no release yet. It boots and plays the title and menus. (GitHub)
Mobile Suit Gundam Extreme VS. Maxiboost ON (PS4)
MaxiboostPort (johnnygentoo) runs the PS4 game’s x86-64 code natively on Linux and is early but playable offline. It boots through the intro, and Free Battle runs at 60 FPS. (GitHub)
MotorStorm (PS3)
motorstorm-ps3 (nossramo) is a native macOS Apple Silicon build of Complete Edition that is playable, with races at up to about 30 FPS. An iOS build exists too, and the README is mostly detailed engineering notes. (GitHub)
NASCAR Rumble (PS1)
Nascar-Rumble-PC (ChromusMaster) is a from-scratch C99 engine, now at 0.0.4-alpha01, that boots the game and plays a race. The README warns of bugs and missing validation. (GitHub)
NCAA Football 10 (PSP)
NCAA-10-PSP-Recomp (awest813) is a browser build via WebAssembly where play was verified through kickoff and scrimmage at about 30 FPS. One run reached postgame, with loading and presentation stalls left. (GitHub)
Need for Speed: Underground 2 (PS2)
nfsu2-native (mad0xStrixhadorami) rebuilds the PAL PS2 game as native Linux code and is labelled a playable prototype. About 62% of the front-end screens work, including the main menu, Quick Race flow, profiles and the 3D showroom. (GitHub)
Patapon (PSP)
p3-recompiled-and-remastered (Montick1560) is a PSP recompiler and runtime whose public baseline boots Patapon (USA) and renders the title screen with logo, menu and copyright text, matching PPSSPP visually. (GitHub)
Persona 3 FES (PS2)
fes-pc-recomp (Virtual-AK) is a recomp that runs the game from your own disc in the browser and in a native Windows window. The maintainers’ rough estimate is about 83% overall, with the playable desktop build and QA stage at 40%. (GitHub)
Persona 3 Portable (PSP)
P3P3DS (endercodezz) is a New 3DS port that has been playable since 0.3.0, though early, with no sound and no opening movie. It runs at 28–30 FPS in the field and 16–25 FPS in battles, and saves work. (GitHub)
PlayStation All-Stars Battle Royale (PS3)
allstars-port (samuelMadureira23) is a work-in-progress Windows recomp where menus, character select and battles with up to four fighters work. Shader compile hitches and some particle glitches remain, and no release package has been published. (GitHub)
Prototype (PS4)
prototype-pc-slop (petrishevgeorgii-debug) runs the PS4 game’s code natively on Windows. Prototype is playable and was tested through the early missions, while Prototype 2 is experimental but starts and plays. (GitHub)
Rampage World Tour (PS3)
rampage-ps3 (sp00nznet) is a recomp of the PSN release that boots and plays its logo sequence, with one logo visibly wrong. The README says menus are not reached yet. (GitHub)
Resident Evil Outbreak (PS2)
reo (sp00nznet) is an alpha recomp where a scripted boot reaches gameplay and the first scenario opens in J’s Bar. It runs far below full speed, and nothing past that point has been tried. (GitHub)
Saints Row 2 (PS3)
saintsrow2 (sp00nznet) is a recomp that boots, runs its own SPU code and opens a Direct3D 12 window with zero unresolved imports and zero crashes. About 69% of the imported system functions have handlers. (GitHub)
Scooby-Doo! Mystery Mayhem (PS2)
scooby-doo-mystery-mayhem-pc (Campfirecrucifix) is a Rust and Bevy rewrite of the engine where Episode 1 levels L01–L03A and the Episode 2 level chain are playable. Other levels load but their game logic is only partially ported. (GitHub)
Scooby-Doo! Night of 100 Frights (PS2)
night100 (matthewperiut) is a PS2Recomp decomp that also has a Nintendo Switch build. The README says the first areas were played through at 50 to 60 FPS, while later levels are untested and bugs are expected. (GitHub)
Scott Pilgrim vs. The World: The Game (PS3)
scottpilgrim (sp00nznet) is a recomp at phase 2 that boots, brings up its engine, opens a Direct3D 12 window at 32 FPS and reads every archive. The README says it does not draw gameplay yet. (GitHub)
Smash Court Tennis Pro Tournament 2 (PS2)
SmashCourtTennisProTournament2_Recomp (Arzaroth) is a native Linux recomp in bring-up that boots, loads its IOP modules and overlays, and reaches the main menu. The README marks what works, what is in progress and what is not reached yet. (GitHub)
SOCOM II: U.S. Navy SEALs (PS2)
socom-unzipped (Scotho) is an early-stage recomp prototype that boots and plays the menus and missions. Two copies of the game have finished online rounds against each other on the project’s test server, and things break between builds. (GitHub)
Soul Sacrifice Delta (Vita)
ss-delta (vita-recomps) is a Windows recomp where the README says the whole game plays on native code, with every quest map unlocked. The final battle had not been reached in testing yet. (GitHub)
Spawn: Armageddon (PS2)
spawn-armageddon-pc (otavix010) is a work-in-progress PS2Recomp port that boots, loads the IOP modules, reaches the main menu and enters the first 3D level. (GitHub)
Spider-Man 2 (PS2)
Spider-Man-2-PS2-Recomp (saltyboosack-blip) is an experimental source-only PS2Recomp effort that boots through the original pink-screen and black-screen blockers. The README says the port is not playable yet. (GitHub)
SpongeBob SquarePants: Truth or Square (PSP)
OceanCrab (santiagoarce-rgb) is a PSP recomp for PC that reaches the main menu with working audio and input. The README calls it a first playable build, with Story Mode, Credits and Options navigable. (GitHub)
Star Wars Battlefront: Renegade Squadron (PSP)
StarWars-RenegadeSquadron-PC (GTTeancum) is a PSP recomp for Windows that the README calls playable with known issues. It boots through the menus into ground and space battles at about 58 FPS on the author’s machine. (GitHub)
Star Wars: Battlefront and Battlefront II (PS2)
openbf (sprucey149) is a Rust engine that plays the NTSC-U PS2 versions and that the README calls playable but far from finished. It is tested on Linux and Windows. (GitHub)
Super Robot Taisen Z (PS2)
SRWZ-native (SloppyWyn) is a PS2Recomp port of the Japanese release for Windows where scenario 1 plays to the end. The battle map runs at about 40 FPS, and scenarios 2 onward are still work in progress. (GitHub)
Supersonic Acrobatic Rocket-Powered Battle-Cars (PS3)
SARPBC-recompiled (snufflyyy) is a native Linux recomp where version 01.09 boots to the menus and plays an offline match in the arena at 35+ FPS. (GitHub)
Tales of Xillia 2 (PS3)
TOX2-recomp (yuias) is a work-in-progress recomp for Windows and Apple Silicon macOS that runs the start-up code, SPU tasks and the engine’s frame loop. The game starts but still draws a placeholder texture. (GitHub)
Tekken 6 (PSP)
azazel6 (zxyandreay) is a research effort toward a native Android port. The README says it is not playable, with no title screen, scene, audio or controls, though startup reaches graphics initialization and a few VBLANK events. (GitHub)
Test Drive: Eve of Destruction (PS2)
eod-recomp (pareidolico) is a native PC recomp with about 13,500 functions recompiled where Career and Action modes are playable. The README lists known issues and plans. (GitHub)
The Order: 1886 (PS4)
theorder1886-port (mateussmeneses) is a work-in-progress Windows port that boots through the logos and title into a new game and the prologue cutscene. The README says gameplay beyond the prologue and sound are not verified yet. (GitHub)
The Simpsons: Hit & Run (PS2)
hit-and-run-web (Vheissu) is a Three.js reconstruction that runs in the browser from assets converted from your PS2 disc image. New Game starts the campaign with checkpoints, but the README says it is not yet a 1:1 port and gamepad menu navigation is unfinished. (GitHub)
Tokyo Jungle (PS3)
tokyojungle (sp00nznet) is a recomp at phase 8 that boots to a Direct3D 12 window, brings up SPURS and all twelve SPU job images, and loads its data. Audio initializes and the title screen shows, but geometry is not drawing yet. (GitHub)
Tomb Raider: Definitive Edition (PS4)
tombraider_pc (drakenabarion) is a work-in-progress native Linux port that boots, plays the intro videos with sound and plays well past the first base camp at 60 FPS. The README lists known problems. (GitHub)
Tornado Outbreak (PS3)
tornado (sp00nznet) is a recomp where gameplay runs at about 10–16 FPS. The README notes a comic-style white transition that fills the level a few seconds in. (GitHub)
Twisted Metal (2012) (PS3)
twistedmetal (sp00nznet) is a recomp where the front end, menus and vehicle select work and a suburbs match with six opponents is reached. About 86% of the imports resolve, and the front end is driven by a scripted pad. (GitHub)
Ultraman Fighting Evolution 3 (PS2)
ufe3-recomp (idiazraz) is a PS2Recomp port to native Linux that the README calls early and not playable. The game boots through its IOP modules and sound driver. (GitHub)
Unicorn Overlord (PS4)
unicorn_overlord_pc (hachi23) is a work-in-progress native Linux and Windows port that runs at about 50 to 60 FPS on a mid-range laptop. The README says the game has not been played to the end. (GitHub)
Valkyria Revolution (PS4)
valkyria-revolution-ps4rt (HekamiAeon) is an experimental Linux runtime that the README calls playable in the tested opening sections. It is not a verified full playthrough. (GitHub)
Virtua Fighter 5 (PS3)
vf5 (sp00nznet) is a recomp that renders four boot logos and then renders without presenting. The README marks getting past the logos and attract mode as not reached, because it needs CRI Sofdec video decoding. (GitHub)
WipEout Omega Collection (PS4)
wipeout_pc (AbdelmoumenDeghbouche) is a native Windows port the README calls playable and in active development. Menus and races play above 60 FPS, and known problems are tracked as open issues. (GitHub)
WTF: Work Time Fun (PSP)
wtf-psp-recomp (sp00nznet) is a recomp where individual microgames work one at a time. Lumberjack and Pendemonium play, while Lumberjack Challenge only reaches its title screen. Sound is not played to a device yet. (GitHub)
Yakuza (PS2)
YakuzaRecomp (TatsunaKyo) is an early-development recomp of the PAL release. There is no playable build yet, though the menus respond to input and scenes with a textured ring replay on Linux. (GitHub)
Yu-Gi-Oh! The Duelists of the Roses (PS2)
dotr-recomp (Glasena) is an early but playable recomp. The game boots, plays movies and runs the story, duels and map, but speed is below full, a first save is unconfirmed and there is no real pad support yet. (GitHub)
Berserk: Millennium Falcon Hen (PlayStation 2)
berserk-ps2-recomp (fenrircl) is a native port in progress, but its README doesn’t say how far along it is; last commit October 20. (GitHub)
Biohazard Outbreak File 1 & 2 (PlayStation 2)
Biohazard-Outbreak-Mac (HAB3X) is a native port in progress, but its README doesn’t say how far along it is; last commit October 27. (GitHub)
Call of Duty: Roads to Victory (PSP)
psp-web-recomp-call-of (3Samourai) is a native port in progress, but its README doesn’t say how far along it is; last commit October 8. (GitHub)
Cars (PSP)
CarsPSPRecomp (DanielPerezL) is a native port in progress, but its README doesn’t say how far along it is; last commit October 13. (GitHub)
Xbox and Xbox 360
Sonic Free Riders (Xbox 360)
Free-Riders-Recompiled is up to v0.10.29 (October 23) and is flagged as AI-assisted, and the recent releases add a 50-achievement page plus performance work (it’s been tested on an AYN Thor handheld), but it’s still described as only getting you menus and races, which is partial. (GitHub)
- Free Riders Recompiled Traditional Chinese Mod – Replaces the game’s text files with a Traditional Chinese translation (loaded with the game language set to Japanese).
Castlevania: Symphony of the Night (Xbox 360, XBLA)
NocturneRecomp is a partial recomp of the XBLA version. (GitHub)
Daytona USA (Xbox 360, XBLA)
daytona-xbla-recomp is partial and currently build-from-source. (GitHub)
DoDonPachi DaiOuJou (Xbox 360)
SDOJ-Recomp is partial. (GitHub)
Lost Odyssey (Xbox 360)
Several forks are around, and freefrank’s now has a v1.0.6 release (October 19) even though its README is still stuck on v0.1, but I couldn’t verify that anyone has finished a full playthrough, so treat it as early. (GitHub)
- 4x HD Texture Pack – Replaces about 15,400 of the game’s textures with 4x upscaled versions.
- Built-in mod system with a Mod Organizer 2 plugin – The port ships a mod folder format and an MO2 plugin for texture, model, font, cutscene video, translation and button-prompt replacements.
Project Gotham Racing 4 (Xbox 360)
PGR4-Recomp is at v1.2.2 as of October 17 and boots and runs races, which counts as partial. (GitHub)
Guitar Hero II and Rock Band 3 (Xbox 360)
The recomps are partial, and Rock Band 3’s author calls it “playable but just barely.” (GitHub)
Burnout 3: Takedown (Xbox)
That’s now two projects, Takedawn (v0.1.0/0.2.0, and I couldn’t verify its status) and sp00nznet’s burnout3, which is an alpha where every mode boots, with its author having retired an earlier “playable” claim, and it’s still not playable. There’s also a separate PS2 project, burnout3-pc (v0.5.3-alpha). (GitHub: Burnout 3: Takedown / Burnout 3: Takedown)
The Lord of the Rings: The Third Age (Xbox)
A recomp that was flagged as AI-assisted has menus and audio working, but I couldn’t confirm gameplay as of October 9. (GitHub)
Halo 3 (Xbox 360)
A recomp of the Delta build exists, but all I found was videos and no clear status, so treat it as a rumor with footage. There’s also summers-aaron/xenon-pc-comp, a Linux build-from-source recipe that reportedly boots to the menu and loads the campaign, which is not a playable release. (GitHub)
Diablo III (Xbox 360)
Souls of the Reaper is a ReXGlue port for Windows whose README says only that it’s playable and stable, with a faithful 60 fps render path and a faster one up to 240 fps, so no start-to-finish claim. You supply your own Xbox 360 disc dump, and the build notes also ask for a Reaper of Souls save. (GitHub)
Aegis Wing (Xbox 360)
The Aegis Wing XBLA PC Recomp is a native Windows build of the shooter with 4K, 60 FPS and local four-player co-op, and the README presents it as a finished release you feed your own copy to. It has no completion claim beyond that, so call it likely but unproven. (GitHub)
Need for Speed: Most Wanted (2005) (Xbox 360)
SpeedBreakerProject’s speedbreaker is a second recomp of the Xbox 360 game for SteamOS, Linux and Mac, with an experimental iPhone and iPad IPA, and the README claims polished 60 fps play with ultrawide. It makes no completion claim and lists Mac and Linux rather than Windows. (GitHub)
Rayman Origins (Xbox 360)
RaymanOriginsRecomp runs the Xbox 360 game on macOS (Apple Silicon) and Android with graphics, audio, movies and controls working. The README claims nothing beyond running, so a Windows build is not something to count on. (GitHub)
Virtua Fighter 2 (2012) (Xbox 360)
VF2reKOmped is a Windows recompilation of the Xbox 360 Live Arcade edition that the README says runs really well, and its launcher offers a custom fight setup with every character including Dural. It states no completion claim. (GitHub)
WWE SmackDown vs. Raw 2007 (Xbox 360)
WWE-SVR2007-RECOMP is one of four sibling recomps (2007 to 2010) for Windows, Linux and the Steam Deck at 60 fps up to 4K, and the README promises the same game with no roster changes. It states no completion claim, so call it likely but unproven. (GitHub)
WWE SmackDown vs. Raw 2008 (Xbox 360)
WWE-SVR2008-RECOMP is one of four sibling recomps (2007 to 2010) for Windows, Linux and the Steam Deck at 60 fps up to 4K, and the README promises the same game with no roster changes. It states no completion claim, so call it likely but unproven. (GitHub)
WWE SmackDown vs. Raw 2009 (Xbox 360)
WWE-SVR2009-RECOMP is one of four sibling recomps (2007 to 2010) for Windows, Linux and the Steam Deck at 60 fps up to 4K, and the README promises the same game with no roster changes. It states no completion claim, so call it likely but unproven. (GitHub)
WWE SmackDown vs. Raw 2010 (Xbox 360)
WWE-SVR2010-RECOMP is one of four sibling recomps (2007 to 2010) for Windows, Linux and the Steam Deck at 60 fps up to 4K, and the README promises the same game with no roster changes. It states no completion claim, so call it likely but unproven. (GitHub)
2010 FIFA World Cup South Africa (Xbox 360)
fifa-world-cup-2010-recompiled (CalinGraphics) runs from your disc image with menus and cutscenes at 30 fps and matches at 60, though the README admits not every mode has been played end to end and Xbox Live doesn’t work. (GitHub)
Asura’s Wrath (Xbox 360)
asuras-wrath-pc (otavix010) is a static recomp whose README reports Episodes 1 through 3 complete, with the quick-time events handled by a scripted controller, so it’s partial. (GitHub)
Battlefield 2: Modern Combat (Xbox 360)
bf2-modern-combat-pc (batatinhafcbatatinha-pixel) is an experimental ReXGlue recomp tested through the first single-player mission, with texture shimmer and audio still unfinished. (GitHub)
Bejeweled Blitz Live (Xbox 360)
Re-Jeweled (thefixinhixon) is a native Linux port at Test build 1b, where the title screen, menus and gameplay run at a locked 60 fps. (GitHub)
Black (Xbox)
black-macos-recomp (elpetese) is an Apple Silicon recomp that boots to the title screen, plays the intro videos and reaches the first mission, where you can move, aim, shoot and reload. (GitHub)
Blinx 2: Masters of Time & Space (Xbox)
Blinx2-Recompiled (bruce-smith) is playable through the early game, up to stage 01-01 and the first Tom-Tom Gang stages, with later parts largely untested. A second recomp, blinx2-recomp, also exists. (GitHub)
Bully: Scholarship Edition (Xbox 360)
BullyRecomp (coole42-pixel) boots through the title menu and plays the Bullworth tutorial yard at around 60 fps, with missions, town and interiors untested. (GitHub)
Burnout CRASH! (Xbox 360)
burnout-crash-recomp (kiesxoxo) boots to the main menu with the full game unlocked, and playing and saving have worked in limited testing. (GitHub)
Call of Duty: Future Warfare (NX1) (Xbox 360)
NX1-Reborn (jxnplays) boots both single-player and multiplayer, with 15 maps loadable and another 12 still invisible because the runtime lacks a fallback. (GitHub)
Castlevania: Curse of Darkness (Xbox)
Castlevania-COD-Recomp (Neguchads) is an experimental Windows port, and its README says the whole campaign hasn’t been validated and texture banding is still open. (GitHub)
Catherine (Xbox 360)
catherine-macos (ammocache) is a work in progress that boots and plays menus, cutscenes and gameplay at a steady 30 fps on the hardware tested. (GitHub)
Conker: Live & Reloaded (Xbox)
ConkerLR-Recomp (yacineolivier-maker) is a work in progress with 31 adventure levels loaded and checked without crashes. (GitHub)
Crash: Mind Over Mutant (Xbox 360)
Mind over Recomp (Maxilure) is an alpha that boots and plays but hasn’t been played through to the end. (GitHub)
Crystal Defenders (Xbox 360)
Cristalis (Claudio5702) is a native Windows recomp at version 1.10, a beta that has been played by few people so far. (GitHub)
Dead or Alive 2 Ultimate (Xbox)
doa2u-re (NoRain211) is a 0.1.6 alpha where Story, Watch and the attract demo play on every stage in development runs, but many modes and characters haven’t been checked. (GitHub)
Dead Space 3 (Xbox 360)
ds3-nx (VasilkovND) is a 1.0.0 Switch port tested in handheld mode from the start of the game through the prologue. (GitHub)
Def Jam: Icon (Xbox 360)
defjam-icon-recomp (Aquinozz) is a Linux work in progress that boots to the title screen and isn’t playable yet. (GitHub)
Dynasty Warriors 5 (Xbox)
DW5-XBERecomp-Linux (datfooldive) is a Linux port whose boot is listed as still being brought up. (GitHub)
F.E.A.R. (Xbox 360)
fear360-recomp (Juansolo457) is a v0.1.5 source-only early release where both F.E.A.R. and F.E.A.R. Files boot and play on a Direct3D 12 renderer, with 1.0 planned once every level works. (GitHub)
Fallout: Brotherhood of Steel (Xbox)
falloutbos-recomp (sp00nznet) is a v0.1.0-dev alpha that boots and reaches a level, but its software rasteriser runs it at about 17 fps. (GitHub)
Far Cry Instincts (Xbox)
fci-recomp (VinceIP) is at version 0.2.3 for Instincts and Evolution, with the README admitting some features aren’t complete and the story mode map editors untested end to end. (GitHub)
FIFA Street 2 (Xbox)
fifastreet2-recomp (jv36) boots and reaches the recompiled entry point, but no window shows up yet and the process has to be killed by hand. (GitHub)
Forza Motorsport (Xbox)
forza-recomp (phobos665) is in early bring-up on Apple Silicon, where it boots and draws the front end at 60 fps and a race runs a little under 60, with a race to the finish and saving not yet checked. (GitHub)
Gears of War 2 (Xbox 360)
gears-of-war-2-pc-port (santiquiroz) has Act 1 playable with keyboard and mouse or controller, and the Android build is unchecked. Fenix-Reborn is a second recomp that calls itself experimental. (GitHub: Gears of War 2 / Gears of War 2 (Fenix-Reborn))
Ghost Recon: Future Soldier (Xbox 360)
GRFS-Recomp (alex-stampede) is an experimental macOS release where Campaign and Guerrilla have been playable on the development Mac, with visual bugs remaining. (GitHub)
GoldenEye 007: Reloaded (Xbox 360)
GoldenEye007ReloadedRecomp (nikolaygorb) boots to the main menu with video, audio and controller input, and training and the first mission load and play. (GitHub)
Guardian Heroes (Xbox 360)
guardian-heroes-recomp-public (rashevskyv) plays on Linux with keyboard and gamepad, but the Windows build fails at the final link and has no release yet. (GitHub)
Half-Life 2 (Xbox)
hl2-recomp (sp00nznet) boots to its own main menu and paints City 17’s skyline, but it isn’t playable because the boot crashes before its first frame. (GitHub)
Happy Wars (Xbox 360)
HappyWarsRecompiled (joojofc13-wq) is experimental, reaching Game Home, the tutorial and Skirmish gameplay, though matches remain unstable. (GitHub)
Import Tuner Challenge (Xbox 360)
Import-Tuner-Challenge-Native-PC-Port (marsy4256) is experimental, with highway gameplay functional and a known crash when exiting Time Attack. (GitHub)
Madden NFL 08 (Xbox 360)
MaddenNFL08-Recompiled (anishchandra24) is an early version tested on two PCs, where the boot, menus, Play Now games, field and player models work. (GitHub)
Majin and the Forsaken Kingdom (Xbox 360)
MajinRecomp (ArthurMS15) is early work in progress where the game boots, loads and renders. (GitHub)
Marvel Nemesis: Rise of the Imperfects (Xbox)
marvel-nemesis-recomp (15Cyber) is an alpha for Windows x64 on Direct3D 12 that the README says isn’t a claim of complete compatibility. (GitHub)
Max Payne (Xbox)
payne-recomp (phobos665) has the start-up, intro movie, main menu and the New Game opening cutscene working on Windows and Apple Silicon, with a crash in the Rooftops level among those fixed. (GitHub)
Metal Gear Rising: Revengeance (Xbox 360)
mgr-nx-deko (tuancapoo) is an experimental Nintendo Switch recomp of the Xbox 360 version. It boots to the title and in-game at 55–60 FPS in menus and 40–52 FPS in gameplay on a handheld. (GitHub)
Midnight Club 3: DUB Edition Remix (Xbox)
mc3-remix-xbe-recomp (znxee) is a research repo that recompiles the Xbox game to a Direct3D 12 PC build. It boots, reaches the menus and runs Arcade Cruise and races, with extra rendering options on top. (GitHub)
Midnight Club: Los Angeles (Xbox 360)
mcla-recomp (holdmysocks) plays career, races, garage and upgrades on Windows with Direct3D 12 at 30 FPS. The Vulkan build only reaches the title screen, and it also runs on Linux and jailbroken PS5. (GitHub)
Midnight Club: Los Angeles (Xbox 360)
rusty-mcla (holdmysocks) is a separate Rust rewrite of the engine that reads your disc data and runs on Vulkan, DirectX 12 and Metal. It is in early development at 0.6.1, with about 17% of the original functions closed so far. (GitHub)
Midtown Madness 3 (Xbox)
mm3recomp (taxidriverhk) is a static recomp that the README puts at roughly 80% done. It boots, plays the intro movies, menus and full races with audio, and the README lists what is still missing. (GitHub)
Mortal Kombat vs. DC Universe (Xbox 360)
MKVDCU-Recomp (KawaiiBunga) boots and plays full Arcade matches with sound at 60 FPS, tested on one PC. Other modes, hardware and long sessions need more testing. (GitHub)
MVP Baseball 2005 (Xbox)
MVP-Baseball-2005-XBERecomp (maddog847) is a public beta Windows recomp where gameplay, saving and audio have been tested. Bugs may remain. (GitHub)
Naruto: Rise of a Ninja (Xbox 360)
naruto-rise-recomp (jorjbarbosa) is a ReXGlue recomp for Windows x64 that the README calls a work in progress, with bugs, crashes and visual issues expected. It has a native Direct3D 12 renderer and a Brazilian Portuguese translation package. (GitHub)
Naruto: The Broken Bond (Xbox 360)
broken-bond-recomp (DIMASIK1502) is a playable work in progress on Windows with Direct3D 12. The title boots into the menu, and New Game, story and combat run. (GitHub)
NBA Jam: On Fire Edition (Xbox 360)
OpenJam (GTTeancum) boots to gameplay and runs as the full version rather than a trial. The README lists rough edges such as a stream of invalid texture fetch warnings. (GitHub)
Need for Speed: Carbon (Xbox 360)
recarbon (retronative) is an Apple Silicon recomp at alpha v0.1.2 that boots to free roam and loads races. Audio, movies and keyboard input work with open limitations, and free roam held 15 minutes in a hand test. (GitHub)
NHL 07 (Xbox)
NHL07-Android (Wannamingo) is an experimental native Android port at version 0.4.3, tested mainly on an Anbernic RG477M. The README says some earlier cold starts stalled in the intro video queue and the cause is not established. (GitHub)
NHL 2K8 (Xbox 360)
NHL2K8-Recompiled (anishchandra24) is an early Windows recomp that boots and runs menus, quick games, franchise mode and tournaments, with saving and loading. It stutters the first time you reach new screens and has been tested on only two PCs. (GitHub)
NHL Legacy Edition (Xbox 360)
nhl (furqanagwan) is a ReXGlue recomp that its own status scale puts at In-game, meaning it reaches gameplay but has not been validated end to end. No release has been published yet. (GitHub)
Otogi: Myth of Demons (Xbox)
otogi1 (sigods) is a v0.1 technical preview that boots the XBE and reaches the New Game menu, with save creation and loading. The README says it is a research preview, not a playable port. (GitHub)
Pacific Rim: The Video Game (Xbox 360)
PacificRimRecomp (thefixinhixon) is a native Linux recomp that the README calls playable, with DLC and saves working. Boot, menus, story fights and versus were verified by playing. (GitHub)
Perfect Dark (2010 remaster) (Xbox 360)
PerfectDarkRemasterRecomp (nikolaygorb) is a ReXGlue recomp for Windows whose working build boots to Direct3D 12 rendering with audio and controller support. About 15,000 functions recompile with 0 errors. (GitHub)
Prince of Persia: The Sands of Time (Xbox)
rePOP (FulGerNet) is a v0.3.4 recomp of the retail game and E3 2003 demo for Windows and Android. Both are playable with menus, movies and audio, and the README says full-game completion is not yet established. (GitHub)
Pro Evolution Soccer 2017 (Xbox 360)
pes2017-recomp (dzakyraf) is a work-in-progress recomp for Android that boots, renders and plays a match on a Galaxy S20 FE. A porting doc tracks what is fixed and what blocks next. (GitHub)
Pro Evolution Soccer 5 (Xbox)
pro-evo-5-recomp (phobos665) is a macOS Apple Silicon recomp that runs from boot into matches at 60 FPS with sound, including walk-out, kick-off and replays. Six minutes into a match there was no crash, and the other modes are not checked yet. (GitHub)
Real Steel (Xbox 360)
RealSteelRecomp (thefixinhixon) is a native Linux recomp that the README calls playable, covering boot, menus and the robot builder. A Windows build is in progress. (GitHub)
Resident Evil Code: Veronica (Xbox 360)
VeronicaRecomp (psxrestore) is a ReXGlue recomp for PC that the README calls a work in progress. It is in a playable state, but bugs and crashes are expected. (GitHub)
Rock Band Blitz (Xbox 360)
rb-blitz-xenon-recomp (gabrielofavero) is a soft-launch ReXGlue recomp that boots, renders 2D and 3D correctly and finishes songs. The README’s feature table still has items in progress, like ultrawide and 4:3 support. (GitHub)
Rockstar Games Presents Table Tennis (Xbox 360)
ttrecomp (bartando) is an in-progress recomp that the README says runs into a match on Apple Silicon. Full-match compatibility is still being worked out. (GitHub)
Rumble Roses XX (Xbox 360)
rumble-roses-xx-recomp (JesusTaylo) is an alpha, work-in-progress recomp that boots, plays the intro video and reaches the menus. Full matches are playable with a gamepad, tested on a single PC. (GitHub)
Saints Row (Xbox 360)
saintsrow (sp00nznet) is an alpha recomp with no release yet. It boots through the logos and menu, New Game gets through Player Creation into the city, and walking, camera and HUD work on foot. (GitHub)
Saw II: Flesh & Blood (Xbox 360)
Saw2Recomp (Matt-code-d) is a ReXGlue recomp for Windows that is playable with a launcher but still early. The README warns of missing function hints and graphics quirks like squares in fog. (GitHub)
Second Sight (Xbox)
second-sight-switch (nazgul-95) is an experimental Nintendo Switch recomp where early gameplay runs on hardware. The README says some scenes have rendering and performance problems and full-game completion is not verified. (GitHub)
Skate (Xbox 360)
Skate1Recompiled (cookingwithsimon) is a ReXGlue recomp for Windows where boot, intro videos, menus, audio, career start and Freeskate all work. It is a status line rather than a claim of full playthrough. (GitHub)
Skate 2 (Xbox 360)
skate2-recompile-pc (christianortel) is a v0.1.1 Windows build tested through Free Skate, campaign progression, replays and saves. An hour-long session progressed further into the campaign, and controller compatibility is still being tested. (GitHub)
Skylanders: Giants (Xbox 360)
GiantsRecomp (tsapZ) is a native Windows recomp where the intro and Chapter 1 play all the way. The README says nobody has played the whole game to the end yet, and Battle Mode is not ready. (GitHub)
Skylanders: Imaginators (Xbox 360)
ImaginatorsRecomp (tsapZ) is a native Windows recomp where the opening cutscene and the first level play. The README says nobody has played the whole game to the end yet. (GitHub)
Skylanders: Spyro’s Adventure (Xbox 360)
SSARecomp (tsapZ) is a native Windows recomp where Chapter 1 plays all the way through, with cutscenes and voices. The README says nobody has played the rest of the game to the end yet. (GitHub)
Skylanders: SuperChargers (Xbox 360)
SuperChargersRecomp (tsapZ) is a native Windows recomp that the README says has had little checking, and nobody has played the whole game to the end. (GitHub)
Skylanders: Swap Force (Xbox 360)
SwapForceRecomp (tsapZ) is a native Windows recomp where the tutorial and Woodburrow have been played through. The README says nobody has played it to the end yet. (GitHub)
Skylanders: Trap Team (Xbox 360)
TrapTeamRecomp (tsapZ) is a native Windows recomp where Chapter 1 and the Skylanders Academy play, including traps and the villain vault. The README says nobody has played the whole game to the end yet. (GitHub)
Spartan: Total Warrior (Xbox)
spartan-recomp (apexJCL) is an early port, not playable yet. The game code runs on every host, but nothing visible renders (a near-black screen) and the menus cannot be used. (GitHub)
Spider-Man 3 (Xbox 360)
Spider-Man-3-Recomp (b4ttycre4se) is a ReXGlue recomp with a Direct3D 12 playable test build where the first five missions were tested by the author. The full campaign is not verified, and the author says they are no longer actively working on it. (GitHub)
Spider-Man: Web of Shadows (Xbox 360)
WOSRECOMP (OldestBen) is an in-progress ReXGlue recomp that boots, opens a window and presents at 60 Hz. Nothing of the game itself is drawn yet. (GitHub)
Splinter Cell: Double Agent (Xbox)
scda-recomp (r2bir2) is a Windows recomp that works for boot, with anti-aliasing and local split-screen co-op. Known issues are occasional graphics glitches and a rare crash while loading, and the author says they stopped working on it because another PC port was a better base. (GitHub)
SSX (2012) (Xbox 360)
SSX-RexGlue (pmrazor) is a ReXGlue recomp for Windows that boots, plays races and saves progress. The README lists occasional UI texture glitches at 2x, and the online features are not working. (GitHub)
SSX 3 (Xbox)
SSX3-recomp (koenhendriks) is a recomp of the PAL release for Windows and Linux that boots to a race at 60 FPS on Linux. Freestyle events and 2-player split screen are listed as working, and a 2-hour automated soak test passed. (GitHub)
SSX Tricky (Xbox)
SSX-Tricky-PC (MatiasRiveraC) is a work-in-progress recomp that boots, runs the whole frontend, and races against the AI at 60 FPS through the finish and results screen. Hard-disk saves work, and the README says it was made with Claude Code. (GitHub)
Stuntman: Ignition (Xbox 360)
stuntdouble-reignition (giangra) is a ReXGlue recomp in early development where menus, career and races play. The README says to expect bugs. (GitHub)
Superman Returns (Xbox 360)
superman_returns_recomp (MrPowerUp82) is an experimental ReXGlue recomp for PC that runs at about 25 to 27 FPS on an Intel UHD laptop GPU. Its Vulkan backend is experimental and scene validation is still going on (README in Portuguese). (GitHub)
Tekken 6 (Xbox 360)
tekken6-recomp (mahmoud-mess) is a ReXGlue recomp where fights run correctly through Metal on macOS and lock at 60 FPS on an M1 Max. The README documents a case where a missing interlock path leaves a black 3D scene behind a working HUD. (GitHub)
The Maw (Xbox 360)
TheMawRecomp (thefixinhixon) is a native Linux recomp that the README calls playable. A Windows build is in progress. (GitHub)
Tim Burton’s The Nightmare Before Christmas: Oogie’s Revenge (Xbox)
OogiesRevengeRecompiled (josiahg2502-glitch) is a playable start where the whole executable is recompiled and runs at a steady 60 FPS. Sound runs silently without an audio device. (GitHub)
The Sims (Xbox)
sims1-recomp (abilliontokens) is a recomp for Linux and Windows that boots from the disc image, plays the intro movies and reaches its menus and Create a Sim. A playable household in live mode ran unattended in 17 of 17 tries. (GitHub)
The Warriors (Xbox)
TheWarriors-XBERecomp (Antriksh1984) is an alpha Windows recomp that boots and plays through the opening missions with sound. The README says it has not been played to the end and later crashes or broken sound are possible. (GitHub)
Tokyo Xtreme Racer: Import Tuner Challenge (Xbox 360)
txr-itc-recomp (hinamihere) is an experimental Windows port that boots to the title screen and menus. Free Run mode is playable on the Shuto Expressway, and there are no saves, no video playback and no rumble. (GitHub)
Tony Hawk’s Proving Ground (Xbox 360)
ProvingGroundRecomp (Newbie1337x) is a Windows and Linux recomp that boots, plays and runs its cutscenes at the right speed on Windows. The README says the Linux build is less settled. (GitHub)
Torchlight (Xbox 360)
torchlight-recomp (YaPeL) is a beta native macOS and Linux port where menus, town, dungeons, character creation, inventory and pets run on the native renderer. The README has a known-limitations list and there is no build for Intel Macs. (GitHub)
Turok (Xbox 360)
turok (sp00nznet) is a ReXGlue and XenonRecomp port that boots to the loading screen. The game initializes and renders the logo and loading spinner, and settings and input bindings work. (GitHub)
Ultra Street Fighter IV (Xbox 360)
usf4-nx (Thorhax) is a ReXGlue recomp for PC and Nintendo Switch. On Windows it boots, and menus and fights work with the native Vulkan renderer at 60 FPS. (GitHub)
Urban Chaos: Riot Response (Xbox)
UrbanChaosRiotResponseBurnerEdition (linkssy2) is a Direct3D 12 recomp with experimental local split-screen co-op. The README says full-campaign acceptance is still open and some HD HUD prompts have issues. (GitHub)
Wreckless: The Yakuza Missions (Xbox)
wreckless (sp00nznet) is a recomp that boots, starts its game thread and runs initialization. It is not rendering yet, and the graphics and audio layers are only scaffolded. (GitHub)
WWE WrestleMania 21 (Xbox)
wm-xxi-recomp (phobos665) is an early bring-up where the intro movies, title screen, menus and a Main Event match run. The README says it has not been played through properly. (GitHub)
WWE ’12 (Xbox 360)
wwe12-pc (iMrBurn) is a native Windows ReXGlue port with known issues like coloured blocks during entrances and matches on some GPUs. The README plans to fix every known bug for 1.0. (GitHub)
WWE All Stars (Xbox 360)
WWE-AllStars-Recomp (shaneomac1337) is a Windows recomp that lists what is tested and playable, including Exhibition, Path of Champions and Create a Superstar. The README warns that anything not listed may still crash. (GitHub)
WWE SmackDown vs. Raw 2011 (Xbox 360)
SVR2011-Recomp (shaneomac1337) is a Windows ReXGlue recomp where exhibition matches, menus and Create a Superstar are tested and playable. Road to WrestleMania can crash at any point and other modes are untested. (GitHub)
2014 FIFA World Cup Brazil (Xbox 360)
fifa-world-cup-2014-recompiled (HossEz) is a native port in progress, but its README doesn’t say how far along it is; last commit October 26. (GitHub)
3 on 3 NHL Arcade (Xbox 360)
3on3ArcadeRecomp (startupandhold) is a native port in progress, but its README doesn’t say how far along it is; last commit October 23. (GitHub)
Asura’s Wrath (Xbox 360)
asuras-wrath-recomp (PauloUbirajara) is a native port in progress, but its README doesn’t say how far along it is; last commit September 11. (GitHub)
Bejeweled 3 (Xbox 360)
bejeweled3-nx (ChanseyIsTheBest) is a native port in progress, but its README doesn’t say how far along it is; last commit October 26. (GitHub)
Black (Xbox)
Black-Android (RanggaCasper) is a native port in progress, but its README doesn’t say how far along it is; last commit October 24. (GitHub)
Blinx: The Time Sweeper (Xbox)
blinx-recomp (magicseb) is a native port in progress, but its README doesn’t say how far along it is; last commit October 24. (GitHub)
Buffy the Vampire Slayer: Chaos Bleeds (Xbox)
buffy-chaos-bleeds-pc (KaikoClanworth1) is a native port in progress, but its README doesn’t say how far along it is; last commit October 2. (GitHub)
Call of Duty: Finest Hour (Xbox)
FinestHourRemastered (crazyriddler) is a native port in progress, but its README doesn’t say how far along it is; last commit October 26. (GitHub)
Castlevania: Symphony of the Night (XBLA) (Xbox 360)
castlevania-nx (Surmavanick) is a native port in progress, but its README doesn’t say how far along it is; last commit October 4. (GitHub)
Conan (2007) (Xbox 360)
Conan2007Recomp (crazyriddler) is a native port in progress, but its README doesn’t say how far along it is; last commit September 27. (GitHub)
Crash Nitro Kart (Xbox)
Nitro Kart Recompiled (se2ba4st6ia8n18) is a native port in progress, but its README doesn’t say how far along it is; last commit October 23. (GitHub)
Crash of the Titans (Xbox 360)
crashott-pc (VitoMiguelF) is a native port in progress, but its README doesn’t say how far along it is; last commit October 26. (GitHub)
Crimson Skies: High Road to Revenge (Xbox)
crimsonskies-recomp (sp00nznet) is a native port in progress, but its README doesn’t say how far along it is; last commit September 21. (GitHub)
DOS, Windows, Amiga and Mac
The Elder Scrolls: Arena (DOS)
OpenTESArena is a clean-room engine still in development, so partial. (GitHub)
Need for Speed 1–6 (PC/PS1)
OpenNFS loads assets and is early, with gameplay still planned. (GitHub)
Oddworld: Abe’s Oddysee and Exoddus (Windows/PS1)
R.E.L.I.V.E. is an engine replacement, still partial. (GitHub)
Age of Empires and StarCraft (Windows)
openage and OpenBW are both partial. (GitHub: Age of Empires / StarCraft)
SkiFree, LEGO Island, Space Rangers HD and Star Wars Episode I: Racer (Windows)
All of these are partial decomp projects without a finished PC build. (GitHub: SkiFree / LEGO Island / Space Rangers HD / Star Wars Episode I: Racer)
- Third Person Camera extension – Bundled isle-portable extension that adds an orbiting third-person camera option to the game.
- Multiplayer extension – Bundled isle-portable extension that lets multiple players share the island online with visible remote players and name bubbles.
- Texture Loader extension – Bundled isle-portable extension that loads replacement textures into the game.
- SI Loader extension – Bundled isle-portable extension that loads additional or custom SI (game asset) files.
Cosmo’s Cosmic Adventure, Bumpy’s Arcade Fantasy and Starflight (DOS)
Each is a partial decomp or reverse engineering that produces a DOS binary, not a modern native build. (GitHub: Cosmo’s Cosmic Adventure / Bumpy’s Arcade Fantasy / Starflight)
Grand Theft Auto (DOS/Windows, 1997)
sp00nznet’s recomp renders the title screen but won’t start a loaded game. (GitHub)
Test Drive Unlimited (Windows)
OpenTDU is a source port that’s still a work in progress, so grab a nightly build and expect rough edges. (GitHub)
DinoPark Tycoon (DOS)
dinopark statically recompiles the DOS exe to native C for Windows 11, and the README says the game is playable, with the intro, loans, buying plots, mouse and music working. I saw no completion claim, so it’s playable-but-unproven. (GitHub)
Nitemare 3D (Windows)
nitemare3d-recomp converts the 1994 Windows 3.1 exe so the original game runs on Mac, Linux and Windows and in a browser, and the README says levels, enemies, weapons and saves behave as they did in 1994. It makes no completion claim of its own. (GitHub)
1NSANE (Windows)
1nsane-recompiled (AntAir267) is a native SDL3 and Vulkan recomp for the GOG release, labeled an early alpha that’s only been tested on the author’s own machines. (GitHub)
Stunts (4D Driving) (FM Towns)
pc-4ddriving (vs-sr-dev) is a recomp at session 4 of its dev log, with the game’s code and the Towns BIOS running the menus, races, replay menu and track editor. (GitHub)
ABEL: Shin Mokushiroku Taisen (FM Towns)
pc-abelsmt (vs-sr-dev) is at session 3 of its dev log, where the opening, the logo, the title and its menu run, with the window throttling the CPU to 35% so it isn’t too fast. (GitHub)
Axis & Allies (2004) (Windows)
OpenAllies (haskbasirat) is a Rust and Bevy recreation that calls itself a work in progress, where you can play a custom battle against the computer with the original menus and maps. (GitHub)
Battle Engine Aquila (Windows)
Onslaught CE (dlprentice) is an early preview built on a byte-matching decompilation, and the same author’s onslaught-godot is a proof of concept that isn’t playable yet. (GitHub: Battle Engine Aquila / Battle Engine Aquila)
Beach Life (Windows)
beachlife-recomp (yannicksuter) is an early playable reconstruction with known limits, and the README says complete gameplay parity is still a work in progress. (GitHub)
Black & White (Windows)
sp00nznet/bw is a static recomp whose viewer runs the whole game loop, with terrain rendering, scripts spawning entities and villagers playing real animations, though it’s still a viewer rather than the game. (GitHub)
Blake Stone: Aliens of Gold and Planet Strike (DOS)
sp00nznet/blakestone is a v0.2.0 alpha where both games boot and play in scripted headless runs, but neither has been played end to end by hand. (GitHub)
BrickBlaster (DOS)
brickblaster-c (KonsomeJona) is a C port marked preview that runs on Windows, macOS, Linux, the web and (experimentally) Android, and the README doesn’t claim full equivalence with the 1999 executable. (GitHub)
Bugs Bunny: Lost in Time (Windows)
bugs-bunny-time-linux (sergen213) is a work-in-progress engine reimplementation where Lost in Time plays through its levels, and Time Busters only plays its first levels. (GitHub)
Call of Duty: Modern Warfare 2 (Windows)
IW4L (vladtrc) is an open-source runtime where you can explore maps, fight bots and record demos, but the README says gameplay remains incomplete. (GitHub)
Celeste (Windows)
celeste-wasm (MercuryWorkshop) is a mostly-complete WebAssembly port with full Everest mod support. (GitHub)
Colin McRae Rally 2.0 (Windows)
cmr2lab (LENAWare-Works) boots the frontend and loads a Kenya stage with a full stage driven start to finish, but the road doesn’t yet recede to a horizon. (GitHub)
Colin McRae Rally 2.0 (Windows)
OpenCMR2 (pablocpas) is a work-in-progress native port on top of a decompilation, where the intro videos, menus and stages work on what’s been tested, and a VR fork for Quest 3 exists. (GitHub)
Command & Conquer: Generals Zero Hour (Windows)
Project New Shoes (Agusx1211) boots the original engine and runs skirmishes against the original AI, with multiplayer over WebRTC still marked experimental. (GitHub)
Command & Conquer: Red Alert 2 / Yuri’s Revenge (Windows)
ra2-engine (omarelarab) is a playable beta (0.9) with the Allied and Soviet campaigns and skirmish, though Yuri’s faction isn’t playable and it isn’t a 1:1 copy. vera20k and a recomp also exist. (GitHub)
Crystal Caves (DOS)
OpenCrystalCaves is an engine reimplementation where, per the README, currently episode 1 is playable. (GitHub)
Dark Sun: Shattered Lands (DOS)
darksun-recompiled (daaki85) is a prototype where the intro, main menu and START GAME run, and Wake of the Ravager shares the same engine. (GitHub)
Diablo II / Lord of Destruction (Windows)
diablo-2-macos (Joshspeakman) recompiles patch 1.14d into native arm64 code for Mac and is labeled beta, with Beta 3 adding online games without Battle.net. (GitHub)
Don’t Starve (Windows)
dontstarve-recomp (fernandoalves25) recompiles the Windows exe to native ARM64 C, which it labels experimental at about 12 fps in a world, while the Linux build under box64 is the playable route. (GitHub)
Dungeon Siege (Windows)
dungeon-siege-macos (Joshspeakman) is a beta for Apple Silicon, and the README says the single-player campaign, multiplayer and the Legends of Aranna expansion play, with known issues listed. (GitHub)
Emperor: Rise of the Middle Kingdom (Windows)
OpenEmperor (oliverjessner) is a clean-room reimplementation at 0.1.0-alpha.2 for Apple Silicon Macs with a playable city, though parity is incomplete and original campaigns and savegames are unsupported. (GitHub)
Epic Pinball (DOS)
epicpinball (sp00nznet) is a v0.1.0 alpha where the menus and all thirteen tables boot and play in scripted runs, but nobody has played a full game by hand yet. (GitHub)
Freedom Fighters (Windows)
ff-vita (HenryKun55) is a recomp where the game boots on macOS, plays the in-engine intro cutscene and goes on from there, though render to texture and the AVI movies are not done. (GitHub)
Fury3 (Windows)
fury3 (sp00nznet) is a static recomp that boots through the original front end, a New Game and a 3D briefing into flying the canyon. (GitHub)
Gunman Chronicles (Windows)
sp00nznet’s gunman is an alpha, fully recompiled, that runs at the game’s 72 fps cap at 640×480, and the README says 1080p and up need more work. (GitHub)
Heavy Metal: FAKK2 (Windows)
heavymetal (sp00nznet) is in the runtime bring-up phase, where the recompiled binary runs the original MSVC 6 runtime startup. (GitHub)
Heretic II (Windows)
heretic2 (0lvin) is a customized Quake II engine with Heretic II game code, and the README says it’s at really initial steps and runs mostly without crashes. (GitHub)
Hotel Mario (CD-i)
HotelMarioRecomp (mstan) is a very early research preview that boots the real CD-RTOS BIOS and has normal-speed input clearing Hotel 1 Stages 1 to 3, with bosses, the ending and save restoration still unproven. (GitHub)
Hover! (Windows)
sp00nznet’s hover is a v0.1.0-dev alpha that boots, starts a game and plays level 1 to the end, fully recompiled. (GitHub)
Imperivm: Great Battles of Rome (Windows)
imperivm-reforged (alesdi) is an engine reimplementation the README calls playable but not yet faithful everywhere, and nothing to be mistaken for a finished game. (GitHub)
Indiana Jones and the Infernal Machine (Windows)
Indycompiled (loerting) is a work in progress for Linux and Android where the engine runs without the original executable. (GitHub)
Link: The Faces of Evil (CD-i)
link-faces-of-evil-pc (ByteDecompiler) is early, and it plays the logo, title, menu, cutscenes and world map, with walking around rooms and fighting working, and the README says to expect bugs. (GitHub)
Magicka (Windows)
OpenMagicka (vogster) is an early beta where the menu, campaign chapters, pause and options work, and chapter 1 is being played. (GitHub)
Majesty Gold HD (Windows)
majesty-recomp (veritr1x) is in progress, with the intro movies playing on macOS and a Beginner random quest running at 800×600. (GitHub)
MechWarrior (1989) (DOS)
Mechwarrior-sdl-port (Elthial) is an experimental playable Windows build, not a v1.0, where the campaign reaches the briefing, movement, firing and combat. (GitHub)
Metal Fatigue (Windows)
metal-fatigue-recomp (veritr1x) is a work-in-progress static recompilation of the GOG release. The native macOS app renders the main menu and campaign selection, and the README says full campaign playability is not established. (GitHub)
Mickey Saves the Day 3D Adventure (Windows)
mickey-saves-the-day-3d-adventure (Japabu) is a decomp at 73.93% of game code compiling to identical bytes, with a port that runs it on macOS and in the browser. (GitHub)
Microsoft Space Simulator (DOS)
msspacesim (sp00nznet) is a v0.1.0-dev pre-alpha static recomp that boots to the simulator with the simulation running. Mouse input in play is not verified yet. (GitHub)
Might and Magic IX (Windows)
Might-and-Magic-IX-MacOS (opimuusikat) translates the GOG 1.3 code ahead of time into a native Apple Silicon build. Menus, new game, party creation, the 3D world and saves work, and the README says it was built by Claude through Claude Code with a person testing. (GitHub)
Monster Truck Madness 2 (Windows)
mtm (sp00nznet) is an alpha static recomp that boots, plays both intro videos and gets through the menus. A race drives on the software renderer but is not finished yet. (GitHub)
Mutant Rampage: Bodyslam (CD-i)
mutant-rampage-bodyslam-static-recomp (tools81) is a native Windows recomp of the 68000 code with MPEG music and cutscenes. The README keeps a known-limitations list, and fuzz runs reach several stages. (GitHub)
Napoleon: Total War (Windows)
Napoleon-Total-War-Rust-Rewrite (DenseCow) is an early Rust and Bevy remake with the original main menu, intro movies and battle music working. The README says it is not playable as a full game yet. (GitHub)
Need for Speed: Most Wanted (2005) (Windows)
nfs-mw (47PADO47) is a Rust rewrite that reads the game data from your own install. Milestone 3 is done and engine foundation is next, and you can drive a car through the city or start from the menus. (GitHub)
Need for Speed: Most Wanted (2005) (Windows)
nfsmw-recomp (veritr1x) is a recomp of the PC Black Edition that boots, renders the front end and career menus, reaches track select and drives a race. A scripted race completes only intermittently so far because of a known loading timing failure. (GitHub)
Need for Speed: Underground (Windows)
nfsu1-recompiled (codepdbh) is a static recomp of the PC 1.4 executable where the menus are reached and races are not tested yet. An Android arm64 build installs and reaches the menus. (GitHub)
Need for Speed: Underground 2 (Windows)
NFSU2Recomp (TalhaMudo) is a native Apple Silicon recomp of the PC game that boots, reaches the menus and plays races with sound. Career profile creation, saving and loading work, and the README lists known limitations. (GitHub)
No One Lives Forever 2 (Windows)
NOLF2 (MatzeLoCal) is a native Apple Silicon source port of the Jupiter EX engine that has been played through several chapters. The README calls it beta quality and lists a waterfall issue under investigation. (GitHub)
Omikron: The Nomad Soul (Windows)
omikron-tns-omk-engine (sosso33) is a from-scratch C++20 engine that plays the opening and runs conversations, combat modes and saving. The README says it is not yet the whole game and more has been measured than played through. (GitHub)
Operation Neptune (Windows)
operationneptune (sp00nznet) is a static recomp of the Windows release that plays the opening with music and narration and signs a player in. The README has a section on where it works and where it does not. (GitHub)
Pinball Fantasies (DOS)
pbfandroid (wootbeer) is a decomp-based source port of the DOS game to Android that the README calls super beta, tested on a Retroid Pocket 6. Touch controls are still a work in progress but work. (GitHub)
POD Gold (Windows)
pod-recomp (sp00nznet) is an alpha recomp with no tagged release that runs from boot to the race and back. Only headless runs are checked, your own race is not yet working and CD music is silent. (GitHub)
Populous: The Beginning (Windows)
populous-new-dawn (JohnDeved) rebuilds the first mission for desktop browsers on your own game data. It tracks progress against a growing known-scope inventory. (GitHub)
RC Cars (Windows)
OpenRCCars (maxis27) is a reimplementation on the Tempest engine that has all of single quick race working across 10 tracks. Ghost races, the rest of the menus, intro, split-screen and network play are still missing, per its README (in Polish). (GitHub)
Recettear: An Item Shop’s Tale (Windows)
openrecet (Francesco149) is a clean-room C reimplementation of the engine whose README says it is early and not playable yet. A real boot path runs. (GitHub)
Saints Row: The Third (Windows)
IdolRecomp-Saints-Row-The-Third (PurrsianMilkman) is a clean-room reimplementation that has reached first playable, with 14 of 49 missions completing end to end in the last full automated run. The README says it is not a finished game and does not look like the original yet. (GitHub)
Sensible World of Soccer 96/97 (DOS)
swos-port (zlatkok) is a C++ and SDL port that rewrites the game gradually on top of a generated virtual-machine translation. The README says much of the game is playable and that it is a development project rather than a finished replacement. (GitHub)
Sid Meier’s Civilization III: Conquests (Windows)
civ3 (sp00nznet) is a v0.1.0-dev alpha recomp that boots and plays the main menu, a new game and the first turn, including the AI’s. A differential test shows the same game state every turn for 19 turns. (GitHub)
Siege of Avalon: Anthology (Windows)
siege-of-avalon-recomp (veritr1x) is a macOS and iPad recomp in progress that translates and runs the 1.19 build from its launcher. Frame rates in long play sessions are not yet recorded. (GitHub)
SkyNET and Future Shock (DOS)
skynet-godot (nemo22) is a Godot 4 rewrite of the XnGine shooters that plays maps and menus for both games. It is frozen as of October 13, with development moving to a new C# and SDL3 port. (GitHub)
Star Wars: Knights of the Old Republic (Windows)
kotor-recomp (sp00nznet) is a v0.1.0 alpha recomp where a new game plays into the Endar Spire. The reference run of the original code hung at the escape pod, and runs are muted by default until sound is tested. (GitHub)
Star Wars: Rebellion (Windows)
rebellion-recomp (sp00nznet) is a pre-alpha recomp that boots and plays its intro movie. The README says nothing past the intro has been reached yet. (GitHub)
Star Wars: Rogue Squadron 3D (Windows)
rogue-squadron-recomp (sp00nznet) is a v0.1.0-alpha.1 recomp where the whole game lifts with no errors. The intro and the front end, with pilot roster, settings, and level and craft select, run. (GitHub)
Star Wars: Shadows of the Empire (Windows)
shadows-recomp (sp00nznet) is a v0.1.0-alpha.1 recomp of the PC release that renders its menus, cinematics and 3D, and where the first level plays. (GitHub)
Star Wars: X-Wing Alliance (Windows)
xwa (sp00nznet) is an alpha recomp that boots, runs the full frontend and flies the first single-player campaign mission, which plays through end to end under autoplay. The regression suite has one known intermittent crash. (GitHub)
Streets of SimCity (Windows)
streetsofsimcity (sp00nznet) is an alpha recomp where the game drives. It gets through the mission list and garage and drives the first mission’s city on the software renderer. (GitHub)
Super Solvers: Gizmos & Gadgets! (Windows)
gizmos (sp00nznet) recompiles The Learning Company’s Win32 Super Solvers games. Gizmos & Gadgets plays its whole attract sequence and the sign-in screen, while the README says no game has been played yet. (GitHub)
The Elder Scrolls Adventures: Redguard (DOS)
cyrus (michidk) is an early Rust and Bevy rebuild where startup presentation and world viewing work. The README says the game is not yet playable. (GitHub)
The Hobbit (2003) (Windows)
hobbit-web (imiziuk) translates the original executable to WebAssembly so it runs in Chrome. It boots into the Dream World where Bilbo is playable, but movies are black and silent, and C++ exceptions cannot resume yet, so expect crashes past the first area. (GitHub)
The House of the Dead (Windows)
house-of-the-dead-recomp-web (un4ckn0wl3z) has native and WebAssembly builds. Title, menus, Arcade mode, the intro and stage 1 play with shooting, and two-player lockstep works. The hardware renderer path and control remapping are not done. (GitHub)
BIONICLE: The Legend of Mata Nui (Windows)
lomn-web (gentritr1) is a browser project for the cancelled 2001 game where scenes render in the browser from your own game files. The script engine is in progress, with the main menu and one playable area as the next milestones. (GitHub)
The Queen of Duellist (FM Towns)
pc-thequeenofduellist (vs-sr-dev) is a recomp at session 4 where the game runs in a window and plays with music held against MAME’s samples. On the title, A starts. (GitHub)
The Simpsons: Virtual Springfield (Windows)
virtualspringfield (sp00nznet) is a v0.1.0-alpha.1 recomp that boots, plays the intro and lets you click around the area map to walk Springfield. The README says it has not been played through and sound is not checked by ear yet. (GitHub)
Transformers: The Game (Windows)
transformers-the-game-recomp (sindufha) is an experimental Android port of the PC game at v0.5.17, a playable preview that renders Direct3D 9 through DXVK Native and Vulkan. The README says it is not a claim of complete campaign compatibility, and no source is published. (GitHub)
U95 (Windows)
O21 (ForNeVeR) is a reimplementation of the engine with some features implemented. The README says the game is not in a playable state. (GitHub)
Urban Pirate (Windows)
urbanpirate (sp00nznet) is a v0.1.0 alpha recomp of the GameMaker bytecode that plays the intro, title menu, new game and level 1. Later levels have not been played through yet. (GitHub)
V2000 (Windows)
OpenV2K (xndbogdan) is a Rust reimplementation where the first world, Level 1, is playable, including the retail frontend. The README tracks known gaps in a to-do file. (GitHub)
Virtua Tennis 3 (Windows)
vt3-port (hjcoggan) is an experimental recomp of the PC release that runs on Android and Apple Silicon Macs. It boots and plays menus, tournaments and matches, and is playable on a Retroid Pocket. (GitHub)
Wolfenstein 3D (DOS)
wolf3d-recomp (sp00nznet) is a v0.1.0 alpha recomp that boots, plays, saves and loads, with its 3D view redrawn. Episodes 2 to 6 and a full playthrough are not yet tried. (GitHub)
Wolfenstein 3D (DOS)
wolf3d-x64 (mkalkhoven-po) is a v0.9.0 preview rebuilt from id’s source, with the faithful engine and all the original screens done. The live playtest is the next step. (GitHub)
Zelda: The Wand of Gamelon (CD-i)
zelda-wand-of-gamelon-pc (ByteDecompiler) is an early port built from a decompilation. It plays the logo, title, menu, cutscenes and world map, and you can walk rooms and fight. The README says to expect bugs. (GitHub)
Zoo Tycoon (Windows)
zt1-engine (AlexC1991) is an alpha engine reimplementation where the base game’s freeform mode is playable. The README says to expect rough edges, with a new alpha every week. (GitHub)
Aliens Versus Predator (Classic Mac OS)
NakedAVP (atsb) is a native port in progress, but its README doesn’t say how far along it is; last commit October 16. (GitHub)
Alone in the Dark (PC (DOS)
aitd (xesf) is a native port in progress, but its README doesn’t say how far along it is; last commit October 25. (GitHub))
Battle Chess (Classic Mac OS)
BattleChess (myaumura) is a native port in progress, but its README doesn’t say how far along it is; last commit October 11. (GitHub)
Bella Sara (2008) (PC (Windows)
bella-sara-team-action-web (hammaad2002) is a native port in progress, but its README doesn’t say how far along it is; last commit October 24. (GitHub))
Black & White (PC (Windows)
openblack (openblack) is a native port in progress, but its README doesn’t say how far along it is; last commit October 17. (GitHub))
Black & White 2 (PC (Windows)
bw2 (sp00nznet) is a native port in progress, but its README doesn’t say how far along it is; last commit September 22. (GitHub))
Blur (PC (Windows)
blur-web (krushiraj) is a native port in progress, but its README doesn’t say how far along it is; last commit October 24. (GitHub))
Bully: Scholarship Edition (PC (Windows)
bully-re (LiquidSnake0) is a native port in progress, but its README doesn’t say how far along it is; last commit October 27. (GitHub))
Call of Duty 4: Modern Warfare (multiplayer) (PC (Windows)
cod4-decomp (jeiang) is a native port in progress, but its README doesn’t say how far along it is; last commit October 19. (GitHub))
Call of Duty: Black Ops II (PC (Windows)
Requiem NX (HDErick) is a native port in progress, but its README doesn’t say how far along it is; last commit October 20. (GitHub))
Carmageddon II: Carpocalypse Now (PC (Windows)
Carpocalypse2 (Link4Electronics) is a native port in progress, but its README doesn’t say how far along it is; last commit October 26. (GitHub))
Catacomb 3-D / Abyss / Armageddon / Apocalypse (PC (DOS)
CatacombGL (ArnoAnsems) is a native port in progress, but its README doesn’t say how far along it is; last commit October 23. (GitHub))
Catz 5 (PC (Windows)
catz5-mac (syleront) is a native port in progress, but its README doesn’t say how far along it is; last commit October 23. (GitHub))
Championship Manager 01/02 (PC (Windows)
cm0102-bosman-edition (maxevans60) is a native port in progress, but its README doesn’t say how far along it is; last commit October 27. (GitHub))
Chip’s Challenge (Windows 3.x release) (PC (Windows)
VitaChipsChallenge (TheGh0stShip) is a native port in progress, but its README doesn’t say how far along it is; last commit October 6. (GitHub))
Coletânea de jogos de Amiga (Amiga)
AmigaRecomp (moechofe) is a native port in progress, but its README doesn’t say how far along it is; last commit October 26. (GitHub)
Commander Keen series (PC (DOS)
Commander Genius (gerstrong) is a native port in progress, but its README doesn’t say how far along it is; last commit September 30. (GitHub))
Sega
Sonic the Hedgehog and Sonic the Hedgehog 2 (Genesis)
Both have partial static recomps (Sonic 1’s covers Green Hill Acts 1-3 plus the boss), there’s also a C port called sonic1_pc that only covers Green Hill, and the 2013 mobile remakes have finished decomps (see the mobile section). (GitHub: Sonic the Hedgehog / Sonic the Hedgehog 2)
- Experimental adaptive widescreen (Sonic the Hedgehog) – Bundled launcher Mods option that renders extra scenery width for wider-than-4:3 windows, up to 32:9 and beyond.
- Experimental widescreen (Sonic the Hedgehog 2) – Bundled launcher Mods option offering adaptive, 16:9, 21:9 or 32:9 widescreen with a custom renderer that expands object spawning.
- Sonic 3-style Save Menu (Sonic the Hedgehog 2) – Bundled mod (needs your own S3&K ROM as art donor) that adds a Sonic 3-style 8-slot save file menu to Sonic 2.
- Knuckles character (S3&K donor mod) (Sonic the Hedgehog 2) – Bundled mod option that makes Knuckles playable in Sonic 2 using assets from your own Sonic 3 & Knuckles ROM.
- Amy character (donor mod) (Sonic the Hedgehog 2) – Bundled character option that adds Amy as a playable character using a donor asset.
- Player 1 Super forms (Sonic the Hedgehog 2) – Lets Sonic, Tails, Amy and Knuckles transform into Super forms as Player 1 with seven Emeralds and 50 rings.
Sonic 3D Blast (Saturn)
A byte-exact decomp (about 24% done) plus an earlier PC port are partial at best.
NiGHTS into Dreams (Saturn)
SaturnRecomp is an interpreter-based runtime, with NiGHTS shown as the demo, so partial. (GitHub)
Sonic the Hedgehog (8-bit) (Master System)
Both have partial recomps: the Master System one plays Green Hill but has never been played end to end, and the Game Gear one gets to the title screen. (GitHub: Sonic the Hedgehog (Master System) / Sonic Blast) and Sonic Blast (Game Gear)
Blue Stinger (Dreamcast)
BlueStingerRecomp (rodrigo-mendonca) is an SH-4 recomp that puts itself at about 72% of its native-port roadmap, and the game already runs. (GitHub)
Boogerman (Genesis)
BoogermanRecomp (1lawl) is playable from the intro through the levels, but enemies and the player still run on the engine’s interpreter instead of recompiled C. (GitHub)
ChuChu Rocket! (Dreamcast)
chuchu (sp00nznet) boots, reaches its main loop and runs its scene sequence, but no sound reaches the speakers yet and there’s no playable binary. (GitHub)
Crazy Taxi (Dreamcast)
crazytaxi (sp00nznet) is an alpha that boots, sets up its interrupt handler and reads the disc, but doesn’t draw a frame yet. (GitHub)
Dune: The Battle for Arrakis (Genesis)
ReArrakis (kruzeman) is a work in progress with native Linux and macOS builds, and the first Atreides mission has been played through to victory. (GitHub)
Earthworm Jim and Earthworm Jim 2 (Genesis)
Earthworm-Jim-Collection (AshJamB) is an early v0.5.0 for Windows and Android where both games are recognised and run. (GitHub)
Knuckles’ Chaotix (32X)
ChaotixRecompiled (YuutaTsubasa) boots to the title, with menus and the stage-select hall working and the levels playable with sound, and it’s been run on macOS and Android but not yet on Linux. (GitHub)
Rayman 2: The Great Escape (Dreamcast)
Raymanian-2-recomp (phobos665) boots and runs 898 frames in 15 seconds without a fault. The README says nothing has been checked beyond not crashing. (GitHub)
Shining Force III (Saturn)
sfiii-native (mattkuhnQAAI) is an experimental native PC recomp of Scenarios 1 to 3, at v0.6.0-preview1 on Windows. It plays in tested routes, but complete campaigns are not validated. (GitHub)
Space Channel 5 (Dreamcast)
Space-Channel-5 (ZoomiesZaggy) is a v0.1.0-preview.2 native port. An earlier Windows assist-mode run completed all four reports and the credits, while Linux and macOS still need hands-on testing. (GitHub)
X JAPAN Virtual Shock 001 (Saturn)
pc-xjapan (vs-sr-dev) is a recomp on the saturnkit runtime that runs and is playable. The README says nobody has finished the game on the port yet. (GitHub)
Arcade, Jaguar and Neo Geo
San Francisco Rush: The Rock and Rush 2049 (Arcade)
Project R is a native port at version 0.7.1 that needs arcade files from the Tournament or Special Edition, and it’s still a work in progress.
Initial D Arcade Stage 3 (Arcade, NAOMI 2)
The SH-4 recompilation is experimental, with a public early demo. (GitHub)
Sega Model 2 games (Arcade)
model2recomp boots 35 ROM sets, 10 of them draw and 5 run attract mode, so it’s a tool in progress, not a finished port. (GitHub)
Metal Slug and Neo Drift Out (Neo Geo)
Both have alpha-stage recomps (Metal Slug through Mission 1 with no sound, Neo Drift Out through Stage 1). (GitHub: Metal Slug / Neo Drift Out)
1944: The Loop Master (Arcade)
This CPS-2 recomp (omegakatana92) calls itself a work in progress, with Windows and Steam Deck builds and your own ROM set required. (GitHub)
Cadillacs and Dinosaurs (Arcade)
This CPS-2 recomp (omegakatana92) is a beta that runs through the game’s stages in scripted play but hasn’t been played by hand from end to end. (GitHub)
Iron Clad (Choutetsu Brikin’ger) (Neo Geo)
Ironclad-Recomp (omegakatana92) is a v0.1.0 alpha that boots through the MVS system ROM, runs attract mode, takes a coin and plays with sound on recompiled code. (GitHub)
Darkstalkers: The Night Warriors (Arcade)
This CPS-2 recomp (omegakatana92) calls itself a work in progress and only works with one ROM revision. (GitHub)
Ghost Squad Evolution (Arcade)
ghostsquadevolution-lindbergh-recomp (sp00nznet) is an unreleased alpha that boots, renders and takes a coin, then dies after a few hundred frames. (GitHub)
Giga Wing (Arcade)
This CPS-2 recomp (omegakatana92) calls itself a work in progress. (GitHub)
Hyper Street Fighter II: The Anniversary Edition (Arcade)
This CPS-2 recomp (omegakatana92) calls itself a work in progress. (GitHub)
Let’s Go Jungle! Lost on the Island of Spice (Arcade)
letsgojungle-lindbergh-recomp (sp00nznet) is an unreleased alpha that boots, renders and runs its attract mode, but the game can’t be played yet. (GitHub)
Marvel Super Heroes (Arcade)
This CPS-2 recomp (omegakatana92) calls itself a work in progress. (GitHub)
Marvel Super Heroes vs. Street Fighter (Arcade)
This CPS-2 recomp (omegakatana92) calls itself a work in progress, and its training aids are unfinished too. (GitHub)
Marvel vs. Capcom: Clash of Super Heroes (Arcade)
This CPS-2 recomp (omegakatana92) calls itself a work in progress and tracks it in a roadmap. (GitHub)
Mega Man 2: The Power Fighters (Arcade)
This CPS-2 recomp (omegakatana92) calls itself a work in progress. (GitHub)
Progear (Arcade)
Progear-Recomp (omegakatana92) is a work-in-progress native port of the CPS-2 shooter, translating its 68000 and Z80 programs into C++. With every feature off it runs exactly as the board does, and a roadmap lists the features still to build. (GitHub)
Street Fighter Alpha: Warriors’ Dreams (Arcade)
Street-Fighter-Alpha-Recomp- (omegakatana92) is a work-in-progress native port of the CPS-2 game. With every feature off it runs exactly as the board does, and more features are planned in a roadmap. (GitHub)
Super Street Fighter II: The New Challengers (Arcade)
Super-Street-Fighter-II-The-New-Challengers-Recomp (omegakatana92) is a work-in-progress native port of the CPS-2 game. With every feature off it runs exactly as the board does, and the roadmap lists the features still to build. (GitHub)
Virtua Cop (Arcade)
virtuacop (sp00nznet) is a recomp that boots, runs attract mode, takes a coin and plays a stage in first person. The i960 program runs the stage, and the emulated MB86233 handles the geometry. (GitHub)
Alien vs. Predator (CPS-2) (Arcade)
Alien-vs-Predator-arcade-Recomp- (omegakatana92) is a native port in progress, but its README doesn’t say how far along it is; last commit October 17. (GitHub)
Armored Warriors (Arcade)
Armored-Warriors-Recomp- (omegakatana92) is a native port in progress, but its README doesn’t say how far along it is; last commit October 17. (GitHub)
Cruis’n USA (Arcade)
cruisn-usa-dreamcast (MoneyShift64) is a native port in progress, but its README doesn’t say how far along it is; last commit October 25. (GitHub)
Mobile and J2ME
Sonic Runners (Android/iOS)
RunnersDecomp is partial and needs Unity and plugins. (GitHub)
Sonic the Hedgehog (J2ME)
yowari’s decomp is partial and needs the JDK 8 and the Wireless Toolkit, and another project’s README calls its version unbuildable. (GitHub)
Sonic the Hedgehog 4: Episode I (Windows Phone 7)
Three forks disagree: one says “unplayable,” one says “mostly playable but unbeatable,” and the third has no description, so I’m calling it partial at best. (GitHub: Sonic 4: Episode I / Sonic 4: Episode I (fork))
Diamond Rush (J2ME)
Diamond-Rush-Decomp is a partial, deobfuscated decompilation. (GitHub)
Angry Birds (PC ports)
Angry_Birds_Decompilation is a set of tools and decrypting scripts, so it’s partial. (GitHub)
Barony (Windows)
Barony Android Port (DifferentNet) is a source fork at 5.0.2 Beta 11 with offline single-player and experimental direct LAN multiplayer, and no Steamworks, matchmaking or achievements yet. (GitHub)
Blinx: The Time Sweeper (Xbox)
blinx-android (firetoad72) is an Android port at 1.0.1 that boots the intro, menus, saves and stage 1 at 30 fps, and the later stages are untested. (GitHub)
Command & Conquer: Generals Zero Hour (Android)
generals-zero-hour-ayn-thor (ROM-HackZ) is an Android development preview aimed at the AYN Thor handheld. (GitHub)
Descent II (DOS)
Descent2-Android (wootbeer) describes itself as a super early beta build. (GitHub)
Mirror’s Edge (Xbox 360)
RunnerRecompiled (singlemate) is an Android recomp in early testing that boots and plays the intro videos, and one crash later in the chapter Edge is still undiagnosed. (GitHub)
God of Thunder (DOS)
gotandroid (wootbeer) is an Android port that calls itself super beta, tested on a Retroid Pocket 6. (GitHub)
Heroes of Might and Magic V: Tribes of the East (Windows)
pc_decomp_homm5 (phys-winner) is an experimental Android port for sideloading, and campaign completion and most maps aren’t verified. (GitHub)
Killzone: Shadow Fall (PS4)
killzone-shadow-fall-android (antarusch) is an experimental Android alpha where only the first levels have been tested. (GitHub)
Plants vs. Zombies (Windows Phone) (Windows Phone)
PvZ-Windows-Phone-decomp (IsraelDXPP) is a decompilation of the managed .NET release retargeted to .NET 8 and MonoGame. The Windows x64 build runs windowed at 800×480, and there are builds for Linux and Android too. (GitHub)
Snakes (N-Gage)
snakes-ngage (sp00nznet) is a recomp where the engine lifts at 100% (2,028 functions) and runs its own startup code. Its checklist still has the app’s ConstructL completing and reaching the menu loop open. (GitHub)
That’s the list, and I’d bet money it’s already a little out of date (this scene doesn’t sleep). If I missed one, or a status here is wrong, leave a comment and tell me, and I’ll fix it.

ps2 is missin OpenRAC (Ratchet & Clank 2002)
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Workin on it
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ps4 is missing Basara 4 Sumeragi
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