Guide

Recompiled Games List: Every Native PC Port by System (2026)

Cole StubblefieldBy Cole Stubblefield 2026-09-07 Updated 2026-10-11
Recompiled Games List: Every Native PC Port by System (2026) — Explainers guide for retro handhelds | Held Games

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2026-09-07 · Explainer

Affiliate disclosure: This guide contains affiliate links. As an Amazon Associate, we earn from qualifying purchases at no extra cost to you. Learn more.

Recompilation turns an old console game into a real PC application. Not an emulator running the game, but the game itself, translated once into native code and compiled like any other program.

People keep asking the same question about it, and it is a simple one. Which games actually have these ports?

This is the complete cross platform answer. Eleven systems now have recompilation or decompilation work behind them, and they are at wildly different stages, from two years of playable ports down to a scene whose first game reached gameplay this month. Below is every game with a public project, grouped by system, with a link to the deeper list for each.

Two ground rules first. Every one of these needs game files from a copy you legally own. The projects ship engine code, never game content, and most check your file before they will run. And this scene moves fast, so treat the status notes as a snapshot.

The Short Answer

SystemPlayable portsToolchainMaturity
Nintendo 64~20 across recomp and decompN64Recomp, plus decomp projectsEstablished, most productive
Xbox 36013XenonRecomp, ReXGlueGrowing fast
Original Xbox1, and it has an Android buildDecompilationBrand new, and the only ARM friendly entry here
GameCube1 shipped port, 2 completed decompsDecompilationNewest frontier, moving fast
Wii1 in beta, 1 completed decompProject-specific static recompilerBrand new, one playable game
PlayStation 23, the Jak trilogyOpenGOAL, a language reimplementationMature but narrow
PlayStation 11 port, 1 completed decompPSXRecompVery early, but browser capable
PlayStation 30 released, but 3 games reach gameplayps3recompBrand new, nothing released, Windows only
PlayStation 40, but one near complete port in progressHand rebuilt from a reverse engineered executableBrand new, nothing released
Nintendo DS0, but 1 completed decomp with a port underwayDecompilationNew, and the fastest completion on this page
Game Boy Advance0, 1 long running decompDecompilationOld project, romhack focused
Game Boy (Gen 1 Pokémon)1 hand written recreationNot a recompiler, written in LuaPlayable, unusual case

If you want the most to play right now, the N64 scene is where to look. If you want the most interesting technology, the PS1 side is producing browser playable builds that run on hardware nothing else reaches. And if you are on an Android handheld, the original Xbox row is the one that changed everything for you.

Note the difference between the kinds of entry above. A playable port is something you can install today. A completed decomp is finished source code with nobody having built a port from it yet. A port in progress is neither, and the PlayStation 4 row is the one case of it here. Those are very different things, and we explain why in what happens after a game is 100% decompiled.

If you are on an ARM handheld rather than a PC, most of this list is out of reach, and the subset that is not is covered in every decomp port you can play on a cheap ARM handheld.

Recently Added

The newest arrivals, so you can see what has changed since you last checked.

ProjectSystemAddedStatus
Guitar Hero III, Tornado Outbreak and The Simpsons Arcade GamePlayStation 3October 2026The first PS3 recomps to reach gameplay, Windows only, no public builds
The DarknessXbox 360October 2026Playable, and the rare case of two separate projects both shipping builds
P.T. (Silent Hills playable teaser)PlayStation 4October 2026Near complete per its creator, no public release, and no legal way to get the game data
Condemned 2: BloodshotXbox 360August 2026Playable start to finish at v0.2.1, Windows only in practice
Spider-Man: Edge of TimeXbox 360October 2026Version 1.0.0, and the first 360 port with Windows, Linux and macOS builds
Halo: Combat EvolvedOriginal XboxSeptember 2026Playable, and the first port here with a native Android arm64 build
The Simpsons GameXbox 360September 2026Playable, v0.0.6.0, and the Steam Deck is its main test platform
Super Mario Galaxy, Star Fox Adventures and four moreVariousSeptember 2026Decompilations complete, no ports released
Fable 2Xbox 360September 2026Beatable per the developer, rough edges

Not on the list and not playable: a Web of Shadows attempt and two PS1 Spider-Man ports, covered in the Spider-Man roundup alongside the two Edge of Time projects that both do work. Also AnyPS5, which is not a recompilation in the usual sense but belongs to the same family of ahead of time translation.

Nintendo 64

The most productive corner of the scene by a wide margin, and it has been running for two years. The N64 list splits into two kinds of project.

Recompilation takes the original game binary and mechanically translates it to C. Fast to produce, behaves exactly like the original. N64Recomp is the toolchain.

Decompilation rebuilds human readable source by hand over years. Slower, but the result can be extended much further, which is why decomp ports usually have the deepest features.

Highlights from the current list:

  • Zelda: Majora's Mask through Zelda64Recomp. The flagship. Mod loader, ray tracing, widescreen, high frame rates.
  • Zelda: Ocarina of Time through Ship of Harkinian, a decomp project rather than a recomp.
  • Banjo-Kazooie, Star Fox 64, Mario Kart 64, Harvest Moon 64, Bomberman 64, Dr. Mario 64 and more, all playable.
  • Perfect Dark and Super Mario 64 through mature decomp projects.
  • Donkey Kong 64 through DK64 Rekongpiled, which reached v1.0 in August 2026 and is one of very few projects here shipping an official Linux ARM64 build.
  • Dinosaur Planet, the cancelled game that became Star Fox Adventures, in early form.

The full breakdown with version numbers and status for every title is in our N64 recompiled games list.

Xbox 360

Younger than the N64 scene and moving quickly. Thirteen games have public projects, built on XenonRecomp or the newer ReXGlue toolkit.

  • Sonic Unleashed, the port that proved the concept and still the most polished.
  • Lost Odyssey, the Mistwalker JRPG that never left the 360. We have a dedicated Lost Odyssey page covering that project on its own.
  • Blue Dragon, the other Mistwalker JRPG. We previously listed this as in active development. Re-checking on 30 September 2026 found no public project at all.
  • Ninja Gaiden II, Ace Combat 6, Banjo-Kazooie: Nuts & Bolts and Crackdown 2, all playable to varying degrees.
  • Spider-Man: Edge of Time, which never had a PC release and now has two working unofficial ones. EdgeOfTimeRecompiled hit version 1.0.0 on 4 October 2026 with Windows, Linux and macOS builds, and Project 2099 has a Windows beta. Three further Spider-Man projects exist and none of them work, which we untangle in every Spider-Man recomp project.
  • Fable 2, the only mainline Fable that never came to PC, now beatable start to finish according to its developer. The series wide picture is in our Fable handheld guide.
  • The Simpsons Game, the newest arrival, and the one to look at if you own a Steam Deck. Its own status table names the Deck as the project's main test platform rather than an afterthought, and version 0.0.6.0 reported a captured Deck frame dropping from 14.6ms to 8.1ms of GPU time.
  • Condemned 2: Bloodshot, the 2008 Monolith horror sequel that never left consoles. The port arrived in August 2026 and reached v0.2.1 on 29 September 2026, and press coverage at launch described it as playable from beginning to end. Its own README is more cautious, warning of bugs and crashes, and the open issue list backs that up with invincible enemies in the Black Lake Lodge chapter and visual faults in The Peninsula. Treat it as playable but rough. Keyboard and mouse was the weak spot at launch, with a gamepad recommended instead, and a custom native input driver landed in October 2026 to fix it. Windows is the only supported target. The Linux build preset is marked untested in the project itself and has an open compile error, though a third party published Linux builds separately in August 2026.
  • The Darkness, the 2007 Starbreeze shooter, and the unusual case on this page. Two separate projects recompiled the same game within ten days of each other, and both ship builds, which almost never happens. The larger of the two is the one to try first. It reached pre-release 0.9.6 on 7 October 2026 with a Direct3D 12 renderer, a settings launcher, uncapped frame rates that keep the original timing intact, internal resolution up to 3x the console's 1280x720, experimental ultrawide support and HD texture pack loading. It ships a Steam Deck preset, and a player reported it running on the Deck under Proton. It is Windows only, needs a CPU with AVX2, and its authors are unusually honest about the limits: tested on a single Windows 11 PC with an NVIDIA card, and played through only as far as the orphanage explosion. The smaller project is less featured and reports sad frame rates in its own words, but it reached v1.1 first and it is the one shipping a native Linux build alongside Windows.
  • GoldenEye 007 (XBLA), which carries an asset problem the others do not. That remaster was never released, so there is no legitimate copy to own. We cover why in the full list.

Status notes for each are in our Xbox 360 recompiled games list, and the toolkit behind it is explained in our ReXGlue explainer.

Original Xbox

New in September 2026, one game, and it is the most important single entry on this page for Android handheld owners.

Halo: Combat Evolved was decompiled and then ported to Linux, Windows and Android on arm64. The Android build is not a fork or an afterthought. It is a first class target rebuilt on every commit, with modest requirements written for phones rather than desktops: Android 9 or later, arm64-v8a, OpenGL ES 3 and SDL3 controller support. No minimum GPU tier, no Vulkan requirement.

Every other native port on this page either ignores ARM entirely or, in the Mario Kart Wii case, ships an ARM build whose spec sheet rules out every handheld. This one did not. It also carries cross platform system link multiplayer, so an Android handheld and a desktop can share a game.

One correction worth making, since it is circulating. Halo is often listed among the games that hit 100% decompilation in 2026. Its own tracker does not agree, reporting well under 10% of code matched, while a fork's README claims 99.5% byte matching. We cannot reconcile those from outside, and it does not matter much to players, because the port works either way. Our full write up covers the port, the requirements and the repository to actually look at.

PlayStation 1

One game, and it matters more than the count suggests.

Pepsiman Recompiled shipped in July 2026 using PSXRecomp. It is the first WebAssembly first recompilation, which means it runs in a browser tab at 60fps with widescreen, corrected textures and persistent saves.

That output target is the important part. Every other project on this page produces a desktop application for x86. A WebAssembly build runs anywhere with a modern browser, including Android handhelds that no native port supports. Our PS1 recompilation explainer covers how PSXRecomp works and why the browser path changes what a compatible device even means.

Separately, Legend of Mana has a completed decompilation rather than a port. The North American release is 100% matched, with every module rebuilding byte exact, while the Japanese release sits around 94%. That regional split is normal for PS1 work, because each regional release is a different binary. There is no port.

Nintendo DS and Game Boy Advance

No playable ports on either system yet, but the DS entry is the one to watch.

Kingdom Hearts 358/2 Days has the strongest completion numbers on this entire page. Code and data both at 100%, with all 306 modules of the European build rebuilding byte identical. It is also the fastest, going from an empty repository in late June 2026 to those numbers by late September.

It is the only completed decomp here with a port already in progress. A companion project has the game's front end booting natively, from boot logos through the title screen and menus to character select, using the real assets and timings, plus an experimental gameplay harness in a single Twilight Town room. There are no releases of any kind, so there is nothing to download yet.

Fire Emblem: The Sacred Stones is the GBA entry, and it is a long running disassembly rather than a 2026 milestone. The project started in 2018. It has no public progress tracker, and its progress site is offline, so we will not quote a percentage for it. Its value is as a foundation for the GBA romhack scene rather than as a route to a PC port.

Both are covered properly in what happens after a game is 100% decompiled.

GameCube

The newest frontier, and the one that moved fastest in 2026.

Twilight Princess was decompiled by the Twilit Realm team and shipped in May 2026 as Dusklight, originally called Dusk, the first major decomp-based PC port of a GameCube title. It is now at v2.0.0, which added mod support, a built in randomizer and Wii disc support, and it is also in PortMaster with an ARM build, which puts a GameCube Zelda on cheap Anbernic-class handhelds.

Super Smash Bros. Melee reached 100% decompilation in September 2026 after six years of work, with OpenAI's GPT-6 Astra used to close out the final stretch. There is no port yet, only source code that compiles to a byte-for-byte match of Nintendo's original binary, plus one demonstration build running on macOS at 120fps. It matters anyway, because a completed matching decomp is the hard part and an ARM64 build becomes possible from here. Our Melee decompilation piece covers what that does and does not unlock.

Star Fox Adventures joined them in September 2026, reaching 100% matched code and 99.96% matched data. It is the fastest of the three by a distance. The repository was created in February 2026, so that is a full GameCube game reconstructed in roughly seven months. There is no port and none has been announced, and the visible work now is naming what the code does so a human can modify it.

Three completed GameCube decomps inside one year, after a decade of the generation looking closed, suggests the category is genuinely opening up. Only one of them has produced something you can install, which is the recurring lesson here and the subject of what happens after a game is 100% decompiled.

Wii

New as of 2026, and currently one game.

Mario Kart Wii is the subject of Mario Kart Wiicompiled, announced in July 2026 and the first static recompilation of a Wii game. It translates the console's PowerPC code ahead of time, so nothing is emulated at runtime.

It is still a beta, at version 0.2.32 as of mid September 2026, and it has some specific requirements that catch people out. It accepts only a PAL disc image, it needs around 20GB during setup, and its minimum GPU is a GTX 1650 class discrete card. There is an aarch64 Linux build, but no ARM handheld meets that spec.

The project also discloses that AI coding tools were used in development, which places it on one side of an argument the scene is currently having. Our full write up is here.

Super Mario Galaxy is the other Wii entry, and it is a decompilation rather than a port. The Petari project reached 100% matched code in September 2026, with its data section around 80%. It is the biggest name to hit that milestone all year.

There is no PC port, and this is the case where that needs saying loudly, because the team says it themselves. The project's README states it is not meant to be an effort to create a PC port and asks people to stop raising it. The same README also contains an unusually direct denial that AI was used for any decompilation work, crediting new contributors instead. Both statements are worth reading before you repeat a headline about this one.

PlayStation 2

The PS2 entry works differently from everything else on this list, and it predates most of it.

The Jak and Daxter trilogy runs natively through OpenGOAL, which is a reimplementation of GOAL, the Lisp dialect Naughty Dog wrote the games in. Because the language itself was rebuilt, the games can be compiled into native programs rather than translated or emulated.

All three games are playable. The catch is architectural: OpenGOAL requires an x86-64 CPU with AVX support, so there is no ARM build and none is coming. Steam Deck and Windows handhelds yes, Android and Anbernic no. Our OpenGOAL handheld guide covers setup and the translation-layer videos that confuse this point.

PlayStation 3

The newest scene on this page, and the one where the gap between the headline and the reality is widest.

First, the correction, because this is the question we are asked. There is no PS3 recompilation of Sonic Unleashed. Sonic Unleashed Recompiled is built from the Xbox 360 version, and its own documentation says the PS3 files cannot be used. The name gets attached to PS3 recompilation because every write up cites it as the proof the technique works.

What is real is ps3recomp, a toolkit started in March 2026 that replaces the PS3's operating system with native implementations rather than emulating it. Its release on 7 October 2026 confirmed the first titles to reach gameplay.

  • Guitar Hero III: Legends of Rock is the furthest along. The game's own bot played all 45 Quickplay songs on Easy, unattended, at 30 to 40 fps.
  • Tornado Outbreak reaches its first level under player control at roughly 10 to 16 fps.
  • The Simpsons Arcade Game has played a two player match over the network.
  • flOw, Crazy Taxi, Shadow of the Colossus and around fifteen others are earlier, and Shadow of the Colossus is the honest counterweight: it boots and flips frames but draws nothing at all.

Two things to know before you get excited. No project in this scene publishes a build, so there is nothing to download. And the toolkit only runs a game on Windows, which its own platform table states plainly, with the reason given: the boot scaffold that loads a lifted image is still Windows only.

The PS3 is the hardest target in this scene because of the Cell. Six separate vector processors with their own instruction set and local memory, a kernel with around 300 system calls, and over a hundred interdependent system modules. That is why project targets are chosen by sweeping for the lowest SPU load rather than by which games people want. Our full PS3 list is here.

PlayStation 4

One project, nothing to download, and the most talked about entry on this page.

P.T., the Silent Hills playable teaser, is being rebuilt as a native Windows application. It went public in early October 2026 with about 30 minutes of captured gameplay, and it is not a recompilation in the mechanical sense used everywhere else here. There is no tool translating the binary. The creator is reading the PS4 executable and rewriting the game logic and the renderer by hand in C++ and Vulkan, then checking scenes frame by frame against the original to confirm they match.

What carries over from the original is the game itself. The Lua scripts, the traps, the cutscenes and Lisa's animation rig all run from the real game data, and the Fox Engine look is rebuilt from the original PS4 shaders. The additions are the ones you would want: the 30fps cap is gone with no upper limit, any resolution, mouse and keyboard, DualSense and Xbox controllers, and FSR 3.1 and DLSS upscaling. The voice recognition step works offline.

The creator puts it at roughly 97% complete, covering the first boot screen, the opening, the full game and the ending.

Now the part most coverage skips. There is no legal way to obtain the game data this port needs. Konami pulled P.T. from the PlayStation Store on 29 April 2015 and blocked re-downloads, including for people who already owned it. It is not available through PS5 backward compatibility either. So unlike every other entry here, "supply files from a copy you legally own" is not advice anyone can actually follow unless the teaser is still sitting on a PS4 they have owned since 2015. That is the same problem the GoldenEye 007 remaster has, and it is the reason we list this port without telling you to go and run it.

There is also no release. No build, no download, no date. Konami has not commented on the project.

For context on what else is happening in this corner, the PS4 scene's other native port effort is bbport, which runs Bloodborne on Linux without emulating the PS4 CPU, and AnyPS5 takes the translation approach a generation later. If you just want to play PS4 games now, that is an emulator job, covered in our PS4 emulation guide.

The Odd One Out: Gen1Recomp

Gen1Recomp is a native recreation of Pokémon Red, Blue and Yellow, and it is worth including here even though it is not a recompilation in the strict sense. It was written by hand in Lua rather than produced by a recompiler, working from the pokered disassembly.

The result behaves the same way from a player's perspective. It is a native application, it runs without an emulator, and it asks you to supply your own cartridge dump. It is also the only project here with an official build for a dedicated retro handheld.

We cover what it is in Pokémon Red and Blue in 3D and first person, and how to actually run it in our Gen1Recomp handheld setup guide.

What Hardware Runs These?

This is where recompilation earns its reputation. Because the translation happens ahead of time, a recompiled port runs far lighter than the same game under emulation.

Device typeN64 portsXbox 360 portsHalo (original Xbox)PS3 portsPS1 browser builds
Windows and SteamOS handheldsComfortableComfortableLinux and Windows builds existNothing releasedYes
Steam Deck OLEDComfortablePolished ports run wellLinux build, untested by usNothing released, and no Linux targetYes
Mid range PC handheldsFineOften smooth where emulation was notLinux and Windows builds existNothing releasedYes
Android handheldsSome ARM builds, patchyNot supportedYes, native arm64 buildNot supportedYes, through the browser
Linux ARM handheldsSome through PortMasterNot supportedNot packaged, Android build onlyNot supportedDepends on the browser

The PS3 column is new and it is honest. The toolkit builds on three platforms but only runs a game on Windows, and no project publishes a build, so there is currently no device of any kind that can play a recompiled PS3 game without compiling it yourself.

The row that surprises people is the middle one. A mid range PC handheld that cannot run a game under Xenia can often run the recompiled port of that same game smoothly. That is the whole point of the technique.

The newer surprise is the Android row. Until September 2026 the honest answer in that column was no across the board, apart from the browser trick. The Halo port is the first native build in this scene aimed at Android handhelds on purpose, and its requirements are low enough that most current devices clear them on paper. We have not tested it.

Android owners should read our guide to running recompiled games on Android, because the answer there is more nuanced than yes or no.

Why So Few Games?

Because every port is a separate engineering project. There is no converter you point at a game.

Three things decide which games get attention, and popularity is not really one of them.

Preservation risk. Games trapped on one console with no re-release attract effort first. That is why Lost Odyssey and Ace Combat 6 have projects and why a game with a good PC version usually does not.

Technical shape. Some engines translate cleanly and some fight the whole way. A game built on a well understood engine is a much easier target.

One motivated person. Nearly every project here started because a single developer spent months on it. That is the actual bottleneck, not the tooling.

How to Follow New Projects

New projects appear on GitHub before anywhere else. Watch the N64Recomp, XenonRecomp, ReXGlue and ps3recomp communities, and look for repositories named after a game plus "Recompiled" or "Recomp".

A toolkit's own release notes are often the most reliable summary of what genuinely runs, because they have to answer to the people building against them. The ps3recomp notes are the current best example of that.

We update the per system lists as projects mature, so those pages are where a status change lands first.

Frequently Asked Questions

What is a recompiled game?

A recompiled game is an old console game that has been mechanically translated into native code for modern hardware, then compiled into a normal application. There is no emulator involved when you play it. The translation already happened, once, ahead of time.

How many games have been recompiled?

Around 41 playable ports exist as of October 2026. Roughly 20 on N64 across recomp and decomp work, 13 on Xbox 360, 3 on PS2 through OpenGOAL, 1 on the original Xbox, 1 on GameCube, 1 on Wii and 1 on PS1, plus the Gen1Recomp Pokémon recreation. Several more games have completed decompilations with no port built from them yet. The P.T. port is a third case again, nearly finished but never released. And the PS3 is a fourth: three games reach gameplay there, but no project in that scene publishes a build, so none of them counts as a playable port. Those are all separate categories.

Is there a PS3 recompilation of Sonic Unleashed?

No. Sonic Unleashed Recompiled is built from the Xbox 360 version of the game, and its own documentation states that the PS3 files cannot be used because supporting them would require an entirely separate recompilation. No PS3 project for the game exists. The PS3 games that have actually reached gameplay are Guitar Hero III, Tornado Outbreak and The Simpsons Arcade Game, listed in the PS3 recompiled games list.

Is a recompiled port better than emulation?

For performance, almost always. A native port has no per frame translation cost, so it runs on hardware that could not manage the same game under an emulator. Emulation still wins on coverage, because it works for any game rather than the small number with a port.

Do I need the original game?

Yes. Every project ships engine code with no game content, and most verify your file before running. You supply a ROM or disc image from a copy you legally own.

Can I play the P.T. PC port?

Not yet, and there is a second problem behind that one. The port has no public release, no download and no announced date, so there is nothing to install. Even once there is, it needs the game data from the PS4 teaser, and Konami removed P.T. from the PlayStation Store in April 2015 and blocked re-downloads. There is no way to legally obtain it today unless it is still installed on a PS4 you have kept since then.

Can I play recompiled games on Android?

Some, and it depends heavily on the system. The original Xbox Halo port ships a native arm64 Android build, N64 projects sometimes publish ARM builds, Xbox 360 projects do not, and the PS1 browser builds run anywhere with a modern browser. Our recompiled games on Android guide breaks it down properly.

The port code is original work and is legal. The legality of your game files depends on you owning the original. We only cover playing games you legally own. See our emulation legal status guide for the wider picture.

What is the difference between recompilation and decompilation?

Recompilation translates the compiled binary automatically. Decompilation rebuilds readable source code by hand over years. Both can end in a native port, but decomp source can be extended much further. Our decompilation and recompilation explainer covers this in depth.

If a game is 100% decompiled, can I play it on PC?

Usually not. A completed decompilation means the source code has been reconstructed and verified against the original binary. Building a PC port from it is a separate project that somebody has to volunteer for. Of the six games reported complete in September 2026, none had a released port. We cover why in what happens after a game is 100% decompiled.


Project status reflects these community efforts as of October 7, 2026 and will change as they evolve. Every recompiled port requires game files from a copy you legally own.

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