# Reverse-engineering case studies

> 431 case studies from 1,253 curated resources, with documented reconstruction methods, scope, and original evidence.

- HTML: <https://awesomerea.org/cases/>
- 简体中文: <https://awesomerea.org/zh/cases/index.md>

## Websites (13)

- [Dinosaur runner: recovering one acceleration rule](https://awesomerea.org/resources/rea-dinosaur-speed-case/index.md): Case study · REA’s documented teaching case inspects the HTTP t-rex-runner edition and reconstructs its speed-update rule. A separate controlled original-game check and a new demonstration compare update counts, including the floating-point step that crosses the nominal speed threshold.
- [rauchg.com: rebuilding an RSC blog from captured Flight output](https://awesomerea.org/resources/rauchg-rsc-reconstruction-case/index.md): Case study · Documents a website-rebuild-skill case that decodes browser-delivered React Server Component Flight streams, reconstructs a buildable Next project and compares its output with a captured site. The reported rauchg.com campaign uses route-tree comparison and module-reference mapping; the new server source is inferred from observable output.
- [BaoCut Slides: adapting an interactive web editor](https://awesomerea.org/resources/baocut-slides-editor-case/index.md): Case study · Documents BaoCut’s interactive slide editor, whose author says the implementation draws on Claude Slides. It adds a local deck store, HTML/CSS compiler and annotation-to-agent bridge for browser and desktop hosts; the design reports a Web-flow check, without establishing original backend recovery or full behavioral parity.
- [REA in Claude Code: an isolated static-analysis A/B trial](https://awesomerea.org/resources/rea-claude-code-isolated-ab-case/index.md): Case study · A Japanese field report connects REA 6.4.0 to Claude Code in a separate project directory, denies 43 of its 170 tools and common shell launch forms, and compares REA-enabled and REA-disabled runs on two real tasks: an Electron terminal’s packaged files and a saved HAR capture. Both arms answered correctly, while the REA arm took up to 2.00× the time and 1.67× the API-equivalent cost. It is an analysis-evaluation and safety-configuration case, not a reconstruction.
- [Dinosaur runner: an REA-inspected speed rule rebuilt with Codex](https://awesomerea.org/resources/rea-dino-runner-community-case/index.md): Case study · The author uses REA’s MCP browser tools to passively capture the JavaScript loaded by wayou’s open-source T-Rex Runner page, then has Codex rebuild its acceleration rule in one self-contained HTML5 Canvas game. The report identifies the captured script by SHA-256 and separates verified source facts from reconstruction choices; only the speed rule is claimed, not full gameplay equivalence.
- [Terminal: a Rust terminal informed by TradingView chart research](https://awesomerea.org/resources/terminal-tradingview-rea-chart-case/index.md): Case study · An independent Rust market interface uses REA browser-scenario research on public logged-out TradingView chart interactions. The notes retain observed/documented/inferred/unknown labels; the result supplies its own chart engine and data providers rather than recovering TradingView or Bloomberg server software.
- [BaoCut Design: porting reconstructed canvas and design-system editors](https://awesomerea.org/resources/baocut-design-canvas-case/index.md): Case study · Documents BaoCut’s design-canvas and design-system editors, which the project says it ported 1:1 from TypeScript reconstructions of Claude Design’s editors and hosts in agent sessions with annotation and export. Its runtime notes record identifier fixes checked against the original scripts and a structural comparison matching 19,111 of 20,463 canvas main-page functions. Unreviewed differences, the unpublished reconstruction record and reuse rights remain open; no hosted-backend recovery is claimed.
- [whatsapp-web-reveng: documenting the legacy WhatsApp Web protocol](https://awesomerea.org/resources/whatsapp-web-reveng-legacy-protocol-case/index.md): Case study · Documents and reimplements the WebSocket protocol WhatsApp Web used while browser sessions mirrored a paired phone: QR pairing, Curve25519/HKDF key setup, AES/HMAC-protected binary messages, the token-based node encoding and end-to-end media encryption. A Python backend, Node.js relay and browser front end decode a logged-in session’s messages into inspectable JSON, and the README lists independent reimplementations such as Baileys and go-whatsapp. This is an older protocol generation from before WhatsApp’s 2021 multi-device architecture, not a description of current WhatsApp Web.
- [Ruffle: a Rust reimplementation of Adobe Flash Player](https://awesomerea.org/resources/ruffle-flash-player-case/index.md): Case study · Reimplements Adobe Flash Player in Rust so that SWF content, from ActionScript 1/2 (AVM1) to ActionScript 3 (AVM2), runs in a native desktop player or in browsers through WebAssembly, as a self-hosted script or a browser extension. Its contributor guide says behavior comes from observing Flash Player's output or from license-compatible sources such as Adobe's open avmplus code, and forbids decompiling Flash Player, Flash Professional or Animate. Regression tests run contributor-made SWFs and compare their trace output, and optionally rendered images, with captures from the official debug Flash Player.
- [Littlebird.ai static home-page rebuild](https://awesomerea.org/resources/littlebird-static-rebuild-case/index.md): Case study · Rebuilds the Littlebird.ai home page in plain HTML/CSS/JavaScript from captured markup and assets, with source-wired mobile navigation, FAQ toggles, scroll reveals and OS-dependent call-to-action presentation. It illustrates a bounded website reconstruction, with uncaptured routes and product functionality left outside the scope.
- [Sheypoor MCP: mapping marketplace APIs from browser traffic](https://awesomerea.org/resources/sheypoor-mcp-case/index.md): Case study · Sheypoor MCP implements a client and MCP server for the Sheypoor classifieds site using API behavior documented from browser traffic. Its reference records observed endpoints, request headers, cookies and phone-based login. The server exposes listing search and details, account functions, chat room lists and unread message counts to MCP clients.
- [ZCode-Android: reconstructing the ZCode remote-control client](https://awesomerea.org/resources/zcode-android-case/index.md): Case study · ZCode-Android recreates ZCode remote control on Android from captured traffic and analysis of its official web page. Its Kotlin client implements WebSocket relay, HMAC pairing, IPC encoding, fragmented RPC frames and Conversation V4 session messages.
- [Power BI API Scraper: decoding a published report query format](https://awesomerea.org/resources/power-bi-report-query-case/index.md): Case study · Power BI API Scraper reconstructs the web client's undocumented query and response format for published reports. It sends SemanticQueryDataShapeCommand requests, follows restart tokens and expands bitsets and ValueDicts into CSV rows. The included example is hardcoded for an Ohio liquor permit report.

## Games (239)

- [DX-Ball: reconstruct sound panning](https://awesomerea.org/resources/rea-dxball-case/index.md): Case study · Recover one sound-pan function from instructions and constants; upstream cites 3,205 cases and a 63-byte match.
- [TH04: recover a DOS bullet-ring helper](https://awesomerea.org/resources/rea-th04-case/index.md): Case study · Inspect a 16-bit PC-98 DOS helper and relate its angle calculation to a pinned reconstruction and historical compiler checks.
- [Super Mario 64 DS: matching decompilation with relocation checks](https://awesomerea.org/resources/sm64ds-decomp-case/index.md): Case study · Reconstructs Super Mario 64 DS functions as C/C++ and permitted assembly primitives, comparing compiled output with a user-supplied cartridge dump. Independent relocation-destination checks strengthen the matching gate; integration into the PC port is tracked separately.
- [GoldenEye 007: an agent-assisted native port from a decompilation](https://awesomerea.org/resources/goldeneye-pc-port-case/index.md): Case study · Builds a native PC port on the existing GoldenEye 007 decompilation, with a host platform layer and assets extracted from the user’s ROM. The project documents agent collaboration, rendering comparisons, playtest scope and unresolved platform support.
- [ssbu-recomp: static recompilation with explicit mode limits](https://awesomerea.org/resources/ssbu-recomp-case/index.md): Case study · Translates Super Smash Bros. Ultimate 13.0.4 AArch64 code ahead of time and supplies a Windows runtime with Vulkan/OpenGL rendering. It also reconstructs selected fighter scripts as editable C++ and compares translated/source behavior through differential and deterministic tests.
- [KartPad: platform integration for a Mario Kart Wii recompilation](https://awesomerea.org/resources/kartpad-case/index.md): Case study · Builds Apple and Android integration around WiiCompiled’s ahead-of-time translation of Mario Kart Wii, with native graphics, input and optional Retro Rewind support. Its status and rights documents distinguish platform acceptance, unresolved device defects and game-content requirements.
- [BattleShip: an AI-assisted Super Smash Bros. native port](https://awesomerea.org/resources/battleship-port-case/index.md): Case study · Ports the existing Super Smash Bros. N64 decompilation using libultraship and Torch. The author’s earlier README describes agent-built graphics/audio comparison tools and differential debugging against emulator behavior, rather than claiming AI recovered the game from a cartridge without prior community work.
- [Agent decompilation: a byte-matching retrospective](https://awesomerea.org/resources/agent-decompilation-oracle-case/index.md): Case study · Maurice Heumann describes replacing plausible-looking agent output with compiler-based checks of reconstructed functions, relocations, data and types. The retrospective reports 99% function presence and 83% of all functions byte-exact, while keeping the reconstruction code private.
- [Snowboard Kids 2: an LLM-assisted N64 matching decompilation](https://awesomerea.org/resources/snowboardkids2-decomp-case/index.md): Case study · A public matching decompilation of the N64 game Snowboard Kids 2, begun in 2024 with community decompilation tools. The author’s dated posts document Claude, Codex and GLM workflows, including headless one-shot loops, similarity-based function scheduling and hook-guarded, hash-checked builds, through a reported complete function match.
- [IsaacRecomp: translating Flash game bytecode to native C++](https://awesomerea.org/resources/isaacrecomp-case/index.md): Case study · Translates The Binding of Isaac’s Flash AVM1 bytecode into C++ functions and supplies a native rendering/input runtime. The project reads graphics and audio from the user’s original game and documents deterministic input, headless runs and screenshot regression checks.
- [Nanolathe: a documented Total Annihilation engine reimplementation](https://awesomerea.org/resources/nanolathe-case/index.md): Case study · Reimplements a Total Annihilation-compatible strategy-game engine in Go, with public file-format research and separate gameplay profiles. It distinguishes intended retail 3.1 behavior from community-patch research and deliberate modern changes, and separates synthetic checks from tests requiring original game data.
- [TH08: exact-source reconstruction and separately tested ports](https://awesomerea.org/resources/th08-reconstruction-case/index.md): Case study · Reconstructs the original Japanese Touhou 8 version 1.00d against its binary and original compiler, then adapts the recovered code for other platforms. Source presence, strict function matching, whole-executable identity and playable-port checks are recorded as different milestones.
- [Zelda 64: Recompiled — a native Majora’s Mask port without a full source decompilation](https://awesomerea.org/resources/zelda64recomp-case/index.md): Case study · Uses N64Recomp to translate Majora’s Mask into a native application and RT64 for rendering. The project separates static recompilation from source decompilation while reusing decompilation headers and selected functions for patches and enhancements.
- [OpenGOAL: recovering GOAL code and rebuilding the Jak games](https://awesomerea.org/resources/opengoal-jak-case/index.md): Case study · Reconstructs readable GOAL code from the original Jak binaries and compiles it with a new GOAL compiler for modern PCs. Its workflow combines a specialized decompiler, manually supplied type information, asset extraction and an interactive development runtime.
- [LEGO Island: source reconstruction with separately reported exact rebuilds](https://awesomerea.org/resources/lego-island-decomp-case/index.md): Case study · Reconstructs the English LEGO Island 1.1 source for its original 32-bit Windows target. The project distinguishes function-comparison reports, ReproBit’s reported byte-identical retail rebuilds and ordinary developer builds; its modern portable adaptation is a separate repository.
- [Snowball War: a bounded REA-assisted minigame reconstruction](https://awesomerea.org/resources/snowball-war-rea-case/index.md): Case study · The author uses REA’s Ghidra workflow to investigate the DOS Ski or Die binary, document Snowball War rules and rebuild that one minigame in Rust with SDL2. The public notes distinguish recovered tables and mechanics from approximations and deliberate presentation changes.
- [SpaceCadetPinball: decompiled game logic adapted to SDL2](https://awesomerea.org/resources/space-cadet-pinball-case/index.md): Case study · Converts the reverse-engineered Space Cadet pinball game into compilable C++ for desktop platforms. The README identifies the Windows XP executable and public PDB, a Full Tilt executable, and the work of recovering structures, naming variables and adapting the decompiled routines.
- [Super Mario 64: ROM reconstruction with explicit comparison gates](https://awesomerea.org/resources/sm64-decomp-case/index.md): Case study · Reconstructs Super Mario 64 source for Japanese, North American, European, Shindou and iQue releases. Its build files distinguish original-ROM hash comparison from nonmatching or modified configurations, while source naming and documentation remain ongoing.
- [Unleashed Recompiled: translating Xbox 360 game code and shaders](https://awesomerea.org/resources/unleashed-recompiled-case/index.md): Case study · Builds an unofficial Sonic Unleashed PC port by statically recompiling Xbox 360 PowerPC code with XenonRecomp and Xenos shaders with XenosRecomp. The port adds modern display and modding options while documenting original-engine limits and remaining compatibility issues.
- [OpenMW: replacing Morrowind’s engine while reusing original content](https://awesomerea.org/resources/openmw-engine-case/index.md): Case study · Provides an independent engine for playing Morrowind and an alternative editor, OpenMW-CS. It loads original game content through its own runtime and documents script and mod compatibility differences; it is an engine replacement rather than a recovered Bethesda source tree.
- [REDRIVER2: reconstructing Driver 2 through a PlayStation compatibility layer](https://awesomerea.org/resources/redriver2-case/index.md): Case study · Translates reverse-engineered Driver 2 MIPS routines into C/C++ and uses Psy-X/Psy-Cross to adapt PlayStation interfaces for desktop systems. The project documents symbol-assisted Ghidra/IDA work alongside intentional bug fixes and gameplay changes.
- [DevilutionX: porting Diablo’s reconstructed engine](https://awesomerea.org/resources/devilutionx-case/index.md): Case study · Builds a modern Diablo and Hellfire port on the Devilution reconstruction, with platform support, bug fixes and optional quality-of-life features. The project documents the original symbol-assisted reconstruction and includes selected dungeon-generation and saved-game regression checks.
- [Touhou reconstructions: an agent-driven method across three games](https://awesomerea.org/resources/rea-touhou-reconstruction-method-case/index.md): Case study · An essay published on REA’s site, with pinned evidence notes, describes one author’s agent-driven reconstructions of TH08, TH095 and TH04. It dates milestones from public commits and progress ledgers, separates exact-comparison and playable-build oracles, and documents a TH08 check that missed wrong floating-literal data. Project results remain author-reported, and REA is credited with supplying analysis evidence, not the reconstructions themselves.
- [TicTacToe-AI: a bounded REA-fork reconstruction of one game method](https://awesomerea.org/resources/rea-engine-tictactoe-case/index.md): Case study · The author’s REA fork, posted as rea-engine and since renamed RE-Agent, decompiles the shipped .NET executable of the GPL-licensed TicTacToe-AI game, recompiles the recovered C# and resources, and repairs one decompiler error against the original IL. A differential probe runs original and rebuilt code on all 19,683 board assignments for one status method and compares six form renders. The report passes only that method; the whole game remains partial.
- [UltraSunnyMoon: a partial, REA-led Pokémon Ultra Sun reconstruction](https://awesomerea.org/resources/ultrasunnymoon-rea-case/index.md): Case study · The author uses a pinned REA build with Ghidra to analyze a user-supplied Pokémon Ultra Sun base executable, rebuild it byte for byte from split objects, and swap in two small compiled C runtime routines. Both replacements are behavior-tested but nonmatching and every other byte stays original; one recorded input movie drives the original and hybrid builds to the same bedroom movement in the Azahar emulator. Retail compiler identity, exact matching, module loading and broader gameplay remain open.
- [DX-Ball: an REA-guided function-level reconstruction with Codex](https://awesomerea.org/resources/dx-ball-rea-reconstruction-case/index.md): Case study · The author has Codex use REA’s Ghidra tools to inspect the English DX-Ball 1.07 executable and recover it as typed C/C++, then compiles each function with the original-era Visual C++ 4.0 and compares it byte for byte with the original after mapping relocations. The same source also builds a MinGW Windows game and a portable core library. Exact reconstruction is still in progress; REA’s separate sound-pan showcase covers just one function.
- [re2ds: a native Nintendo DS engine for Resident Evil 2](https://awesomerea.org/resources/re2ds-nds-engine-case/index.md): Case study · Reimplements Resident Evil 2’s PS1 game rules in a native Nintendo DS engine, with converters that turn data from the user’s own disc into DS formats. A helper wraps the PS1 executable as an ELF for REA’s Ghidra lane, analysis notes name the PS1 functions and tables each part follows, and the Reddit post linking it credits REA and Claude Code. Leon’s disc 1 is reported playable, while Claire’s disc, most enemy types and some menus remain unfinished.
- [Horizon: a Rust rewrite of Minecraft: Java Edition 26.3 with REA bytecode queries](https://awesomerea.org/resources/horizon-minecraft-rust-rewrite-case/index.md): Case study · Rewrites Minecraft: Java Edition 26.3 as a native Rust client, dedicated server and launcher that prepare their resources from the user’s own copy of the game. Contributors are told to read the vanilla code first, and tools/rea_vanilla.py runs a pinned REA release with a headless JADX engine over the shipped client and server jars to inspect classes, methods and callers. Differential harnesses run Java oracles against the real game and Rust probes against Horizon; README reports all 281 passing, which covers only what they compare.
- [Untangle: a browser rebuild from REA and Ghidra evidence](https://awesomerea.org/resources/untangle-rea-evidence-rebuild-case/index.md): Case study · An author-documented REA/Ghidra investigation of the shipped Untangle Windows binary produces a single-page playable rebuild and a claim-by-claim grading receipt. The report separates frozen findings, a later source-code answer key and a prior-knowledge audit.
- [OpenBattlefield2: an unfinished Refractor 2 engine reimplementation](https://awesomerea.org/resources/openbattlefield2-refractor-engine-case/index.md): Case study · A C++20 reimplementation of Battlefield 2’s Refractor 2 engine reads original game data and documents menu rendering, level loading and server interoperability. Published crosshair research cites REA/Ghidra evidence IDs and binary addresses; major gameplay systems remain unfinished.
- [keen-clone: a Commander Keen 1 C/SDL2 port](https://awesomerea.org/resources/keen-clone-rea-commander-keen-case/index.md): Case study · A native Linux and browser port of Commander Keen Episode One is documented as a function-by-function REA/Ghidra reconstruction of KEEN1.EXE. Published analysis artifacts accompany the C/SDL2 game; the scope is the first episode, rather than the entire series.
- [samp-client-re: a partial SA-MP client reconstruction](https://awesomerea.org/resources/samp-client-rea-partial-reconstruction-case/index.md): Case study · A documented REA/Ghidra investigation maps SA-MP 0.3.DL-R1 client subsystems to a new C++ DLL, loader and smoke-test executable. The result is an architectural reconstruction with explicitly unresolved network and graphics behavior, not an established retail-compatible client.
- [Desktop Games Nostalgia: a macOS and browser port](https://awesomerea.org/resources/desktop-games-nostalgia-rea-port-case/index.md): Case study · A Swift/macOS and JavaScript/browser port recreates the Desktop Games screen-smashing toy from a captured image. The author documents Claude and REA/Ghidra work on the Peter interpreter, a decompiled program tree and extracted assets, with explicit visual differences and no project license.
- [GunZRs: a Rust reimplementation of GunZ: The Duel](https://awesomerea.org/resources/gunzrs-rea-rust-reimplementation-case/index.md): Case study · A Rust/Bevy port reads GunZ: The Duel files from the user's installation and provides native releases, browser build tooling, screenshots and a documented REA/Ghidra investigation framework. Its LAN protocol and inferred movement behavior remain distinct from retail-server compatibility and proven gameplay parity.
- [Does reverse engineering need a bigger model? General and specialist models in Touhou reconstruction](https://awesomerea.org/resources/rea-bigger-model-essay-case/index.md): Case study · An essay on REA’s site by N0zoM1z0 (13 October 2026) uses dated Touhou reconstruction commits to ask whether exact function matching needs a larger general model, a compiler-specialist model or better retrieval. It walks through TH09, TH095, TH04 and TH08 cases where later GPT-6-series sessions closed stubborn matches, and the TH08 audit that found accepted functions with wrong floating constants. Specialist and reinforcement-learning comparisons are proposed as future experiments; no trained specialist was evaluated.
- [sh23ds: a native 3DS reconstruction of Silent Hill 2](https://awesomerea.org/resources/sh23ds-case/index.md): Case study · sh23ds rebuilds Silent Hill 2: Director's Cut as a native C engine for Nintendo 3DS using the player's PC game data. Game logic, camera, lighting and events were reconstructed from the PC executable; the research notes report analysis with Ghidra and REA. The author reports a complete playthrough in Azahar, while real-console testing and some PC behaviors remain unfinished.
- [LASRecomp: Link’s Awakening static recompilation](https://awesomerea.org/resources/lasrecomp/index.md): Case study · A native desktop reconstruction of the 2019 Switch version of Link’s Awakening using static recompilation. The author attributes most code, tooling and reverse-engineering work to Claude Code with human direction and review.
- [ArkWeb: a two-game movement and collision experiment](https://awesomerea.org/resources/arkweb-two-game-case/index.md): Case study · Runs Spider-Man Remastered and Arkham Knight together, streaming Gotham collision into Spider-Man’s physics world and compositing his rendered frame into Arkham. This experimental runtime bridge is not a recovered standalone game or new engine.
- [Perfect Dark: matching Nintendo 64 decompilation](https://awesomerea.org/resources/perfect-dark-matching-decomp-case/index.md): Case study · Reconstructs Perfect Dark’s Nintendo 64 code with a documented matching-ROM build. The project combines reconstructed source with assets from a user-supplied original ROM, then checks version-specific artifact hashes. It is a reproducible-build research case, distinct from the separate native PC port; matching results remain project-reported here.
- [Super Mario Sunshine: a native PC port from an AI-assisted decompilation](https://awesomerea.org/resources/sms-pc-port-case/index.md): Case study · Builds a native PC port of Super Mario Sunshine’s North American release from a pinned matching-decompilation fork, adding a host platform layer for graphics, disc, audio, input and OS services. The fork’s README says AI was used extensively to reconstruct and match its code; the port documents scripted regression hashes and lockstep comparisons with retail captures. Functions that do not yet match can still behave differently from retail, and the game must come from the user’s own disc image.
- [Majora’s Mask: matching US N64 decompilation](https://awesomerea.org/resources/zelda-mm-decomp-case/index.md): Case study · Recreates a C source base for The Legend of Zelda: Majora’s Mask from information in the game and static or dynamic analysis, then rebuilds the US Nintendo 64 ROM. The build takes assets and assembly from a user-supplied ROM and checks the output against stored MD5 checksums. The team states it will not produce a PC port; the separately curated Zelda 64: Recompiled only credits it for headers and some functions.
- [DLSSNR-AMD: reimplementing DLSS 5 neural rendering for RDNA4](https://awesomerea.org/resources/dlssnr-amd-neural-rendering-case/index.md): Case study · Reimplements the neural-rendering network of NVIDIA’s DLSS 5 library as Vulkan compute shaders for AMD RX 9000 (RDNA4) cards and supplies it to games through an NGX-compatible core and ReShade or Vulkan-layer routes. The weights are not distributed: installers extract them, hash-checked, from the user’s own nvngx_dlssnr.dll 310.9.16 or 310.8.0. The project compares its output with NVIDIA’s DLL on an RTX 5090 and reports close, not bit-identical, pictures.
- [Breath of the Wild: per-function matching decompilation of the Switch executable](https://awesomerea.org/resources/botw-decomp-case/index.md): Case study · Reimplements part of Breath of the Wild’s Switch v1.5.0 main executable in C++ and checks each function against the original machine code. The project calls itself a hybrid decompilation/reimplementation: it contains no assets, its ELF holds only reimplemented functions and cannot run the game, and porting is an explicit non-goal.
- [Skyward Sword: Wii decompilation with hash-checked relinking](https://awesomerea.org/resources/skyward-sword-decomp-case/index.md): Case study · Reconstructs C++ source for The Legend of Zelda: Skyward Sword’s Wii main.dol and REL modules, starting from the user’s NTSC-U 1.0 (SOUE01) disc files. Objects marked matching are compiled from source and linked with objects split from the original, and the result is checked against SHA-1 hashes; the repository ships no assets or assembly and is not a port.
- [2 Ship 2 Harkinian: a native Majora’s Mask port built on the decompilation](https://awesomerea.org/resources/2ship2harkinian-mm-port-case/index.md): Case study · Builds native Windows, Linux and macOS versions of The Legend of Zelda: Majora’s Mask from an adapted copy of the zeldaret/mm decompilation, with libultraship reimplementing N64 SDK functions. Game data comes from a user-supplied ROM and is packed into an archive that custom asset packs can override. It targets a playable PC port with enhancements, not a byte-identical ROM.
- [Ship of Harkinian: a native Ocarina of Time port built on the decompilation](https://awesomerea.org/resources/ship-of-harkinian-oot-port-case/index.md): Case study · Builds Ocarina of Time as a native PC application from the OoT decompilation’s source, with libultraship standing in for the N64 libultra SDK and DirectX 11, OpenGL or Metal rendering. No game assets are shipped: they are converted from the user’s supported ROM into an .o2r archive, and the port adds save states, alternate and custom assets and other enhancements.
- [The Minish Cap: a GBA decompilation targeting five ROMs](https://awesomerea.org/resources/zelda-tmc-decomp-case/index.md): Case study · Recreates a C source base for The Legend of Zelda: The Minish Cap from information in the game and static or dynamic analysis, building five Game Boy Advance ROMs: USA, EU, JP and two demos. Each version takes its assets from a user-supplied original ROM, and normal builds check the output’s SHA-1 hash. The project remains a work in progress, and some parts of the ROM may not yet be shiftable.
- [Ocarina of Time: decompilation with MD5-checked ROM builds for 16 versions](https://awesomerea.org/resources/ocarina-of-time-decomp-case/index.md): Case study · Recreates a C source base for Ocarina of Time that rebuilds 16 Nintendo 64, GameCube and iQue Player ROM versions, using information from the game and static and dynamic analysis. Assets come from the user’s own ROM and each default build is checked against that version’s MD5; README states the project is not producing a PC port and still calls the repository a work in progress.
- [Project Arwing: Star Fox recompiled from a matching disassembly](https://awesomerea.org/resources/project-arwing-star-fox-recomp-case/index.md): Case study · Disassembles Star Fox’s 65816 and SuperFX code from runtime coverage and recursive descent, reassembles it into the original ROM, then translates it statically to C on a from-scratch SNES runtime for Windows, macOS and Linux. Code never reached in recorded sessions, and RAM code that no longer matches the ROM, falls back to an interpreter; the README reports identical per-frame hashes for both paths. The generated C is a mechanical translation rather than hand-decompiled source, and results remain project-reported.
- [Project Arwing (2): Star Fox 2 recompiled from a matching disassembly](https://awesomerea.org/resources/project-arwing-2-star-fox-2-recomp-case/index.md): Case study · Rebuilds Star Fox 2 from a coverage-seeded 65816 and SuperFX disassembly that reassembles to the original ROM, then translates it statically to C for native Windows, macOS and Linux builds. Unreached code and RAM code that differs from the ROM run through an interpreter, and the README reports identical per-frame hashes against interpreted runs. It accepts the SNES Classic release image, not the 1995 prototypes; results remain project-reported.
- [Little Planet: Sonic CD recompiled from a matching disassembly](https://awesomerea.org/resources/little-planet-sonic-cd-recomp-case/index.md): Case study · Disassembles every executable file on the Sonic CD disc from runtime coverage and recursive descent, reassembles them byte-identically, and translates the code statically to C on a from-scratch Mega-CD runtime that replaces the BIOS with a high-level implementation. Recompiled blocks run only where memory still holds the code they came from, and a script compares 96 stage runs frame by frame against the interpreter. The project also patches in widescreen and per-zone saves; results remain project-reported.
- [vf2-decomp: differentially validated Virtua Fighter 2 recovery](https://awesomerea.org/resources/vf2-decomp-differential-recovery-case/index.md): Case study · Recovers Virtua Fighter 2 Version 2.1’s Sega Model 2A i960 program into portable, non-matching C17, accepting each recovered path only when it matches a reference i960 executor at controlled boundaries. The repository adds ROM validation, i960 and 68000 analysis tools, a bounded Model 2A hardware model and snapshot-based differential runners. README states that it is not yet a playable port; match flow, combat, physics, AI, rasterization and much of the audio remain open.
- [z2rs: an incremental Rust reconstruction of Zelda II checked against an emulator](https://awesomerea.org/resources/z2rs-zelda2-reconstruction-case/index.md): Case study · Rebuilds Zelda II: The Adventure of Link (NES) in Rust for desktop, browser and Android by replacing the game’s 6502 routines one at a time. A built-in interpreter still runs the user’s ROM and hands ported routines to Rust, while a verifier compares RAM, sprites, palette and frames with a reference emulator. It is a behavioral, clean-room-style reconstruction guided by a community disassembly, not a decompilation or a finished standalone engine.
- [sm64ex: an enhanced Super Mario 64 PC port from the decompilation](https://awesomerea.org/resources/sm64ex-pc-port-case/index.md): Case study · Builds native Super Mario 64 executables from decompiled source, extending the sm64-port fork of the n64decomp reconstruction with renderer, input, camera, save-format and external-data options. Game assets are extracted from the user’s own ROM at build time. It is a non-matching enhanced port, not a byte-identical ROM reconstruction.
- [Ghostship: a libultraship native port of Super Mario 64](https://awesomerea.org/resources/ghostship-sm64-port-case/index.md): Case study · Builds Super Mario 64 as a native PC, Switch and Android program by compiling decompilation-style game source against the libultraship platform library. A bundled extractor converts the user’s US or Japanese ROM into an O2R archive at first launch or build time. The project ships modern renderers, configuration menus and mod-archive loading, not a matching ROM.
- [Super Mario Sunshine: an in-progress matching GameCube decompilation](https://awesomerea.org/resources/sms-matching-decomp-case/index.md): Case study · Reconstructs Super Mario Sunshine’s C++ source so that the original Metrowerks compiler reproduces byte-identical object files for four GameCube releases and the Switch 3D All-Stars build. The target binary comes from the user’s own disc image, and objdiff compares rebuilt objects function by function. The work is incomplete, and the repository publishes contribution rules for AI agents alongside its human workflow.
- [Dusklight: a native Twilight Princess port built on the decompilation](https://awesomerea.org/resources/dusklight-twilight-princess-port-case/index.md): Case study · Reimplements Twilight Princess as a native application for desktop and mobile platforms, building on the zeldaret/tp decompilation and the Aurora GameCube/Wii compatibility layer. It runs from the user’s own disc image with no bundled assets and aims to stay accurate to the original while adding options, enhancements and mods.
- [Metaforce: a Metroid Prime engine reimplementation rebuilt on the decompilation](https://awesomerea.org/resources/metaforce-metroid-prime-case/index.md): Case study · Started in 2015 as a reverse-engineered reimplementation of the Metroid Prime engine, Metaforce has been rewritten on top of the PrimeDecomp matching decompilation. Its native app compiles that game code as non-matching C++ for desktop and mobile through the Aurora GameCube compatibility layer and loads a user-selected disc image. The README says builds are unavailable while the rewrite stabilizes.
- [Super Mario Sunshine (USA): an AI-assisted matching decompilation fork](https://awesomerea.org/resources/sms-english-gmse01-decomp-case/index.md): Case study · Extends the doldecomp Super Mario Sunshine decompilation to the North American GMSE01 release. The README says AI was used extensively, and the repository’s agent rules, work order and progress files describe batch-based Claude and Codex orchestration. Its rebuilt DOL is reported byte-identical, but unfinished objects are still linked from code extracted from the user’s disc.
- [Donkey Kong 64: Recompiled — an N64Recomp native port](https://awesomerea.org/resources/dk64-recompiled-case/index.md): Case study · Uses N64Recomp to statically recompile the US Nintendo 64 release of Donkey Kong 64 into a native port, with RT64 as the renderer. The port is not built from decompiled source, but borrows headers and some functions from the in-progress DK64 decompilation for patches and enhancements. Its recompiler configuration reads a checked-in symbol dump and the ROM rather than a decompilation ELF.
- [Twilight Princess: a decompilation with fully matching GameCube code](https://awesomerea.org/resources/twilight-princess-decomp-case/index.md): Case study · Reconstructs Twilight Princess source that compiles back to binaries identical to the originals, building GameCube, Wii and Nvidia Shield releases from one codebase through conditional compilation. README reports the GameCube code as completely matching but not every translation unit linked yet, with Debug and Wii alignment ongoing; the repository ships no assets or assembly and will not produce a port.
- [Castlevania: Symphony of the Night: matching decompilation across PlayStation, PSP and Saturn builds](https://awesomerea.org/resources/sotn-matching-decomp-case/index.md): Case study · Recreates C source for Castlevania: Symphony of the Night from its PlayStation, PSP and Saturn binaries, aiming for code that compiles byte for byte to the original game files. The work-in-progress build combines decompiled code with assets and assembly extracted from a user-supplied disc image, then checks per-version SHA-1 hashes. Native PC experiments in the same tree are documented as unfinished and are not a released port.
- [LEGO Island, portable: a multi-platform port of the decompiled source](https://awesomerea.org/resources/lego-island-portable-case/index.md): Case study · Adapts the LEGO Island decompilation into a portable build for desktop, mobile, console, DOS and Web targets. Windows-only subsystems are replaced with SDL3, miniaudio, iniparser and a custom Direct3D Retained Mode re-implementation, while core gameplay is meant to stay unchanged. It ports reconstructed source rather than checking byte-identical binaries, so it is distinct from the exact-rebuild decompilation case.
- [c1: a C port of PlayStation Crash Bandicoot](https://awesomerea.org/resources/crash-bandicoot-c1-port-case/index.md): Case study · Ports the original PlayStation Crash Bandicoot game code to C function by function; its coding standard labels functions with the addresses of their original implementations. Only the PC build, using OpenGL, SDL2 and FluidSynth, currently works; it loads asset files from the user’s game disc and is only partially playable.
- [Metroid Prime Port: an AI-assisted native port of the PrimeDecomp decompilation](https://awesomerea.org/resources/metroid-prime-port-case/index.md): Case study · Compiles the PrimeDecomp decompilation of Metroid Prime’s game and engine code as native C++20 for Linux, Windows and Android, with an experimental macOS build. Aurora supplies the GameCube SDK compatibility layer and rendering, and the port reads a user-supplied disc image at run time. The author states that parts were written with AI coding assistants under their oversight.
- [The Wind Waker: a GameCube decompilation with hash-checked relinking](https://awesomerea.org/resources/wind-waker-decomp-case/index.md): Case study · Reconstructs source for The Wind Waker’s GameCube executable and REL modules across the USA/Korea, PAL and Japanese releases and a Japanese kiosk demo. Matched units are compiled from source and linked with objects split from the user’s disc, then checked against per-version SHA-1 hashes; the repository ships no assets or assembly and covers the GameCube game, not the HD remaster.
- [Sonic Mania: a game-code decompilation for the RSDKv5 engine](https://awesomerea.org/resources/sonic-mania-decomp-case/index.md): Case study · Reconstructs Sonic Mania’s game code in C and builds it with the separately decompiled RSDKv5 or RSDKv5U engine for Windows, Linux, Switch and Android. Assets must come from an official Sonic Mania (Plus) release; the project adds a mod loader and can build several retail versions. Its license describes the code as mostly functionally the same as the original, not byte-matching.
- [MediEvil Recomp: a PlayStation static recompilation to C#](https://awesomerea.org/resources/medievil-recomp-case/index.md): Case study · Statically recompiles the North American PlayStation release of MediEvil into C# with the RecompOne recompiler and runtime. The runtime stands in for BIOS, GPU, CD-ROM and other hardware services, and project patches change rendering, widescreen and terrain behavior. README stresses that this is a recompilation, not a decompilation, and labels it an open beta.
- [Crash Bandicoot 2 Recompiled: a PSXRecomp native build](https://awesomerea.org/resources/crash2recomp-case/index.md): Case study · A Windows launcher that uses the PSXRecomp recompiler and runtime to translate the user’s Crash Bandicoot 2: Cortex Strikes Back disc to C and compile it locally, so the game runs as native code with an emulated PlayStation hardware layer. The repository holds the launcher, a patched vendored runtime and a long bring-up log; it distributes no game code or data.
- [Petari: a matching Super Mario Galaxy decompilation](https://awesomerea.org/resources/petari-smg-decomp-case/index.md): Case study · Reconstructs Super Mario Galaxy’s Wii code as C++ that rebuilds, object by object, against main.dol files extracted from the user’s own Japanese, North American, PAL or Korean disc. Matched objects are linked from source and checked with objdiff and a target hash. The project describes itself as a work in progress, separate from any PC port, and says it does not accept AI-generated decompilation.
- [Wind Waker HD Recomp: a native port by static recompilation of the Wii U game](https://awesomerea.org/resources/wind-waker-hd-recomp-case/index.md): Case study · Statically recompiles The Wind Waker HD’s Wii U PowerPC code to C ahead of time, reimplements the Cafe OS libraries the game uses and implements GX2 graphics on Metal or Vulkan, producing native macOS, Linux, Windows and Android builds without a Cemu runtime. All game code and data are generated locally from the user’s own dump; an experimental macOS-only build can instead run functions from the separate ZeldaWWHDDecomp/wwhd decompilation.
- [Castlevania 64: Recompiled — a beta static-recompilation port](https://awesomerea.org/resources/cv64-recompiled-case/index.md): Case study · Uses N64Recomp to statically recompile the US 1.0 Nintendo 64 release of Castlevania into a native PC port rendered with RT64. Game-specific C patches build against headers from a separate Castlevania 64 decompilation. A beta release tagged at the reviewed commit reports a working build with known issues, while the README there still describes an unfinished project.
- [RSDKv5 Decompilation: reconstructing Retro Engine v5 and v5U](https://awesomerea.org/resources/rsdkv5-engine-decomp-case/index.md): Case study · Reconstructs the Retro Engine (RSDK) v5 and v5 Ultimate runtime, the engine that runs Sonic Mania’s game code, and builds it for Windows, Linux, Switch and Android. RSDKv5U can also run RSDKv3 and RSDKv4 games such as Sonic CD and Sonic 1 & 2. The project adds a mod loader, a shader compiler and extra Windows backends, and ships no game data.
- [C2C: hybrid recompilation and hand decompilation of Crash Bandicoot 2](https://awesomerea.org/resources/c2c-crash2-hybrid-recompilation-case/index.md): Case study · An early reverse-engineering effort on PlayStation Crash Bandicoot 2 that converts the engine’s MIPS machine code directly into a very large C file and runs it against a modified PCSX-R emulator library for hardware I/O. Translated functions are meant to be decompiled by hand and moved into ordinary C, gradually replacing the mechanical translation.
- [MediEvil decompilation: an early checksum-gated PlayStation project](https://awesomerea.org/resources/medievil-decomp-case/index.md): Case study · Decompiles the US PlayStation release of MediEvil toward C source that rebuilds its main executable, game executable and 26 overlays. splat splits the user's own disc files, and the default build compares all 28 outputs with SHA-1 checksums. README describes the project as a work in progress and publishes no progress figure.
- [Conker's Bad Fur Day: Recompiled — an N64Recomp native port](https://awesomerea.org/resources/cbfd-recompiled-case/index.md): Case study · Statically recompiles the US Nintendo 64 release of Conker’s Bad Fur Day with N64Recomp into a native Windows, Linux and macOS port on N64ModernRuntime and RT64. Function names and boundaries come from a vendored, still mostly assembly decompilation, while the recompiled code is taken from the user’s ROM so unmatched decompiled C cannot change behavior. The author reports heavy use of Claude Code across the project.
- [ProjectCane: a native PC port of Sly Cooper and the Thievius Raccoonus](https://awesomerea.org/resources/projectcane-sly1-pc-port-case/index.md): Case study · Rebuilds the NTSC PlayStation 2 release of Sly Cooper and the Thievius Raccoonus as a native C++ game for Windows and Linux, running on data extracted from the player's own disc image. The README reports the full game as playable while work continues on accuracy and remaining differences from the original. It does not describe its reverse-engineering method or relate the port to the separate sly1 decompilation.
- [Firefighter: a decompiled DOS game ported to Rust](https://awesomerea.org/resources/firefighter-rust-port-case/index.md): Case study · Eric S. Raymond’s terminal port of Firefighter, Eben Sprinsock’s 1985 DOS shareware game. The project history says ChatGPT 5.5 decompiled the DOS binary to Borland Pascal and translated it to Rust, after which Raymond modernized the interface and corrected a scoring mismatch. Unchanged gameplay is the author’s statement; the intermediate Pascal and any comparison runs are not published.
- [Kingdom Hearts 358/2 Days: native PC port built on a matching decompilation](https://awesomerea.org/resources/khdays-native-pc-port-case/index.md): Case study · Compiles the C of the khdays-decomp matching decompilation for Windows x64 and supplies a native platform layer for the Nintendo DS hardware, SDK services and sound driver. README reports the whole game running without an ARM interpreter; its rendering, controls, mod support and network multiplayer are the port’s own additions. This is a decompilation-based port, distinct from the byte-matching DS reconstruction it builds on.
- [ico-pc: a native ICO port compiled from the PS2 decompilation](https://awesomerea.org/resources/ico-pc-port-case/index.md): Case study · Compiles the decompiled C of the PlayStation 2 game ICO natively for Windows, Linux, Android, iPhone and Apple-silicon Macs, with host code standing in for the PS2 hardware and Sony libraries. No PS2 code is interpreted or recompiled, and the program reads the player's PAL disc image on first start. It is a native port of a separately byte-matched decompilation, with documented divergences and optional enhancements.
- [Sly Cooper and the Thievius Raccoonus: matching PlayStation 2 decompilation](https://awesomerea.org/resources/sly1-matching-decomp-case/index.md): Case study · Reconstructs source code for SCUS_971.98, the NTSC-U PlayStation 2 executable of Sly Cooper and the Thievius Raccoonus, as a work-in-progress matching decompilation. Functions not yet matched are still assembled from code split out of the user's own executable, and the build checks the linked ELF's SHA-1. The result runs in PCSX2 with the original disc for assets; it is not a native PC port.
- [Pokémon Emerald: a matching Game Boy Advance decompilation](https://awesomerea.org/resources/pokemon-emerald-decomp-case/index.md): Case study · Reconstructs Pokémon Emerald for the Game Boy Advance as buildable C source, with game scripts and data kept as assembler directives. The default agbcc build produces pokeemerald.gba, and make compare checks it against the SHA-1 of the original English ROM; an optional modern-GCC build is not hash-checked. Graphics and audio sources are committed in the tree, so the documented build reads no base ROM.
- [Paper Mario: matching Nintendo 64 decompilation for four releases](https://awesomerea.org/resources/paper-mario-matching-decomp-case/index.md): Case study · Reconstructs Paper Mario’s Nintendo 64 code as C source that rebuilds the US, Japanese, PAL and iQue ROMs. The build takes assets and comparison inputs from a user-supplied original ROM, then checks each output against a recorded SHA-1. Mutable project reports list no remaining nonmatching functions, while the README still calls the decompilation work in progress; it is distinct from the PaperBoat native port.
- [Budokai Tenkaichi 3: a native PC port built on a matching decompilation](https://awesomerea.org/resources/tenkaichi3-pc-port-case/index.md): Case study · Compiles the decompiled code of Dragon Ball Z: Budokai Tenkaichi 3 (PS2, USA release SLUS-21678) for PC on a new renderer, sound, input and platform layer rather than an emulator. The game code comes from the separate BT3-Decompiled matching decompilation, and the game's data is read from the user's own disc image. The README reports the full game loop and experimental online play and says AI helped make the project; these results remain project-reported.
- [D2R Mobile: rehosting Diablo II: Resurrected’s Switch program on Apple devices](https://awesomerea.org/resources/d2r-mobile-switch-rehost-case/index.md): Case study · Runs the Nintendo Switch release’s own aarch64 program natively on iPhone, iPad and Apple silicon Macs, rewriting only instructions that depend on the Horizon kernel and supplying its system services and the NVN graphics API on Metal. Shaders are translated offline from the user’s files, and the project adds its own touch interface and endgame features. It is a rehosting compatibility layer, not a decompilation or recompiled source.
- [Ratchet & Clank: a matching PS2 decompilation with a documented agent workflow](https://awesomerea.org/resources/rac1-matching-decomp-case/index.md): Case study · Reconstructs C source for SCES_509.16, the PAL v2.00 PlayStation 2 executable of Ratchet & Clank (2002), with every function linked at its retail address. Functions not yet decompiled are still built from disassembly generated from the user's own executable, and the build audits functions, layout and the whole image against retail. The project documents an LLM-agent matching workflow and written build-fidelity rules for what counts as a match.
- [Banjo: Recompiled — an N64Recomp Banjo-Kazooie native port](https://awesomerea.org/resources/banjo-recompiled-case/index.md): Case study · Uses N64Recomp to statically recompile the US 1.0 Nintendo 64 release of Banjo-Kazooie into a native port on N64ModernRuntime, rendered by RT64 and extended with mod support. Like Zelda 64: Recompiled, it is not built from decompiled source; a symbols repository generated from the Banjo-Kazooie decompilation supplies function names for locating code in the ROM and writing patches.
- [Pokémon FireRed and LeafGreen: a matching Game Boy Advance decompilation](https://awesomerea.org/resources/pokemon-firered-leafgreen-decomp-case/index.md): Case study · Reconstructs the English Game Boy Advance releases of Pokémon FireRed and LeafGreen as buildable C source, with game scripts and data kept as assembler directives. Default agbcc builds produce six ROM images, covering both games' 1.0 and 1.1 releases and two variants labeled switch, each checked against its own SHA-1 manifest. Graphics and audio sources are committed in the tree, so the documented build reads no base ROM.
- [PaperBoat: a native Paper Mario port built on the decompilation](https://awesomerea.org/resources/paperboat-paper-mario-port-case/index.md): Case study · Compiles Paper Mario decompilation sources, credited to the pmret and Paper Mario DX projects, into a native US-version application on libultraship. Torch converts the user’s own ROM into a local asset archive, and the port adds rendering backends, enhancements and archive-based mods. Desktop releases are published, while Android, iOS and web builds are documented on the development branch.
- [Halo 2: an agent-assisted matching decompilation of an LTCG Xbox build](https://awesomerea.org/resources/halo2-matching-decomp-case/index.md): Case study · A work-in-progress matching decompilation of Halo 2 for the original Xbox: contributors write C and C++ that the period compiler, building the whole program with link-time code generation, must turn back into the retail executable's bytes function by function. The README reports just under half of the game-function bytes matched and leaves a native port for a later stage. It discloses that much of the maintainer's work runs in Claude and Codex coding-agent lanes.
- [DiabloWeb: a WebAssembly browser port built on Devilution](https://awesomerea.org/resources/diabloweb-devilution-wasm-port-case/index.md): Case study · Runs Diablo in web browsers by compiling a stripped-down fork of Devilution, the community reconstruction of the game’s original source, to WebAssembly behind a React front end. The fork removes the Storm, DiabloUI, DirectX and Windows dependencies and reworks event handling for the browser. It is a port built on a reconstruction and reports no matching or behavior-equivalence checks of its own.
- [pokered: a matching Pokémon Red and Blue disassembly](https://awesomerea.org/resources/pokered-disassembly-case/index.md): Case study · Reconstructs the Game Boy games Pokémon Red and Blue as RGBDS assembly, with graphics and data kept as editable source files. One tree builds the USA/Europe Red and Blue ROMs, a Blue debug build and patches for the Virtual Console releases, each checked against a recorded SHA-1. It is a full disassembly rather than a decompilation into a higher-level language.
- [Lighthouse: a Banjo-Kazooie PC port built on the decompilation](https://awesomerea.org/resources/lighthouse-banjo-kazooie-port-case/index.md): Case study · A native Windows, Linux and macOS port of Banjo-Kazooie that compiles game C sources, many tagged with their Banjo-Kazooie decompilation file paths, against libultraship, a reimplementation of the N64 SDK. Torch extracts the user’s ROM into an asset archive, and the port adds Anchor multiplayer, romhack and language-pack support and a randomizer. Unlike Banjo: Recompiled, it builds from decompiled source rather than statically recompiling the ROM’s code.
- [Lost Odyssey Recomp: statically recompiling an Xbox 360 RPG into native ports](https://awesomerea.org/resources/lost-odyssey-recomp-case/index.md): Case study · Translates Lost Odyssey’s Xbox 360 PowerPC executable with patched XenonRecomp tooling and runs the generated code on a native runtime that renders through Direct3D 12, Vulkan or Metal. Windows, Linux, macOS and Android packages import the user’s own disc data. The maintainer documents development with Claude Code and Codex CLI and records each release separately from validation and acceptance.
- [Super Smash Bros. Melee: a matching GameCube decompilation with a shiftable build](https://awesomerea.org/resources/melee-matching-decomp-case/index.md): Case study · A matching decompilation of Super Smash Bros. Melee's US 1.02 release (GALE01) that rebuilds main.dol from C with the original Metrowerks compilers and checks it against the retail SHA-1. decomp.dev reports the code fully decompiled and linked at the reviewed commit, and the README says current work is mostly naming and cleanup. Because the build can be shifted, a separate non-matching mode lets modders add code to a DOL run with their own disc dump.
- [pokecrystal: a matching Pokémon Crystal disassembly](https://awesomerea.org/resources/pokecrystal-disassembly-case/index.md): Case study · Reconstructs the Game Boy Color game Pokémon Crystal as RGBDS assembly, with graphics, maps and data stored as editable sources. One tree builds the international 1.0 and 1.1 releases, the Australian release, two debug builds and a Virtual Console patch, each checked against a recorded SHA-1. Companion documentation covers script command formats and known bugs in the original game.
- [Pokémon HeartGold and SoulSilver: a work-in-progress, checksum-matched DS disassembly](https://awesomerea.org/resources/pokemon-heartgold-soulsilver-disassembly-case/index.md): Case study · Rebuilds the US Nintendo DS releases of Pokémon HeartGold and SoulSilver from a work-in-progress disassembly in which part of the code has been decompiled to C. Each default build checks the ARM9 and ARM7 binaries, the filesystem and the complete ROM against per-game SHA-1 manifests. README warns that, because decompilation is incomplete, edits that change code or data layout can crash the game.
- [FFTARecomp: static recompilation of Final Fantasy Tactics Advance](https://awesomerea.org/resources/fftarecomp-gba-static-recomp-case/index.md): Case study · Recompiles the user’s Final Fantasy Tactics Advance (USA) Game Boy Advance ROM ahead of time into native code for Windows, Linux and Steam Deck, building on JRickey’s gba-recomp toolkit. ARM and Thumb code is translated to C and compiled locally, while a Rust runtime models the console’s graphics, sound, DMA, timers and BIOS calls. The port adds widescreen, zoom, fast-forward and remappable controls.
- [SymphonyRecomp: a RecompOne static recompilation of Symphony of the Night](https://awesomerea.org/resources/symphonyrecomp-case/index.md): Case study · Statically recompiles the North American PlayStation release of Castlevania: Symphony of the Night into C# with BlackLabelHQ’s RecompOne, whose runtime simulates the BIOS, memory-mapped I/O, GPU and CD-ROM so the game runs natively without a console BIOS. Per-overlay function maps and patches add widescreen, quality-of-life, randomizer and cheat features. References from the SOTN decompilation help name functions, but the project stresses that it is a recompilation, not a decompilation.
- [The Two Towers Recompiled: an original Xbox static-recompilation port](https://awesomerea.org/resources/two-towers-recompiled-case/index.md): Case study · Statically recompiles the x86 code of The Lord of the Rings: The Two Towers (Xbox, USA, 2002) into C with the bundled xboxrecomp toolkit, producing native Windows, Linux and experimental macOS builds. The recompiled sources are generated locally from the player's own default.xbe, and game data comes from their disc image or extracted folder. README reports the game as fully playable, with visual, frame-rate and mod issues listed.
- [Melee Unlocked: a Windows source port and static recompilation of Melee](https://awesomerea.org/resources/melee-unlocked-case/index.md): Case study · A beta Windows build of Super Smash Bros. Melee (NTSC 1.02) with two engines: a source port that compiles the doldecomp decompilation as a native library, and a static recompilation that translates the retail DOL's PowerPC code and Slippi's Gecko codes into C++. Both run on a native runtime with Direct3D rendering, unlocked display rates and natively implemented Slippi rollback play. The user's own ISO supplies all game data, and the README says the work was AI-assisted.
- [pokeruby: a matching Pokémon Ruby and Sapphire decompilation](https://awesomerea.org/resources/pokeruby-decomp-case/index.md): Case study · Reconstructs the Game Boy Advance games Pokémon Ruby and Sapphire as C source built with pret's agbcc compiler, alongside assembly data scripts and editable graphics. Matching builds cover the English 1.0, 1.1 and 1.2 revisions, debug builds and the first German editions, each checked against a stored SHA-1. A separate modern-GCC target is not expected to match.
- [Vandal Hearts: native PC port built on matching decompilations](https://awesomerea.org/resources/vandal-hearts-pc-port-case/index.md): Case study · Builds on shao113’s matching decompilation of PlayStation Vandal Hearts, adds a Japanese matching tree, and carries both through to a native Windows and Linux port. SDL2, OpenGL or Metal and OpenAL backends replace the console’s GPU, GTE, CD-ROM/XA, SPU, MDEC and pad interfaces, and one executable runs the USA, Asia and Japan discs. The matching builds are still checked on every change; PC-only features such as Tactical Mode and HD packs are opt-in.
- [Pokémon Platinum: a checksum-matched Nintendo DS decompilation](https://awesomerea.org/resources/pokemon-platinum-decomp-case/index.md): Case study · Reconstructs the US Nintendo DS release of Pokémon Platinum as C source that rebuilds revision 1 by default and revision 0 on request. The default make target runs Meson checks of the code binaries, filesystem and complete ROM against SHA-1 manifests. README still calls the project work in progress; its contributing guide says the code is entirely C but much of it remains obfuscated, leaving documentation and tooling as the main work.
- [Saints Reborn: a ReXGlue static recompilation of Saints Row](https://awesomerea.org/resources/saints-reborn-recomp-case/index.md): Case study · An unofficial native Windows port of Saints Row (Xbox 360, 2006) that statically recompiles the game's PowerPC executable to C++ for x86-64 with the ReXGlue SDK, which also reimplements the console's kernel, GPU (on Direct3D 12), audio and input. A recompiler manifest, game-specific function overrides and an SDK patch make the result run, and each user builds it locally from their own disc. The README reports the game fully playable with built-in co-op and lists known issues.
- [Pokémon Platinum PC Port: a native port built on the pret decompilation](https://awesomerea.org/resources/pokemon-platinum-pc-port-case/index.md): Case study · Builds native 64-bit Windows and Linux executables of Pokémon Platinum from a fork of pret’s decompilation, replacing NitroSDK with the author’s libntr libraries; the same tree keeps the DS ROM build and an experimental Switch target. README says the game should be playable from start to finish but may crash or show graphical bugs. Prebuilt binaries require the player’s own US ROM, and the fork’s default build no longer runs pret’s checksum tests.
- [MikuPan: a native Fatal Frame PC port built on the Himuro decompilation](https://awesomerea.org/resources/mikupan-fatal-frame-port-case/index.md): Case study · Ports the PS2 game Fatal Frame to native PC builds without emulation; its repository description names the Himuro decompilation as its basis. Stubs replace PS2 kernel calls and a new SDL3-based layer handles rendering, audio and UI, while game data comes from the user’s own disc. The README calls the port very early work and publishes no matching or fidelity checks.
- [Starfox 64: Recompiled — an N64Recomp static-recompilation port](https://awesomerea.org/resources/starfox64-recompiled-case/index.md): Case study · Uses N64: Recompiled to statically recompile the US 1.1 (Rev A) Nintendo 64 release of Star Fox 64 into a native port for Windows, Linux and macOS, rendered with RT64. Its patches and enhancements draw on headers and some functions from the separate sf64 decompilation, but the port is not compiled from that decompilation's source. The README reports high-frame-rate, widescreen and mod support, with assets loaded from the user's own ROM.
- [Syphon Filter: The Omega Strain — matching PS2 executable decompilation](https://awesomerea.org/resources/syphon-filter-omega-strain-decomp-case/index.md): Case study · Reconstructs much of the NTSC-U PlayStation 2 executable of Syphon Filter: The Omega Strain as C; with the remaining functions kept as split assembly, the build reproduces the retail SCUS_972.64 byte for byte. Committed objdiff reports track per-function matching against the user’s own executable. This is a matching-decompilation case, not a PC port; progress figures remain project-reported.
- [Animal Crossing: a native PC port of the GameCube decompilation](https://awesomerea.org/resources/animal-crossing-pc-port-case/index.md): Case study · Runs Animal Crossing’s decompiled GameCube C code natively on 32-bit x86, replacing the GX graphics API with an OpenGL 3.3 translation layer and console services with SDL2-based platform code. Game assets are read at startup from the user’s own disc image instead of being shipped. It is a port built on ACreTeam’s ac-decomp, not a matching rebuild of the original executable.
- [GoldenEye 007: matching Nintendo 64 decompilation for three releases](https://awesomerea.org/resources/goldeneye-007-matching-decomp-case/index.md): Case study · Reconstructs GoldenEye 007’s Nintendo 64 code as C source that rebuilds the US, Japanese and PAL ROMs. Assets come from a user-supplied US ROM, with Japanese and PAL differences taken from their own ROMs, and the default build compares each output with a recorded SHA-1. The README still calls the project work in progress, while a mutable status page reports all 208 files done; it is distinct from the separately curated PC port.
- [Starship: a Star Fox 64 PC port built from the decompilation](https://awesomerea.org/resources/starship-sf64-pc-port-case/index.md): Case study · A native PC port of Star Fox 64 that compiles the game's decompiled C code against libultraship, an N64 porting library that reimplements libultra and renders through Fast3D. On first run it uses the Torch tool to turn the user's US ROM into an asset archive, and it ships for Windows, Linux, macOS and Switch. The README of the separate Starfox 64: Recompiled static recompilation calls this port its sibling, built with different technology.
- [CTR Turbocharged: a PC sourceport built on the Crash Team Racing decompilation](https://awesomerea.org/resources/ctr-turbocharged-port-case/index.md): Case study · Extends the Crash Team Racing: High Octane sourceport, which derives from the CTR Native port of the CTR-ModSDK PlayStation decompilation, into Windows and Linux builds with a native 3D renderer, selectable aspect ratios and frame rates up to 240 FPS. The decompiled game code still assumes 32-bit pointers and loads assets from the player’s own NTSC-U disc image. Renderer, timing and option tests exist, but device coverage and fidelity remain project-reported.
- [The Darkness Recomp: an Xbox 360 static recompilation with a native D3D11 renderer](https://awesomerea.org/resources/the-darkness-recomp-case/index.md): Case study · Builds a native Windows x64 port of The Darkness by translating its Xbox 360 executable to C++ ahead of time with a patched XenonRecomp. A D3D11 renderer draws from the engine’s original geometry, shader sources and device state instead of interpreting console GPU packets. Gameplay coverage and Linux results are project-reported, and the author discloses OpenAI Codex assistance.
- [MarioKart 64: Recompiled — a native port through N64Recomp static recompilation](https://awesomerea.org/resources/mariokart64-recompiled-case/index.md): Case study · Statically recompiles the US Nintendo 64 release of Mario Kart 64 into a native Windows, Linux and macOS application with N64Recomp, rendering through RT64. The README distinguishes this from a source port: game code is translated from the user’s ROM, while headers and some functions from a decompilation fork support patches and enhancements. Enhancement, fidelity and input-lag claims are project-reported.
- [Animal Crossing: matching GameCube decompilation](https://awesomerea.org/resources/animal-crossing-gamecube-decomp-case/index.md): Case study · Reconstructs Animal Crossing’s GameCube code as C and C++ source that rebuilds the USA release’s main executable and its foresta.rel module. The dtk-template build reads the original binaries and assets from a user-supplied disc image, then checks both outputs against SHA-1 hashes. A separate native PC port builds on it; completeness figures remain project-reported here.
- [Kingdom Hearts 358/2 Days: a matching Nintendo DS decompilation](https://awesomerea.org/resources/kingdom-hearts-days-matching-decomp-case/index.md): Case study · Reconstructs the ARM9 program and overlays of the EU Nintendo DS release of Kingdom Hearts 358/2 Days as C that recompiles byte for byte with CodeWarrior. README reports all 306 modules byte-identical, with about 99.5% of functions in real C and library assembly counted separately; the ARM7 binary is outside its scope. The repository holds no ROM, game assets or extracted disassembly and produces no playable build.
- [TonyWasAProSkater: a THPS1 native port forked from a matching decompilation](https://awesomerea.org/resources/thps1-decomp-native-port-case/index.md): Case study · Ports Tony Hawk’s Pro Skater (PlayStation, USA) to native Windows and Linux builds from a fork of an in-progress matching decompilation of the retail executable. The decompilation recompiles reconstructed functions with a Psy-Q toolchain and compares them byte for byte with the user’s retail executable, while the port replaces PlayStation hardware and libraries with SDL2 and OpenGL services. Play needs the user’s own disc image; matching and gameplay results remain project-reported.
- [P.T. for PC: a behavior-based engine reimplementation that reads the PS4 data](https://awesomerea.org/resources/pt-pc-port-case/index.md): Case study · Reimplements P.T.’s game logic in C++ on a new Vulkan engine that reads levels, models, textures, sounds, scripts and cutscenes from the user’s own PS4 copy at run time. The author documents reverse-engineered file formats and used the shadPS4 emulator as a behavior and frame reference. Fidelity to the original is author-reported, and the use of AI coding tools is disclosed.
- [SpaghettiKart: a native Mario Kart 64 port built on decompiled source](https://awesomerea.org/resources/spaghettikart-mk64-port-case/index.md): Case study · Builds a native Mario Kart 64 port for Windows, Linux, macOS and Switch from source that keeps the Mario Kart 64 decompilation’s file layout, running on libultraship’s reimplemented N64 SDK. Its bundled Torch extractor converts the user’s US ROM into an asset archive, and the port adds mods, custom tracks and an editor. The README does not name its upstream decompilation, and no matching or fidelity checks are published.
- [Animal Crossing: Wild World: matching Korean DS decompilation with differential runtime checks](https://awesomerea.org/resources/animal-crossing-wild-world-decomp-case/index.md): Case study · Reconstructs the ARM9 game code of Animal Crossing: Wild World’s Korean DS release as one C or C++ source per function, checked against the user’s ROM with the original Metrowerks compiler and linker. Each function also has a readable Clean rewrite, and an included DS interpreter compares the ROM code, natively compiled sources and rewrites on recorded play. Data sections, the ARM7 binary, the linked SDK libraries and regrouping into original source files remain outside the reconstruction.
- [King Kong Recompiled: an AI-developed Xbox 360 static recompilation](https://awesomerea.org/resources/king-kong-recompiled-case/index.md): Case study · Translates the Xbox 360 release of Peter Jackson's King Kong into native Windows code with the ReXGlue static-recompilation SDK, adding a launcher and display, control and graphics options. Project code completes streamed disc reads the way the console does, which README credits with getting past an opening freeze seen under Xenia. The author discloses that the port was made almost entirely with Claude Code, directed and tested by the repository owner.
- [Mario Party 4: matching GameCube decompilation of the USA releases](https://awesomerea.org/resources/mario-party-4-decomp-case/index.md): Case study · Reconstructs Mario Party 4’s GameCube main executable and REL modules as C source that rebuilds both USA releases. The build analyzes the user’s own disc image and checks every linked output against version-specific SHA-1 lists. PAL and Japanese work is stale and no PC port exists yet; matching results remain project-reported here.
- [SpeedBreaker: statically recompiling Need for Speed: Most Wanted for Xbox 360](https://awesomerea.org/resources/speedbreaker-nfs-most-wanted-case/index.md): Case study · Translates the Xbox 360 executable of Need for Speed: Most Wanted (2005) into native C++ with a patched XenonRecomp and runs it on a project runtime that stands in for the console’s kernel, Xenos GPU, XMA audio and controllers. Releases target SteamOS, Linux and Apple silicon Macs, with an experimental iPhone and iPad build, while all game data comes from the player’s own US disc. Rendering and frame-pacing improvements are project-reported.
- [The Sims: Bustin' Out: an AI-driven partial GBA matching decompilation](https://awesomerea.org/resources/sims-bustin-out-gba-decomp-case/index.md): Case study · Rebuilds the USA/Europe Game Boy Advance release of The Sims: Bustin' Out byte for byte while gradually replacing ROM regions with matching C compiled by agbcc. The README calls it an AI-driven experiment in which almost all code, analysis and tooling are AI-generated. Most of the ROM is still copied from the user’s dump, so whole-ROM equality does not mean the game has been decompiled.
- [Destiny 2 build 86657: Sunrise/Dawn reconstruction research report](https://awesomerea.org/resources/destiny2-build-86657-reconstruction-report-case/index.md): Case study · A dated research report on the Sunrise/Dawn reconstruction of the archived Destiny 2 build 86657 client, which emulates platform sign-on and the examined Bungie service contracts locally and adds reconstructed mission host policy. It records transport, decoding, object creation, presentation and gameplay results separately, and keeps superseded conclusions with their cited sources. It documents the case rather than shipping the runtime implementation or a recovered Bungie backend; playthroughs and native results remain project-reported.
- [SVR2011-Recomp: a ReXGlue recompilation of WWE SmackDown vs. Raw 2011](https://awesomerea.org/resources/svr2011-recomp-case/index.md): Case study · Translates the Xbox 360 executable of WWE SmackDown vs. Raw 2011 to C++ ahead of time with ReXGlue and builds it as a Windows program on a Vulkan runtime derived from Xenia. A hand-maintained manifest adds function entry points the automatic pass misses, and project patches address frame pacing, a music-player delay and pipeline stalls. Exhibition play is author-tested on one AMD GPU; career mode and online remain untested.
- [Snap64 Recomp: a static-recompilation port of Pokémon Snap](https://awesomerea.org/resources/snap64-recomp-case/index.md): Case study · Uses N64Recomp to statically recompile the US Nintendo 64 release of Pokémon Snap into a native Windows, Linux, Steam Deck and macOS port rendered with RT64. The recompiler reads a relocatable ELF linked from the matching ethteck/pokemonsnap decompilation together with the user’s ROM, and game-side patches are modified copies of decompiled functions. The author reports building the port with Claude Code; results remain project-reported.
- [Dead Rising 2: Case Zero — an Xbox 360 XBLA static recompilation port](https://awesomerea.org/resources/dead-rising-2-case-zero-recomp-case/index.md): Case study · Builds a native Windows, Linux, Steam Deck and Apple Silicon port of the XBLA game Dead Rising 2: Case Zero by statically recompiling its Xbox 360 code with patched XenonRecomp and translating its shaders with patched XenosRecomp. A purpose-built runtime supplies a Vulkan renderer, XMA audio, keyboard/mouse input and online co-op through the author’s XenonLive service. Completion and platform results are project-reported.
- [OpenRA: an engine reimplementation reimagining early Westwood RTS games](https://awesomerea.org/resources/openra-engine-case/index.md): Case study · Provides a C# engine for early Westwood real-time strategy games, with mods that reimagine Command & Conquer: Red Alert, Tiberian Dawn and Dune 2000. It loads the original games’ content through its own file-system, MiniYAML rules and Lua mission layers rather than running or recovering Westwood code. Gameplay and interface deliberately follow OpenRA’s own design, so it is not a faithful recreation of the original executables.
- [Dead Rising 2: Case West — a sibling Xbox 360 XBLA static recompilation port](https://awesomerea.org/resources/dead-rising-2-case-west-recomp-case/index.md): Case study · Builds a native Windows, Linux, Steam Deck and Apple Silicon port of the XBLA epilogue Dead Rising 2: Case West by statically recompiling its Xbox 360 code with patched XenonRecomp and translating its shaders with patched XenosRecomp. It shares most of its runtime with the author’s separate Case Zero port, executing the console GPU command stream on Vulkan with XMA audio and keyboard/mouse input. Completion and platform results are project-reported.
- [The Simpsons Wrestling Recompiled: a psxrecomp PlayStation static recompilation](https://awesomerea.org/resources/simpsons-wrestling-recompiled-case/index.md): Case study · Translates the PlayStation game’s MIPS code to C with a pinned psxrecomp fork and builds Windows and Linux programs on its hardware-modelling runtime, with a launcher and a game-specific plugin. Without patching game code, the plugin adds 16:9 matches, 60 FPS by raising the emulated CPU clock and rescaling movement, intro skipping and unlocks. The user’s own NTSC-U disc image is required, and the measurements are author-reported.
- [OpenRCT2: an open re-implementation of RollerCoaster Tycoon 2](https://awesomerea.org/resources/openrct2-engine-case/index.md): Case study · Re-implements RollerCoaster Tycoon 2, originally written in x86 assembly, as a C++ engine that runs on the original game’s data. It loads RCT2 saves and scenarios, and RCT1 scenarios when those files are present, while saving to its own documented park format. Modern-platform support, interface and AI changes, higher limits and multiplayer are deliberate extensions, not reproductions of the original.
- [Touhou 6: reconstructing Embodiment of Scarlet Devil 1.02h source](https://awesomerea.org/resources/th06-decomp-case/index.md): Case study · Reconstructs C++ source for the Windows executable of Touhou 6: Embodiment of Scarlet Devil version 1.02h, aiming at an exact rebuild with the original Visual Studio .NET 2002 and DirectX 8 toolchain. reccmp and objdiff compare the rebuilt binary with the user’s original executable function by function. The committed progress badge reports every function implemented but 98.03% byte accuracy, so whole-binary identity is not claimed.
- [Driver Recompiled: a psxrecomp setup host that builds the game locally](https://awesomerea.org/resources/driver-recomp-setup-host-case/index.md): Case study · Packages a psxrecomp static-recompilation project for Driver (PlayStation, USA) as a setup host: releases carry the recompiler, runtime and a recomp-ui launcher, and the player’s machine generates and compiles the game from the user’s own disc image. The repository holds configuration, Ghidra-derived function seeds and release automation rather than game code. Its documented status is thin: an operator-confirmed private build reaches gameplay, while package release gates remain open.
- [Himuro: a matching Fatal Frame PS2 decompilation](https://awesomerea.org/resources/himuro-fatal-frame-decomp-case/index.md): Case study · Reconstructs Fatal Frame’s PS2 executable as C for the US, EU and Japanese releases, built with the original EE-GCC 2.9 toolchain and checked by SHA-1 against the user’s own executables. Committed objdiff reports list the US and EU code as fully matched and the Japanese code as partial, and a few routines still rely on assembly or byte patches. Porting to modern hardware is a stated later goal, not part of this repository.
- [DOAXVB Native PC Port: statically recompiling Dead or Alive Xtreme Beach Volleyball](https://awesomerea.org/resources/doaxvb-native-port-case/index.md): Case study · Lifts the original Xbox executable of Dead or Alive Xtreme Beach Volleyball to C with a fork of xboxrecomp and links it with a hand-written runtime that replaces kernel imports, audio and key Direct3D 8 and DirectSound APIs. Setup builds the runner locally from the user’s USA disc image and checks generated files against hashes in an authenticated recipe; releases carry only tools and source. Rewriting game logic as readable source has so far reached only the startup thread entry.
- [TH08 Web: a WebAssembly port built from reconstructed source](https://awesomerea.org/resources/th08-web-wasm-port-case/index.md): Case study · Compiles the reconstructed C++ source of the Japanese Touhou 8 1.00d release to WebAssembly with Emscripten, adding WebGL 2 rendering, Web Audio, browser input and IndexedDB saves behind the game’s D3D8-, DirectSound- and DirectInput-shaped interfaces. Players select their own retail DAT files locally. The web build makes no binary-exact claim and is a separate port from the curated TH08 reconstruction.
- [OpenXcom: an open-source clone of X-COM: UFO Defense and Terror from the Deep](https://awesomerea.org/resources/openxcom-engine-case/index.md): Case study · Reimplements MicroProse’s UFO: Enemy Unknown (X-COM: UFO Defense) and X-COM: Terror from the Deep as a C++/SDL engine that runs on the user’s original game resources. Game data such as items, craft, research and missions is expressed in YAML rulesets, which also carry its standard mods and a wider modding ecosystem. It is a clone that reuses original content, not recovered MicroProse code.
- [Skate 3 Recomp: a native Xbox 360 recompilation through ReXGlue](https://awesomerea.org/resources/skate3-recomp-case/index.md): Case study · Recompiles the Xbox 360 version of Skate 3 into native Windows, Linux and macOS builds with a Skate-specific fork of the ReXGlue SDK. Since v2.0.0 a native Direct3D 12 and Vulkan renderer with ports of the game’s own material shading replaces emulation of the Xbox 360 GPU, which remains as a fallback. Game files come from the user’s disc image; the author calls the native renderer early and has not tested the game end to end.
- [Uncharted: The Nathan Drake Collection native Windows port](https://awesomerea.org/resources/uncharted-collection-pc-port-case/index.md): Case study · Runs the PS4 Uncharted: The Nathan Drake Collection’s own x86-64 executables natively on Windows: a runtime supplies the PS4 system libraries and a shadPS4-derived Vulkan renderer executes the GPU work. The port adds a per-game launcher, resolution patches and modern upscaling, and its status table reports all three games playable with listed open issues. It is a compatibility-runtime port rather than a decompilation, and its results remain project-reported.
- [TH095: function-level reconstruction of Shoot the Bullet 1.02a](https://awesomerea.org/resources/th095-reconstruction-case/index.md): Case study · Reconstructs source for the original Japanese Touhou 9.5: Shoot the Bullet 1.02a executable, accepting function exactness only through reproducible byte comparison of pinned Visual C++ .NET 2003 builds against one hash-attested target. The whole program also compiles and links into a playable Windows i386 executable, while README keeps playability, function matching and whole-executable identity as separate statuses.
- [CorsixTH: an open reimplementation of Theme Hospital](https://awesomerea.org/resources/corsixth-engine-case/index.md): Case study · Reimplements the engine of Bullfrog’s 1997 Theme Hospital, with game logic in Lua and C++ for graphics, sound, movies and pathfinding, on top of the original game’s data files. The README reports that the full campaign can be completed, lists features that are still missing, and adds extensions such as high resolutions and a map editor. It recreates the game’s behaviour on original content rather than recovering Bullfrog source code.
- [OpenRiseOfNations: a native macOS engine reimplementation](https://awesomerea.org/resources/openriseofnations-engine-case/index.md): Case study · Reimplements the Rise of Nations: Extended Edition engine as a native macOS app with a Metal renderer, a deterministic simulation, a computer opponent and a compatible BigHugeScript compiler and virtual machine, loading art, maps, rules and scripts from the user’s own Windows installation. Subsystem specifications written from Ghidra study of the symbol-bearing executable, together with JavaScript reference tools, guided a C++17 implementation built with heavy Claude Code assistance. The alpha plays tutorials and scenarios, and its bit-exactness checks remain project-reported.
- [TH04: rebuilding Lotus Land Story’s four PC-98 programs from source](https://awesomerea.org/resources/th04-reconstruction-case/index.md): Case study · Reconstructs source for the Japanese PC-98 Touhou 4: Lotus Land Story and rebuilds all four DOS programs, MAIN.EXE, OP.EXE, MAINE.EXE and ZUN.COM, with a pinned Borland toolchain under Wine. Function acceptance against the original binaries is tracked separately from emulator replays that compare inputs, RNG, object pools and video with the original game. Complete-campaign, original-timing and byte-identity goals remain open.
- [inFAMOUS Second Son native PC port](https://awesomerea.org/resources/infamous-second-son-pc-port-case/index.md): Case study · Runs the PS4 inFAMOUS Second Son’s own x86-64 code natively on Windows and Linux: a runtime reimplements the PS4 system libraries the game uses, and a shadPS4-derived core translates its GPU commands and shaders to Vulkan. The project reports a playable, in-development port that reaches gameplay and the first chapters, with unstable performance and remaining graphics glitches. It is a compatibility-runtime port rather than a decompilation, and its results remain project-reported.
- [xoreos: an open reimplementation of BioWare’s Aurora engine family](https://awesomerea.org/resources/xoreos-aurora-engine-case/index.md): Case study · Reimplements BioWare’s Aurora engine and its later derivatives as a portable C++ engine that runs on the user’s installed game data, targeting nine games from Neverwinter Nights to Dragon Age II. Resource management, many Aurora file formats, graphics and sound are in place, and every target shows partial in-game areas in a free-flying spectator mode. README states that normal gameplay is not implemented yet, so this is an early-stage engine case, not a playable replacement.
- [librw: a re-implementation of the RenderWare Graphics engine](https://awesomerea.org/resources/librw-renderware-reimplementation-case/index.md): Case study · Re-implements a large part of the RenderWare Graphics middleware API as a portable C++ library that reads and writes its DFF model and TXD texture files for PS2, D3D8, D3D9 and Xbox and is meant to convert them between platforms. Direct3D 9 and OpenGL backends render the scenes, while PS2 rendering works only as a test. README names rendering GTA as its use; BSP world files are not supported.
- [Super Mario Odyssey: per-function matching decompilation of the Switch executable](https://awesomerea.org/resources/odyssey-decomp-case/index.md): Case study · Reconstructs C++ source for Super Mario Odyssey’s Switch 1.0 main executable and checks each function against the original AArch64 machine code with the shared nx-decomp-tools checker. At the pinned commit its function list marks 18,996 of 74,171 functions matching. The README warns that the build is not a playable game, the repository ships no game assets, and Nintendo libraries such as sead and agl come from open-ead’s separate reconstructions.
- [Star Fox 64: a complete matching Nintendo 64 decompilation](https://awesomerea.org/resources/sf64-matching-decomp-case/index.md): Case study · Reconstructs C source for the US 1.1 (Rev A) Nintendo 64 release of Star Fox 64 that, compiled with the IDO compiler through a static recompilation, rebuilds a ROM with the published MD5; the README badge counts all 2,951 functions as matching. Code and assets are split from the user’s own ROM at build time, and the repository contains no assets or assembly. The separately curated Starship PC port compiles this C code, while Starfox 64: Recompiled takes headers and some functions from it for its patches.
- [Metroid Prime: the PrimeDecomp matching GameCube decompilation](https://awesomerea.org/resources/primedecomp-metroid-prime-decomp-case/index.md): Case study · Reconstructs C++ source for Metroid Prime’s GameCube executable and its NES-emulator module so that CodeWarrior builds match the originals, across the USA, Korean, PAL and Japanese releases, with early configurations for demo discs and three Wii releases. Matched units are compiled from source and linked with objects split from the user’s disc, then checked against per-version SHA-1 hashes; the repository contains no game assets or assembly. The separately curated Metaforce and Metroid Prime Port build their native ports on this code.
- [Batla 3D server emulator (2015 client)](https://awesomerea.org/resources/batla-3d-server-emulator-case/index.md): Case study · C# server emulator for the 2015 Steam client of Batla 3D, covering HTTP account, shop and room services and Lidgren UDP gameplay. It includes a client-assembly patcher and protocol notes that distinguish recovered client evidence from emulator rules.
- [RSDKv4 Decompilation: Retro Engine v4 and the Sonic 1 & 2 (2013) menus](https://awesomerea.org/resources/rsdkv4-sonic-1-2-decomp-case/index.md): Case study · Decompiles Retro Engine (RSDK) v4, the engine behind Sonic the Hedgehog and Sonic the Hedgehog 2 (2013), together with the games’ natively coded menus, and builds it for Windows, Linux and Android. The engine runs the game scripts contained in the official releases’ data files, which users must supply. The project adds a script compiler, a mod loader and an experimental online mode for Sonic 2’s 2P VS; it is the predecessor of the same group’s RSDKv5 decompilation.
- [OpenRW: an open re-implementation of the Grand Theft Auto III engine](https://awesomerea.org/resources/openrw-gta3-engine-case/index.md): Case study · Re-implements Rockstar Games’ Grand Theft Auto III (2001) as a cross-platform C++ engine that runs on the data of a legitimate PC copy. It has its own loaders for the game’s RenderWare models, textures and archives, a script machine for the original mission scripts, and an optional Qt data viewer. Playability is partial: the project’s mission tracker marks six early Portland story missions as completable.
- [CoD4 Rewrite: Rust/Bevy reconstruction](https://awesomerea.org/resources/cod4-rewrite-reconstruction-case/index.md): Case study · A Rust/Bevy reconstruction of Call of Duty 4 multiplayer systems, using assets from a local game installation. Source covers menus, local bots, movement and combat, and connects custom relay-based netplay to the game.
- [libd2: Diablo II 1.14d engine-core libraries](https://awesomerea.org/resources/libd2-engine-core-reconstruction-case/index.md): Case study · Zig libraries reconstructing Diablo II 1.14d seeded maps, item generation, saves, simulation rules and network formats. Selected components expose native and WebAssembly interfaces; verification notes distinguish retail map comparisons from weaker subsystem evidence.
- [Underworld Exhumed: reconstructing Ultima Underworld I and II](https://awesomerea.org/resources/underworld-exhumed-case/index.md): Case study · Pairs reconstructed DOS sources with native ports of Ultima Underworld I and II. The upstream documents Exhume-based byte-matching builds, routine-level comparisons and recorded-session replay against DOS.
- [LineWars II: a portable SDL3 reconstruction](https://awesomerea.org/resources/linewars-ii-sdl-case/index.md): Case study · Provides an SDL3 backend for a portable-C reconstruction of the 1994 DOS game. Its build configuration links the reconstructed engine to video, input and audio adapters; the upstream documents differential gates against original machine code.
- [BFM-decomp: Brave Fencer Musashi matching decompilation](https://awesomerea.org/resources/bfm-decomp-case/index.md): Case study · Documents an agent-assisted reconstruction of the USA PlayStation game with a pinned compiler and whole-binary SHA-1 gates. The verification recipe covers the main executable, resident engine and disc-loaded code modules, with explicit library and assembly exceptions.
- [Snowboard Kids: an agent-assisted N64 matching decompilation](https://awesomerea.org/resources/snowboardkids-matching-decomp-case/index.md): Case study · A matching decompilation of the original Nintendo 64 Snowboard Kids that rebuilds SHA1-identical North American and Japanese ROMs from a user-supplied ROM. The author’s 84-day post-mortem describes coding agents run through his Nigel harness alongside m2c, the permuter and a shared file of compiler learnings, and declines to credit LLMs alone for the speed-up. It is a separate project from the Snowboard Kids 2 decompilation.
- [Sonic Advance 3: an AI-assisted match of one enemy module](https://awesomerea.org/resources/sa3-marun-ai-decomp-case/index.md): Case study · Macabeus’s dated study describes prompting Claude Sonnet 3.5 and DeepSeek R1 with assembly, similar decompiled functions and structs to write matching C for Marun, one enemy module of the community Sonic Advance 3 GBA decompilation. The resulting pull request replaced that module’s assembly and was merged; the author calls the setting unusually AI-friendly, and the project now bars LLM-origin contributions.
- [pw: a matching decompilation of the Pokéwalker firmware](https://awesomerea.org/resources/pokewalker-matching-decomp-case/index.md): Case study · Reconstructs as C the firmware of the Pokéwalker, the pedometer accessory for Pokémon HeartGold and SoulSilver, for its Renesas H8/38606 microcontroller. With artwork from the user’s retail firmware image and a supported Renesas compiler suite, the README reports a byte-identical rebuild of the 48 KiB image; without that image, original placeholder art gives a non-matching reference build. The author describes disassembling and decompiling the retail binary, the HeartGold/SoulSilver ROMs and the candidate compilers, alongside published hardware research.
- [wii-ipl: a decompilation of the Wii Menu (System Menu 4.3)](https://awesomerea.org/resources/wii-menu-ipl-decomp-case/index.md): Case study · A work-in-progress decompilation of the Wii Menu, the console’s System Menu (IPL), targeting version 4.3 in its USA, European, Japanese and Korean builds. It recovers the menu’s own code together with the Revolution SDK, NintendoWare (NW4R), EGG and middleware libraries linked into it, matched unit by unit against the original executable with decomp-toolkit and objdiff. The repository holds no assets or assembly; a build needs the user’s own Wii Menu WAD and yields only main.dol.
- [sead: a decompilation of Nintendo’s first-party C++ standard library](https://awesomerea.org/resources/sead-nintendo-library-decomp-case/index.md): Case study · Decompiles sead, the C++ standard library that Nintendo statically links into its first-party games, covering containers, heaps, strings, math, file devices, threads, the game framework and graphics. Compile-time presets target the recent versions used by Breath of the Wild, Super Mario Odyssey, Splatoon 3, Tears of the Kingdom and Super Mario Bros. Wonder, and game decompilations such as Breath of the Wild pull it in as a submodule. Names come from debugging symbols and assertions in retail titles, and the README warns that many inlined and templated names are guesses.
- [Animal Forest: an in-progress matching N64 decompilation](https://awesomerea.org/resources/animal-forest-n64-decomp-case/index.md): Case study · Rebuilds the Japanese Nintendo 64 release of Animal Forest (Dōbutsu no Mori) from C code reverse-engineered from the ROM, combined with assets and assembly extracted from a user-supplied ROM. Default builds compare the uncompressed and recompressed ROMs with stored MD5 checksums. The README rules out use as a port base or for commercial purposes, and decomp.dev reported 18.52% of code matched at the reviewed commit.
- [Phantom Hourglass: an early-stage matching Nintendo DS decompilation](https://awesomerea.org/resources/phantom-hourglass-ds-decomp-case/index.md): Case study · Recreates C++ source for The Legend of Zelda: Phantom Hourglass by hand-decompiling its European and US Nintendo DS releases, using the dsd toolkit to delink code from a user-supplied ROM and rebuild the ROM. objdiff tracks matches function by function, and the default build compares the output ROM with a stored SHA-1. The work is at an early stage: decomp.dev reported 2.82% of code matched at the reviewed commit.
- [Kinoko: reimplementing Mario Kart Wii’s physics engine for exact ghost replay](https://awesomerea.org/resources/kinoko-mkwii-physics-reimplementation-case/index.md): Case study · Re-implements Mario Kart Wii’s physics engine in C++ as a command-line simulator, continuing stblr/Hanachan’s goal of perfectly accurate time-trial ghost replay. Each test case replays a recorded ghost through the engine and compares kart position, rotation, velocities, speed and checkpoint state frame by frame with a trace captured from the original game. It is a behavioural reimplementation of the physics only, not a matching decompilation, and has no graphical frontend.
- [Mario Kart: Double Dash!!: a matching GameCube decompilation of the debug build](https://awesomerea.org/resources/mario-kart-double-dash-decomp-case/index.md): Case study · A work-in-progress 1:1 decompilation of Mario Kart: Double Dash!! that rebuilds the GameCube main.dol of the US debug build (MarioClub_us) from C and C++ with the original Metrowerks compilers, checking it against a stored SHA-1. The build splits the binary from a user-supplied disc image, and objdiff compares objects during development. decomp.dev reported 47.09% of code matched at the reviewed commit; a European retail target is configured but marked as not working yet.
- [3S Decomp: a byte-compared PS2 decompilation of Street Fighter III: 3rd Strike](https://awesomerea.org/resources/sfiii-3rd-strike-ps2-decomp-case/index.md): Case study · Decompiles the PlayStation 2 executable of Street Fighter III: 3rd Strike from Street Fighter Anniversary Collection into C that period Metrowerks and EE GCC compilers rebuild, then compares the rebuilt executable word by word with the user’s original. README reports the game code fully decompiled and the CRI middleware partly so. The separate 3SX native port describes itself as this project’s continuation.
- [Halo: Combat Evolved: an incremental re-implementation patched into the original Xbox executable](https://awesomerea.org/resources/halo-ce-xbox-reimplementation-case/index.md): Case study · A research project re-implementing the original Xbox Halo: Combat Evolved in C, one function at a time. Rewritten functions are compiled into a separate image and patched into the user’s original executable with redirects from the original implementations, so the hybrid game can be run and debugged in xemu or on an Xbox as work progresses. The project reports an early stage, and its sources document no byte-for-byte comparison with the original code.
- [Paper Mario: The Thousand-Year Door: an early matching GameCube decompilation](https://awesomerea.org/resources/paper-mario-ttyd-decomp-case/index.md): Case study · A work-in-progress matching decompilation of Paper Mario: The Thousand-Year Door that targets the Japanese Rev 0 GameCube release (G8MJ01), rebuilding MarioSt.dol and 31 REL modules with the original Metrowerks compilers and checking each against a stored SHA-1. The build splits these binaries from a user-supplied disc image, and objdiff compares objects during development. decomp.dev reported 12.10% of code matched at the reviewed commit.
- [3SX: a native Street Fighter III: 3rd Strike port continuing the PS2 decompilation](https://awesomerea.org/resources/3sx-third-strike-native-port-case/index.md): Case study · Builds Street Fighter III: 3rd Strike as native C for Windows, macOS and Linux, continuing the 3s-decomp PS2 decompilation, with SDL3 for video, input and audio and GekkoNet for rollback netplay. README stresses that it is neither a recompilation nor emulation. The port needs the player’s own PS2 game files and works toward arcade-accurate balance, which an optional Statcheck build tests against CPS3 RAM states recorded from Fightcade replays.
- [re4: a byte-identical decompilation of the Resident Evil 4 GameCube debug build](https://awesomerea.org/resources/re4-gamecube-debug-decomp-case/index.md): Case study · Reconstructs C and C++ source for the two-disc Resident Evil 4 GameCube debug prototype (G4BE08) and rebuilds main.dol and all 114 REL overlays with the compilers the README names, checking every output against a SHA-1 list. Function names are Capcom’s own from the debug build’s Bio4.sym files, and most struct and field names are aligned from the PS2 debug build’s debug information. The project’s research log says AI agents did the matching work; byte identity is project-reported.
- [Super Smash Bros. Brawl: an early matching Wii decompilation](https://awesomerea.org/resources/smash-bros-brawl-decomp-case/index.md): Case study · A work-in-progress matching decompilation of Super Smash Bros. Brawl that targets the USA Rev 2 Wii release (RSBE01_02), splitting main.dol and 126 REL modules from a user-supplied disc image and checking the rebuilt binaries against stored SHA-1 values. objdiff compares objects during development, and six other regional revisions are listed but commented out of the supported set. decomp.dev reported 1.27% of code matched at the reviewed commit.
- [re-plants-vs-zombies: decompiling and modernizing Plants vs. Zombies GOTY](https://awesomerea.org/resources/re-plants-vs-zombies-decomp-case/index.md): Case study · Reconstructs C++ source for Plants vs. Zombies on PopCap’s open-source SexyAppFramework, starting from an earlier community decompilation of version 0.9.9 and adding functionality reversed from the Game of the Year edition, with functions annotated by GOTY addresses. The project also modernizes the engine with current C++ and is replacing the DirectDraw and Direct3D 7 renderers with GLFW. It builds a fan executable that runs from an original game folder, aiming at a modernized, extensible game rather than an identical binary.
- [Sonic Advance 1 & 2: a matching GBA decompilation with widescreen ports](https://awesomerea.org/resources/sonic-advance-1-2-decomp-port-case/index.md): Case study · Reconstructs Sonic Advance and Sonic Advance 2 for the Game Boy Advance as C that rebuilds six hash-listed ROMs with SAT-R’s agbcc fork, and compiles the same code into widescreen SDL ports for Linux, macOS and Windows plus PSP and PS2 builds. README reports Sonic Advance 2 built entirely from C with about 60 functions still non-matching. Extracted graphics, music and data are committed, so the builds read no original ROM.
- [Paleblood: a functional decompilation of Bloodborne with its own runtime](https://awesomerea.org/resources/paleblood-bloodborne-functional-decomp-case/index.md): Case study · Rewrites code from Bloodborne’s PS4 executable (CUSA03173 with update 1.09) as readable C++, one function at a time, aiming at a native PC source port on a clean-room runtime of its own. It is a functional rather than matching decompilation: each replacement is hooked in, compared with the original machine code on recorded and generated inputs, and independently reviewed. Work is at an early stage: README reports 21 of 157,757 functions verified, and the game does not yet run on Paleblood’s own runtime.
- [Pikmin 2: a fully matched GameCube decompilation across five releases](https://awesomerea.org/resources/pikmin-2-matching-decomp-case/index.md): Case study · A fan decompilation of Pikmin 2 that rebuilds main.dol for five GameCube releases (USA retail, two USA demos, PAL and Japan) with the original Metrowerks compilers, checking each against a stored SHA-1. The build reads main.dol from the user’s own copy of each release. decomp.dev reported all code matched and fully linked for every version at the reviewed commit, and a non-matching mode builds the US DOL entirely from C++ for modding.
- [Gran Turismo 4: an agent-assisted PS2 engine matching decompilation](https://awesomerea.org/resources/gran-turismo-4-matching-decomp-case/index.md): Case study · Decompiles Gran Turismo 4’s PS2 engine executable (CORE.GT4, NTSC-U v1.01) into one C or C++ source per function for Sony’s ee-gcc 2.96, matching public libraries such as newlib and Expat from their own source. The README credits AI agents (Anthropic’s Claude) driving the project’s tools with most of the matching, each function accepted only on a compiler-and-judge comparison, and reports 95.4% of functions and 83.6% of code bytes matched for an October 2026 commit. A local full build links sources at their original addresses, fills the rest from disassembly and compares SHA-1 with the user’s executable.
- [Mario Kart Wii: an in-progress matching decompilation of the PAL release](https://awesomerea.org/resources/mario-kart-wii-decomp-case/index.md): Case study · A work-in-progress matching decompilation of Mario Kart Wii that targets the PAL release (RMCP01), rebuilding main.dol and the StaticR.rel module from C and C++ with Metrowerks compilers and checking both against stored SHA-1 values. The build splits these binaries from a user-supplied disc image, and objdiff compares objects during development. The README’s progress badges point to a decomp.dev page that did not resolve at review, and the default branch was last updated in September 2025.
- [Pinyon Shift: a ShiftGlue static recompilation of Forza Horizon for PC](https://awesomerea.org/resources/pinyon-shift-forza-horizon-recomp-case/index.md): Case study · Builds a native port of the Xbox 360 release of Forza Horizon by translating its PowerPC executable ahead of time into C++ with ShiftGlue, the author’s fork of ReXGlue, and compiling it on the player’s machine from their own disc. A renderer written for this game runs its GPU commands on Vulkan, and some translated library code, such as FMOD Ex DSP units, is replaced by independently written native code checked against the translated original. README presents it as a playable preview with rendering bugs and slowdowns.
- [Touhou 7: reconstructing Perfect Cherry Blossom 1.00b source](https://awesomerea.org/resources/th07-decomp-case/index.md): Case study · Reconstructs C++ source for the Windows executable of Touhou 7: Perfect Cherry Blossom 1.00b and its custom.exe configuration tool, built with the original Visual Studio .NET 2002 and DirectX 8 toolchain and compared function by function with the user’s originals through reccmp. The committed progress badges report th07.exe fully implemented at 99.78% accuracy and custom.exe fully matched. The README says the game should be fully playable, but a matching build trips the game’s integrity check, and the cross-platform ports live on separate branches.
- [DKC1Recomp: static recompilation of Donkey Kong Country](https://awesomerea.org/resources/dkc1-recomp-case/index.md): Case study · Statically recompiles the North American v1.0 SNES release of Donkey Kong Country into native Windows, macOS and iOS applications with a pinned fork of snesrecomp, which translates 65816 code to C and links it against a modelled SNES hardware runtime. Function boundaries, entry flag states and jump-table targets are ingested from a byte-identical community disassembly instead of discovered heuristically, and the game code is generated locally from the user’s verified ROM. Optional widescreen, CRT filters, MSU-1 music and a Dixie Kong Country variant are host-side additions to what the README calls a playable bring-up.
- [San Andreas Unity: a GTA San Andreas engine reimplementation in Unity](https://awesomerea.org/resources/san-andreas-unity-engine-case/index.md): Case study · Reimplements the Grand Theft Auto: San Andreas engine in Unity (C#), loading the archives, RenderWare models and textures, collision, animations, audio, text and item definitions from the user’s own PC installation. README says it will not be a complete reimplementation; it focuses on gameplay features, multiplayer and a framework for extending and modding the game through C# plugins. Development has stalled: the newest commit on any branch dates from 2022-09-30.
- [MinecraftLCE: an early-stage Minecraft: Nintendo Switch Edition decompilation](https://awesomerea.org/resources/minecraft-lce-switch-decomp-case/index.md): Case study · Decompiles Minecraft: Nintendo Switch Edition v1.0.17, a Legacy Console Edition release, into C++ that is compared function by function with the original executable using a patched Clang 4.0.1 and the open-ead Switch decompilation tools. The README explains the choice of the Switch build for its matchable Clang toolchain and type information, with names ported from the symbol-bearing Wii U Edition. At the reviewed commit the function list marks about 11% of functions decompiled, most of them matching; the result cannot run the game.
- [Final Fantasy VII: a matching PlayStation decompilation](https://awesomerea.org/resources/ff7-ps1-matching-decomp-case/index.md): Case study · Reconstructs C source for the US PlayStation release of Final Fantasy VII, aiming for code that compiles back to the original main executable and its game overlays. The build splits the user’s disc files with splat, compiles with period cc1-psx compilers and checks every rebuilt file against its SHA-1. A native build against the PsyZ PlayStation-library replacement is compiled in CI but is not documented as a playable port.
- [Mega Man X Recompiled: a snesrecomp static recompilation](https://awesomerea.org/resources/megaman-x-snes-recomp-case/index.md): Case study · Statically translates the 65816 CPU code of the SNES Mega Man X (USA Rev 1) to C with the snesrecomp framework; the PPU, audio, DMA and other hardware run in the framework’s runtime, and a LakeSnes-derived interpreter executes whatever the static pass cannot prove. The C is generated locally from the user’s ROM, with function names imported from community DiztinGUIsh annotations. Playable Zero, co-op and rollback netplay, X2/X3 boss weapons and adaptive widescreen are layered on top, using assets extracted locally from the user’s own sequel ROMs.
- [OpenSC4: an early open-source reimplementation of SimCity 4](https://awesomerea.org/resources/opensc4-simcity-4-reimplementation-case/index.md): Case study · Reimplements SimCity 4 as a Godot project in GDScript that reads DBPF archives, region folders and city saves from the user’s own SimCity 4 installation. The code draws a region view with city thumbnails and interface elements built from the game’s UI definitions, opens a saved city’s terrain and water in 3D, and includes a DAT explorer for previewing archive subfiles. It is an early, inactive engine case without simulation gameplay, not a playable replacement.
- [R.E.L.I.V.E.: an Oddworld Abe’s Oddysee and Abe’s Exoddus engine reimplementation](https://awesomerea.org/resources/relive-oddworld-abe-engine-case/index.md): Case study · Reimplements the engine of Oddworld: Abe’s Oddysee and Abe’s Exoddus as an open-source replacement executable that runs from the user’s own game folder. The team decompiled the original executables and replaced their functions incrementally, using injected DLLs that hook reimplemented code into the patched retail executable, then rewrote the result into a standalone cross-platform engine. The project site says both games are playable in their entirety, with bug fixes and windowed, high-resolution and controller play.
- [Age of Empires Free Software Remake: a re-implementation on the original data](https://awesomerea.org/resources/aoe-free-software-remake-case/index.md): Case study · Re-implements Microsoft’s Age of Empires and its Rise of Rome expansion as a cross-platform C++17 engine on SDL2 and OpenGL that loads the original game’s DRS archives and language.dll resources. README says it mimics the Windows API and the Genie engine for compatibility and reconstructs some code from the disassembly; the repository adds format notes and Python tools for inspecting the original data files. Only very basic gameplay through a multiplayer session exists so far, so it is an early engine case rather than a playable replacement.
- [God of War PS2 static recompilation: a native Windows port via PS2Recomp](https://awesomerea.org/resources/god-of-war-ps2-recomp-case/index.md): Case study · Statically recompiles the MIPS R5900 code of the NTSC-U PlayStation 2 God of War executable (SCUS-97399) to C++ with PS2Recomp and builds it as a native Windows program. Since October 2026 the port builds on Waffle565’s runtime, which replaces the PS2 hardware with native code: VU1 microprograms and, optionally, the game’s IRX modules are compiled ahead of time, and an OpenGL renderer stands in for the GS. The repository holds only the game-specific function map, recompiler configuration, overrides and runtime patches; the README reports gameplay on the opening ship level, with sustained 60 fps and a full playthrough still pending.
- [RaceWave46: an AI-assisted Wave Race 64 recompilation for Windows](https://awesomerea.org/resources/racewave46-wave-race-64-recomp-case/index.md): Case study · Recompiles the USA Rev 1 Nintendo 64 release of Wave Race 64 into a native Windows application with N64Recomp and RSPRecomp, on modified copies of the N64ModernRuntime, RecompFrontend and RT64 stacks. Game and microcode C is generated locally from the user’s ROM, after an included widescreen patch is applied to a temporary copy, and checked against recorded checksums. The port adds higher resolutions, frame interpolation, ultrawide views, rasterized and ray-traced reflections and shadows, split-screen or separate-window two-player play and RetroAchievements; the maintainer calls it an AI-assisted recompilation.
- [Jazz² Resurrection: a native C++ reimplementation of Jazz Jackrabbit 2](https://awesomerea.org/resources/jazz2-resurrection-engine-case/index.md): Case study · Reimplements Jazz Jackrabbit 2 (1998) as a native C++ game on an extensively modified nCine engine, converting the user’s original game files into its own cache on first start. It runs on desktop, mobile, web and many homebrew console targets, with multiplayer, an enhanced Reforged mode and partial JJ2+ and MLLE support. A two-sided trajectory probe checks its non-Reforged movement against the original game, and the project reports 376 of 406 scenarios within 25 px/s.
- [LBA2 Remake: a Little Big Adventure 1 and 2 reimplementation in TypeScript and Three.js](https://awesomerea.org/resources/lba2remake-little-big-adventure-case/index.md): Case study · Reimplements the engine of Little Big Adventure 2, and now also Little Big Adventure 1, in TypeScript, Three.js and React so that it runs in a browser on resources imported from the user’s copy of the game. README calls it a full re-engineering rather than a disassembly-based approach: every island and building can be explored and most graphics and part of the gameplay work, but the game cannot yet be completed. It adds an editor with an actor-script debugger, VR support and fan-made 3D replacement models for the isometric scenes.
- [OpenAWE: an open reimplementation of Remedy’s Alan Wake engine](https://awesomerea.org/resources/openawe-alan-wake-engine-case/index.md): Case study · Reimplements Remedy Entertainment’s Alan Wake engine, later known as Northlight, in C++ and OpenGL, aiming to run Alan Wake and Alan Wake’s American Nightmare portably from the user’s game data, with Quantum Break and possibly Control as later goals. README documents only a free camera for moving through loaded game data, and the American Nightmare script table implements 16 of its 278 native functions. The repository also includes command-line tools for the games’ archive, texture, Havok and sound formats.
- [CPS-2 Recomp: static recompilation of Capcom CPS-2 and CPS-1 arcade games](https://awesomerea.org/resources/cps2recomp-arcade-static-recomp-case/index.md): Case study · Translates the 68000 game programs and Z80 sound programs of Capcom arcade boards ahead of time into C++ and runs them on a machine model written for the project, with an interpreter for code that has not been translated. One launcher covers Street Fighter Alpha and Alpha 2, Super Puzzle Fighter II Turbo, Vampire Savior and its variants, Vampire Hunter 2, Alien vs. Predator and the CPS-1 Cadillacs and Dinosaurs, adding training modes, widescreen and three-player options. Translated code is generated from the user’s own ROM sets, and a check build compares it block by block with the interpreter.
- [impacto: a reimplementation of the MAGES. visual-novel engine](https://awesomerea.org/resources/impacto-mages-engine-case/index.md): Case study · Reimplements the MAGES. visual-novel engine, used by the Science Adventure and Memories Off series, in C++ with OpenGL, running supported titles from the user’s original data files through per-game Lua profiles in one binary. README says all endings can be reached in at least one game, Memories Off 6 T-Wave, but no game is fully complete. The project’s tracking issue lists partial support for titles including Chaos;Head Love Chu Chu, Chaos;Child Love Chu Chu, Steins;Gate and Robotics;Notes Elite.
- [Wind Waker HD decompilation: functions verified against the recompiled Wii U game](https://awesomerea.org/resources/wind-waker-hd-decomp-case/index.md): Case study · Decompiles the USA Wii U release of The Wind Waker HD function by function into readable C++ in zeldaret/tww’s style, and verifies each function by running it beside the original, statically recompiled from the user’s own copy, comparing return values, memory writes and calls on generated and recorded inputs, with coverage and mutation checks. README reports 28,244 of the game’s 39,713 functions verified, including 22,068 of 22,215 GameCube-derived functions. The code calls undecompiled functions by address, so it runs only inside the ZeldaWWHDRecomp port, not as a standalone game build.
- [SiegeFX: a Dungeon Siege engine reimplementation in alpha](https://awesomerea.org/resources/siegefx-dungeon-siege-engine-case/index.md): Case study · A C#/.NET 10 engine loads Dungeon Siege's original archives, scripts and models, with published alpha builds and an audit/parity ledger. The project also provides SiegeSmith modding tools, while describing remaining fidelity and playthrough risks.
- [Legend of Legaia: a Rust port with disc-local browser tooling](https://awesomerea.org/resources/legend-of-legaia-rust-port-case/index.md): Case study · A from-scratch Rust port of the North American PlayStation Legend of Legaia includes native/browser play, asset extraction and disc patching. The author documents Ghidra/emulator research and a full-game ladder; this is a fresh implementation, not a matching decompilation or static recompilation.
- [RSDKv3 Decompilation: Sonic CD (2011) on a reconstructed Retro Engine v3](https://awesomerea.org/resources/rsdkv3-sonic-cd-decomp-case/index.md): Case study · Reconstructs Retro Engine v3, the engine behind the 2011 Sonic CD remaster, as a native C++ source port for Windows, Linux, macOS and Android. The engine runs the game's own scripts and assets from an official release, which the repository does not ship, and adds a mod loader, a settings file with remappable controls, support for the mobile versions' updated scripts and extra developer-menu debug keys. Its license describes the code as mostly functionally the same as the original rather than byte-matching; the same team's RSDKv5 decompilation is listed as a separate case.
- [ICO decompilation: byte-identical PAL and Japanese PlayStation 2 boot ELFs](https://awesomerea.org/resources/ico-matching-decomp-case/index.md): Case study · Rebuilds the boot ELFs of ICO’s PAL (SCES-50760) and Japanese (SCPS-11003) PlayStation 2 discs from one source tree with the game’s original compiler versions, and checks that every loaded byte and the whole ELF file match the disc’s SHA-1. The 73 data-only archive members are generated at build time from the user’s own ELF, so most read-only data still comes from the disc rather than from source. Separate branches target the USA, Korean and August 2001 prototype builds, and the catalog’s ICO PC port is a fork of this tree.
- [game-and-watch-patch: Nintendo Game & Watch custom firmware](https://awesomerea.org/resources/game-and-watch-patch-cfw-case/index.md): Case study · Custom firmware for the Mario and Zelda Game & Watch consoles that patches new C code into the user's own stock firmware backups, so the original firmware runs alongside the retro-go emulator. A Python patcher hooks stock function calls, relocates and LZMA-compresses stock code and data to free flash, and can merge both models' firmware into one image. Committed symbol maps, a cross-reference mapper and an analysis-ELF builder support the reverse engineering, and a journal records the author's first firmware-patching work.
- [IW4L: a Rust runtime that plays Modern Warfare 2 from the user’s installed game](https://awesomerea.org/resources/iw4l-mw2-rust-runtime-case/index.md): Case study · Implements a standalone runtime for Call of Duty: Modern Warfare 2 (2009) in Rust on Bevy and wgpu, loading maps, models, textures and weapons from the user’s installed game through native FastFile readers and translating its Direct3D 9 shaders to WGSL. Bots, demo recording and replay, and multiplayer over custom UDP with a QUIC master are implemented, while README warns that gameplay remains incomplete, with missing behavior, bugs and desyncs. README states that the whole project is written by an LLM; NOTICE names the community projects consulted and says the original binaries were read with Ghidra.
- [Skate 3 Rust Engine: a Bevy rewrite built on Skate 3 reverse-engineering research](https://awesomerea.org/resources/skate-3-rust-engine-case/index.md): Case study · Reimplements Skate 3’s skating, tricks, grinds and offboard movement in a new Rust and Bevy engine that runs on assets converted from the user’s own Xbox 360 copy, adding difficulty settings and a .skate custom-map format. Physics notes cite functions and constants read from the original executable in IDA, and audio research reads traces from a research-hooks branch of a separate Skate 3 static recompilation. README says gameplay parity is still a work in progress, credits dumbad’s years of format research and states that AI coding tools were used to write the rewrite.
- [Bravo: a reverse-engineered Minecraft server](https://awesomerea.org/resources/bravo-minecraft-server-case/index.md): Case study · Reimplements the server side of Minecraft’s Alpha- and Beta-era multiplayer in Python on Twisted; its documentation calls it a reverse-engineered implementation written from scratch, credits network traffic dumps and says general Minecraft data went to a community wiki. The final 2.0 release speaks the 1.4.x client protocol for login, chunk transfer, entities, server-side inventories, lighting, physics and Anvil saves, while deliberately changing behaviour such as chunk loading and item stacking. A pluggable architecture adds terrain generation, seasons and commands, and small scripts inspect packets, NBT and region files.
- [Weeping of the Empire: statically recompiling Tears of the Kingdom for Windows](https://awesomerea.org/resources/weeping-of-the-empire-case/index.md): Case study · Weeping of the Empire builds a native Windows port of The Legend of Zelda: Tears of the Kingdom from the user's Switch game dump. It recompiles ARM64 code ahead of time to x86-64, supplies Switch services through a host runtime and renders through Vulkan. The engine documentation credits totk-recomp as the starting point and identifies the added Windows port, renderer, controls and menus.
- [GTA Mode: reverse-engineering SimCity 3000 Unlimited for a native plugin](https://awesomerea.org/resources/simcity-3000-gta-mode-case/index.md): Case study · GTA Mode is a native plugin that adds direct control of spawned citizens and cars to SimCity 3000 Unlimited. It uses findings from Ghidra analysis of the game's binaries, GZCOM plugin loading, in-memory city structures and sprite archives. The C plugin runs in the original game, reads city data from its memory and decodes art from the user's installation; MODLOG.md records addresses, formats and dead ends.
- [FH2MP: reconstructed Forza Horizon 2 online services](https://awesomerea.org/resources/fh2mp-case/index.md): Case study · FH2MP restores Forza Horizon 2 multiplayer with a replacement server based on protocol behavior recovered from the Xbox One game client. An in-game shim redirects sockets and web-service calls, while Python and Go servers handle lobbies, worlds and online features; a launcher manages setup and updates.
- [Cursed Lands: a Godot engine for Evil Islands and Lost in Astral](https://awesomerea.org/resources/cursed-lands-case/index.md): Case study · Cursed Lands reimplements the engine for Evil Islands and Lost in Astral in Godot, reading maps, models, audio, scripts and tables from the player's own game copy. Its native rendering, combat, AI, scripting and interface systems follow the original game's rules, with releases for desktop, Android and browsers.
- [nfs-mw: a Rust reconstruction of Need for Speed: Most Wanted](https://awesomerea.org/resources/nfs-mw-case/index.md): Case study · nfs-mw reconstructs Need for Speed: Most Wanted 2005 PC v1.3 in Rust using data read from the user's installation. Its format readers decode bChunk, JDLZ, HUFF, cars, textures, and the streamed city; the current runtime provides viewers, driving, menus, and free roam.
- [bf-private-server: a Brave Frontier revival server](https://awesomerea.org/resources/bf-private-server-case/index.md): Case study · bf-private-server recreates a self-hosted server for Brave Frontier client version 2.19.6. Its C++23 service answers the game's HTTP requests, stores saves in SQLite and works with CDN workers and a patcher for the user's Android client; request tables and boot-flow notes document the protocol investigation. The server builds on an earlier emulator fork.
- [OpenLF2: a Little Fighter 2 engine reimplementation](https://awesomerea.org/resources/openlf2-case/index.md): Case study · OpenLF2 reimplements Little Fighter 2 v2.0a as a playable C++ and Lua engine. It loads resources from the original game installer and provides local modes, replays, mods and network matches between OpenLF2 players. The author states that gameplay compatibility is still being refined.
- [Atlantis Native: porting the Atlantis and Atlantis II engines to Rust](https://awesomerea.org/resources/atlantis-native-case/index.md): Case study · Atlantis Native ports the reverse-engineered CryOmni3D Atlantis engine to Rust for Atlantis: The Lost Tales and Atlantis II. It reads files from the user's own game copies and runs their scripts, panoramas, cinematics and puzzles on desktop systems and in browsers, with optional display and bug fixes.
- [SF2Recomp: statically recompiling Shadow Fight 2 for native platforms](https://awesomerea.org/resources/sf2recomp-case/index.md): Case study · SF2Recomp converts a user's Shadow Fight 2 Nintendo Switch game files into native builds for Linux, Windows, macOS, and Android. Its converter combines translated game code with a runtime and user-supplied assets, adding controls, graphics options, sparring, and LAN play.
- [Devil May Cry: an experimental PS2 static recompilation](https://awesomerea.org/resources/dmc-recomp-case/index.md): Case study · dmc-recomp translates the PlayStation 2 PAL release of Devil May Cry into native PC code through PS2Recomp and a project runtime. Its pipeline rebuilds generated code locally from the user’s own game executable, while research notes and patches track boot, CD services, MPEG playback, rendering and gameplay behavior.
- [Sin & Punishment: a work-in-progress N64 static recompilation](https://awesomerea.org/resources/sin-punishment-recompiled-case/index.md): Case study · Sin & Punishment: Recompiled uses N64Recomp and RSPRecomp to build an experimental native C++ port from a user-supplied Japanese N64 ROM and the repository's symbol maps, with RT64 rendering. The author reports that it reaches the title screen; menu navigation, gameplay, audio validation, and a public pipeline for its patched working image remain unfinished.
- [scvk: replacing SimCity 4's renderer with Vulkan](https://awesomerea.org/resources/scvk-case/index.md): Case study · scvk reconstructs SimCity 4's renderer interface as a native Vulkan DLL loaded through the game's GZCOM plugin system. It claims existing renderer class IDs and emulates the cIGZGDriver fixed-function API with pipeline state and shaders for terrain, buildings, lighting, textures and interface drawing.
- [Salamander UEFI: a disassembly-based UEFI port of the NES game](https://awesomerea.org/resources/salamander-uefi-case/index.md): Case study · Salamander UEFI ports the NES game Salamander to a native UEFI Shell application by translating its 6502 disassembly into a platform-independent C core. The repository includes a 6502 disassembler, a user-ROM resource extractor, host tests and a fidelity checklist. UEFI GOP, input and timing services replace the original console environment.
- [tMock-Server: reconstructing Terraria server handshakes](https://awesomerea.org/resources/tmock-server-case/index.md): Case study · tMock-Server is an unfinished C++ reimplementation of the Terraria server's initial network flow. It uses socket code and packet classes to accept connections, check protocol versions, request passwords, and assign player slots; the README records packet IDs, fields, directions, and structures informed by traffic analysis.
- [NuVelocity Engine: reimplementing Reflexive's Velocity Engine](https://awesomerea.org/resources/nuvelocity-engine-case/index.md): Case study · NuVelocity Engine reimplements Reflexive Entertainment's Velocity Engine as a C++ and SDL3 game engine. It provides modular 2D rendering, asset and resource loading, audio playback, screen management, and a property-based object system, with decoder source included in the repository.
- [FreeRS42: reimplementing Ricochet Xtreme](https://awesomerea.org/resources/freers42-ricochet-xtreme-case/index.md): Case study · FreeRS42 is a C++ project to reimplement the PC game Ricochet Xtreme using the NuVelocity engine. The repository contains source for game objects, playfield behavior and screens, with a CMake build that includes the engine submodule.
- [Metroid Dread: a hand decompilation in progress](https://awesomerea.org/resources/dreadcomp-case/index.md): Case study · DreadComp is an in-progress hand decompilation of Metroid Dread that recreates game source code in C++. The repository includes initial source files, build tooling and symbol data; building requires assets and the version 2.1.0 executable from the user's own game copy.
- [MTG Arena Collection Export: reconstructing the Frontdoor collection request](https://awesomerea.org/resources/mtg-arena-collection-export-case/index.md): Case study · MTG Arena Collection Export reconstructs the Frontdoor request needed to export owned cards from Magic: The Gathering Arena. The Python client uses an account refresh token, opens a TLS Frontdoor socket, authenticates with the 2026 version 4 frame and protobuf command envelope, and requests Card_GetAllCards. A separate protocol document records the recovered wire format.
- [Void Client: rebuilding the Starblast.io client](https://awesomerea.org/resources/void-client-case/index.md): Case study · Void Client is an unfinished JavaScript rewrite of the Starblast.io browser game client based on study of its network protocol. Its current Node.js and browser components provide game-mode selection, server discovery, local WebSocket communication, and parsing and JSON export of some received packets.
- [OpenPigeon: reconstructing GamePigeon iMessage game messages](https://awesomerea.org/resources/openpigeon-case/index.md): Case study · OpenPigeon is a TypeScript codec for reading GamePigeon iMessage game state and encoding caller-supplied moves for eleven turn-based games. Its protocol documentation describes balloon identity, encrypted move URLs, the length-seeded cipher and the state envelope; captured-message vectors support codec tests.
- [Cosmo: a native port of Cosmo's Cosmic Adventure](https://awesomerea.org/resources/cosmo-native-port-case/index.md): Case study · Cosmo ports the reconstructed source of Cosmo's Cosmic Adventure: Forbidden Planet to macOS, Linux and Windows. It retains the game's logic and supplies an emulated EGA adapter, timer, keyboard controller, PC speaker and AdLib layer for the original code. The build uses the user's game data files.
- [Left 4 Dead 2: recovering the AI Director's behavior](https://awesomerea.org/resources/l4d2-director-research-case/index.md): Case study · This Left 4 Dead 2 study reconstructs the AI Director's pacing, intensity, encounter placement and music rules from an identified x86 server.dll and sanitized runtime traces. It publishes disassembly-derived findings, analysis scripts, evidence files and implementation specifications; a reference game library is in a separate repository.
- [MechRewired: rebuilding MechWarrior 2 from original game data](https://awesomerea.org/resources/mechrewired-mechwarrior-2-case/index.md): Case study · MechRewired rebuilds the MechWarrior 2: 31st Century Combat experience around data imported from a user's DOS copy. Its code loads original resources and missions, while providing a new cockpit, terrain rendering and combat simulation for modern platforms.
- [d2mac-linux: porting the Diablo II Mac executable to 32-bit Linux](https://awesomerea.org/resources/d2mac-linux-case/index.md): Case study · d2mac-linux ports the Diablo II 1.14d Mac executable to 32-bit Linux by converting its i386 Mach-O container to ELF and reimplementing imported Darwin, Carbon and AGL interfaces in Zig. The shim translates graphics to GLX and adapts threading, files and sockets. The author reports that the game reaches its menu and character creation.
- [Spider-Man 2 PS2 Recomp: a static recompilation checkpoint](https://awesomerea.org/resources/spider-man-2-ps2-recomp-case/index.md): Case study · Spider-Man 2 PS2 Recomp applies static recompilation to the USA PlayStation 2 release SLUS-20776 for native PC execution. It combines a game-specific Ghidra function map with PS2Recomp source, runtime fixes and hardware comparison tests. The author reports that a native Windows build reaches the legal splash; the port is not playable.
- [touhou-engine: a Python reimplementation of Touhou gameplay](https://awesomerea.org/resources/touhou-engine-case/index.md): Case study · touhou-engine reimplements Touhou danmaku gameplay in Python, with TH07: Perfect Cherry Blossom as its reference game. The author says its engine logic was ported frame by frame against a decompilation, while the new architecture supplies an event stream, replay handling, headless stepping, and a pygame renderer. It reads original game archives supplied by the user.
- [OpenLara: Tomb Raider engine reimplementation](https://awesomerea.org/resources/openlara/index.md): Case study · Open-source engine for classic Tomb Raider, with a WebGL build and a standalone release. Its format code defines object types for Tomb Raider 1 through 4.
- [Thyme: Command & Conquer Generals: Zero Hour reimplementation](https://awesomerea.org/resources/thyme/index.md): Case study · Thyme is an open source reimplementation of Command & Conquer Generals: Zero Hour. It rewrites the game from the ground up and uses the original binary for functions it has not yet replaced.
- [Chariot: Age of Empires engine reimplementation](https://awesomerea.org/resources/chariot/index.md): Case study · Chariot is an open-source effort to reimplement the engine of the original Age of Empires (1997). It aims to support ports and enhancements; the README describes it as a work in progress with asset-loading demonstrations, not a playable game.
- [OpenDiablo2: Diablo 2 engine reimplementation](https://awesomerea.org/resources/opendiablo2/index.md): Case study · OpenDiablo2 is a cross-platform ARPG engine written in Go that supports playing Diablo 2. The project is being split into a separate engine and toolset, called Abyss Engine, and a game project retaining the OpenDiablo2 name.
- [OpenTomb: Tomb Raider engine reimplementation](https://awesomerea.org/resources/opentomb/index.md): Case study · OpenTomb is an open-source reimplementation of the classic Tomb Raider engine for playing levels from Tomb Raider 1–5 and custom TRLE levels. It is no longer maintained.
- [Savage Wind Recomp: statically recompiling The Legend of Zelda: Breath of the Wild](https://awesomerea.org/resources/savagewindrecomp/index.md): Case study · Savage Wind Recomp is an in-progress static recompilation of the Nintendo Switch version of The Legend of Zelda: Breath of the Wild for Windows and Linux. It builds native game code locally from the player's extracted files; the README reports playable early areas but says the full story remains unconfirmed.
- [retruxx: reverse-engineered Hard Truck Apocalypse](https://awesomerea.org/resources/retruxx/index.md): Case study · retruxx is a reverse-engineered Hard Truck Apocalypse project that builds the game executable and separate renderer, input, and sound DLLs. Its 32-bit build matches the original game's memory layouts.

## Apps (62)

- [Aegis: trace a login-code calculation](https://awesomerea.org/resources/rea-aegis-case/index.md): Case study · An official APK investigation follows TOTP methods in Aegis and publishes artifact identities and selected Evidence.
- [Notion: trace the clipboard bridge](https://awesomerea.org/resources/rea-notion-case/index.md): Case study · Trace a packaged Electron clipboard path using REA findings and separate source inspection; the dynamic wrapper remains a stated limit.
- [PicoPrint: LX-D02 printer investigation](https://awesomerea.org/resources/picoprint-rea-investigation/index.md): Case study · The author describes REA-assisted Android investigation followed by separate Hermes decompilation to support a Windows BLE printer.
- [ReaCut: video-editor reconstruction](https://awesomerea.org/resources/reacut-reconstruction/index.md): Case study · An independent video editor whose authors document REA-assisted investigation of Jianying/CapCut behavior and project formats. The public implementation includes a local timeline, FFmpeg export and an experimental, lossy draft importer.
- [CF632BLE: a local client from scale-protocol research](https://awesomerea.org/resources/cf632ble-case/index.md): Case study · Reimplements the CF632BLE scale’s BLE protocol and body-composition calculations from research on the vendor’s Unique Health Android app. A static Web Bluetooth client receives measurements, manages device profiles and keeps its history in browser storage.
- [zee-rp: reconstructing supported Axure RP 11 document operations](https://awesomerea.org/resources/zee-rp-case/index.md): Case study · Reads and rewrites supported native Axure RP 11 documents through a binary-record codec, reference-aware cloning and constrained interaction writers. CLI and MCP interfaces expose inspected edits while keeping offline structure checks separate from native application acceptance.
- [Virtual Desktop Streamer: rehosting the platform layer on Linux](https://awesomerea.org/resources/vd-streamer-linux-case/index.md): Case study · An author-reported Claude Code and REA workflow replaces the macOS streamer’s capture, encoding, audio and input layer with Linux implementations while reusing vendor protocol libraries. The documented result targets desktop streaming and video playback, not Windows-only VR game streaming.
- [Open Claude UI: REA-informed interface reference components](https://awesomerea.org/resources/open-claude-ui-case/index.md): Case study · Publishes React components, motion helpers and design-system notes derived from the author’s reported REA investigation of Claude Desktop. It is useful as an interface-reconstruction case, with version-specific observations rather than proof of a complete assistant application or backend clone.
- [PlxNative: reconstructing a native webOS media-client interface](https://awesomerea.org/resources/plx-native-case/index.md): Case study · An unofficial Plex client built after the author investigated LG webOS native media interfaces with Ghidra and coding agents. It draws its own Rust/OpenGL interface and uses the television’s decoder, with documented host, simulator and real-device test tiers.
- [Windows Calculator: reconstructing percentage rules](https://awesomerea.org/resources/rea-calculator-percent-case/index.md): Case study · REA’s case traces the installed Windows Calculator model DLL to explain different percentage behavior for multiplication/division and other operations. An analyst-selected function is interpreted against public Microsoft source and demonstrated with fixed browser examples.
- [Feishu: an author-reported isolated second app instance](https://awesomerea.org/resources/feishu-dual-instance-case/index.md): Case study · The author reports using Codex and REA analysis to adapt a separate macOS Feishu copy with its own application identity, data directory and single-instance lock. The account describes local signing and separation checks while retaining the original app unchanged.
- [PhotoCraft: editor workflow reconstruction and PSD round-trip boundaries](https://awesomerea.org/resources/photocraft-case/index.md): Case study · The authors describe this Rust image editor as a clean-room reimplementation of Photoshop-style workflows. Its document engine, UI and automation interfaces share editing commands, while the source distinguishes PSD editor round trips from byte preservation in the standalone file codec.
- [WordCraft: document workflow reconstruction and bounded DOCX compatibility](https://awesomerea.org/resources/wordcraft-case/index.md): Case study · The authors describe WordCraft as a clean-room Rust implementation of familiar Microsoft Word workflows. It provides its own document model, layout engine and DOCX reader/writer, with desktop and browser interfaces; source tests exercise selected editing and file-preservation behavior.
- [GridCraft: spreadsheet workflow reconstruction and XLSX round-trip limits](https://awesomerea.org/resources/gridcraft-case/index.md): Case study · The authors describe GridCraft as a clean-room Rust implementation of Excel-style spreadsheet workflows. A workbook model, formula parser and dependency-driven recalculation are connected to XLSX I/O and a shared editing-command layer for desktop, browser and automation interfaces.
- [DeckCraft: presentation workflow reconstruction and bounded PPTX interchange](https://awesomerea.org/resources/deckcraft-case/index.md): Case study · The authors describe DeckCraft as a clean-room Rust implementation of PowerPoint-style presentation workflows. Its slide model, rendering and command layers support desktop/browser editing and PPTX interchange; reviewed source tests check constructed decks and selected preserved package parts.
- [Ledger Reborn: an independent accounting app informed by QuickBooks study](https://awesomerea.org/resources/ledger-reborn-accounting-case/index.md): Case study · The maintainer reports using REA and Ghidra to study selected QuickBooks Desktop for Mac behavior, then independently implements a local accounting application. Its Python/SQLite engine persists double-entry journals, invoices, inventory and payments, while public synthetic fixtures test bounded accounting and rollback behavior.
- [Pocket Tasks: reconstructing task state and persistence](https://awesomerea.org/resources/pocket-tasks-reconstruction-case/index.md): Case study · A teaching case with disclosed prior source access carries a REA-assisted investigation of a small command-line app into a separate Node implementation. It preserves observed task editing, persistence and selection behavior, then compares scoped outputs against fixed expectations and captured reference sessions.
- [Open Scrantic: reconstructing the Johnny Castaway screensaver engine](https://awesomerea.org/resources/open-scrantic-screensaver-case/index.md): Case study · Reconstructs the Johnny Castaway screensaver engine in Rust, with author-disclosed REA and Claude Code use. It reads original files to run recovered animation scripts and calendar-based story state on modern desktops; documented deviations and limited tests stop short of complete behavioral equivalence.
- [Screen Studio: an author-reported REA study of auto-zoom rules](https://awesomerea.org/resources/screen-studio-auto-zoom-case/index.md): Case study · The author reports using REA to map Screen Studio’s Electron package, reading six auto-zoom and cursor rules from its obfuscated code with Claude Code’s help, and having Claude Code write an independent recorder and renderer from those rules. The article describes the commands, evidence, a cursor-alignment check and the clone’s gaps; neither the clone nor the decoded code is published.
- [Claude Code background lab: an REA-informed reimplementation of a desktop animation](https://awesomerea.org/resources/claude-code-background-lab-case/index.md): Case study · Reimplements the glyph-wind background of the Claude desktop app’s Claude Code New session view as an offline WebGL2 page with a 38-slider control panel. The author reports a static REA investigation of the desktop shell and its remote web bundle, followed by a newly written renderer that reuses recovered timing and layout values. It shares the original’s visual vocabulary and interaction model but is not a pixel-identical extraction.
- [Notes CSV export: an author-reported REA check of reconstruction oracles](https://awesomerea.org/resources/rea-notes-csv-oracle-mutation-case/index.md): Case study · A Chinese article breaks three versions of a Python CSV exporter that reproduces the Notes teaching app shipped with REA. It shows that a simple export-and-read-back test passes all three, while byte comparisons against the official JavaScript formatter on 215 fixed inputs catch each one. The author also connects REA 6.5.0 over MCP, reruns its JavaScript analysis and checks that an edited evidence record is rejected on import; this is a study of acceptance checks, not a new reconstruction.
- [Sofa TV Browser: a remote-friendly BrowseHere alternative](https://awesomerea.org/resources/sofa-tv-browser-browsehere-case/index.md): Case study · An Android TV browser follows BrowseHere's remote-control interaction design with its own implementation. The author reports using REA to inspect the BrowseHere APK and Claude to build Sofa; the repository documents APK releases, screenshots and current feature limits.
- [FastView-REA: a Rust reconstruction of Fast View 5](https://awesomerea.org/resources/fastview-rea-relay-analysis-rebuild-case/index.md): Case study · A Rust desktop reconstruction of Mekhanotronika Fast View 5 uses REA and Ghidra research to reproduce oscillogram analysis and relay-characteristic views. The project publishes behavioral specifications, factual indexes, screenshots and cross-platform builds, with explicit format and visual-fidelity gaps.
- [DiskLens: a WinDirStat-derived disk usage analyzer](https://awesomerea.org/resources/disklens-windirstat-rea-case/index.md): Case study · A Rust/Tauri disk analyzer combines REA/Ghidra investigation of WinDirStat 2.5.0 with source-code ports of its treemap and color handling. Its documentation distinguishes binary-confirmed findings from source-derived algorithms and leaves several file actions and Windows integrations untested.
- [SoundConnect Desktop: a Windows client reusing a reviewed headset engine](https://awesomerea.org/resources/soundconnect-desktop-rea-engine-case/index.md): Case study · A Windows Sony-headphone client adopts existing libmdr/libmdr-bt engine DLLs after a documented REA-assisted binary inventory and source review. The desktop interface is modeled on Sound Connect, while protocol implementation and device support are inherited rather than newly reconstructed.
- [rec-rs: an OBS-informed Rust recorder for macOS](https://awesomerea.org/resources/rec-rs-obs-rea-recorder-case/index.md): Case study · A macOS recorder is informed by OBS architecture research using REA package inspection, platform tools and public source references. It offers screen/camera recording and streaming with a deliberately smaller scene/source feature set; the research notes record unavailable native-analysis providers.
- [Sketch: a Paper-shell-informed native Rust canvas](https://awesomerea.org/resources/sketch-paper-rea-canvas-case/index.md): Case study · A Rust canvas models Paper-like editing behavior after REA investigation of the Paper Desktop shell. The hosted editor was not recovered: research separates observed shell integration from inferred editor features, and the new geometric document model differs from Paper HTML/CSS.
- [LSX II Volume Fixer: reconstructing volume behavior](https://awesomerea.org/resources/kef-lsx-volume-case/index.md): Case study · Uses measured USB-volume behavior and a macOS audio proxy to map volume keys to a KEF LSX II’s LAN control. The project reports more even steps while forwarding USB audio; the speaker firmware is unchanged.
- [UU Remote on Linux: an unofficial protocol implementation](https://awesomerea.org/resources/uu-remote-linux-protocol-case/index.md): Case study · Implements an unofficial native Linux host for NetEase UU Remote, using protocol behavior the maintainer says was recovered from official-client traffic and shipped programs. The Rust implementation connects selected desktop, input and auxiliary-tool channels to Linux services; an additional Linux viewer remains experimental. The author attributes development to Claude and Codex, without establishing REA use.
- [TCLimate: reconstructing selected TCL Home cloud controls](https://awesomerea.org/resources/tclimate-cloud-controls-case/index.md): Case study · Implements selected TCL Home air-conditioner controls and electricity reporting in a native macOS menu-bar app. It adapts earlier community protocol work and documents an Android-module investigation to recover a separate statistics request. Reported validation checks cloud state, not independent physical operation or complete device equivalence.
- [Browserbase plugin: re-hosting Claude in Chrome’s browser bridge](https://awesomerea.org/resources/browserbase-claude-chrome-bridge-case/index.md): Case study · Stands in for the Claude in Chrome extension side of Claude Code’s local browser bridge and runs the requested actions in Browserbase cloud browsers. The author’s thread describes the reverse-engineered framing, a 4-byte little-endian length before each JSON tool call, and the plugin maps 17 named tools onto Stagehand/CDP operations. It is an archived interoperability shim with several placeholder tools, not recovered Anthropic code or a verified equivalent of the extension.
- [Visor: an independent Ray-Ban Meta glasses client](https://awesomerea.org/resources/visor-ray-ban-meta-client-case/index.md): Case study · Implements an Android replacement for the Meta AI companion app that speaks the Ray-Ban Meta glasses’ own Bluetooth and Wi-Fi Direct protocol, imports media, exposes settings and answers “Hey Meta” with a model the user chooses. The project wiki documents the link layers, encryption, services and Meta-side ownership steps, and lists 153 open questions. Testing is on real glasses rather than test suites, so behavior beyond the stated model and firmware remains unverified.
- [wine-uwp: running packaged Windows Store apps on a patched Wine](https://awesomerea.org/resources/wine-uwp-store-apps-case/index.md): Case study · Extends Wine 11.17 so that signed MSIX Store apps, with Shapr3D as the main target, install and run on Linux without their source or symbols. About 49,000 changed lines add a DirectComposition implementation, composition swap chains and an app-model host, while Microsoft’s own XAML and app-model DLLs, harvested from a Windows 11 image on the user’s machine, run unmodified. The author says Claude did most of the reverse engineering and code; app support is uneven and checked by a project regression suite.
- [RKD Telemetry Extractor: decoding Race-Keeper track-day recordings](https://awesomerea.org/resources/rkd-telemetry-extractor-case/index.md): Case study · Documents the proprietary .rkd telemetry format written by Race-Keeper “Instant Video” recorders, whose bundled player runs only on Windows, and implements matching Python and Go parsers that export GPS and IMU channels as Telemetry Overlay CSV and GPX. The author credits Claude Code with the hex-dump analysis and hypothesis testing, anchored by known car IDs, circuit location and speeds. Field meanings rest on physical cross-checks from the author’s own recordings, and several record types remain partly unknown.
- [Elgato HDR: a userspace capture path for the Elgato 4K X’s 10-bit mode](https://awesomerea.org/resources/elgato-hdr-uvc-capture-case/index.md): Case study · A native macOS app that reaches the Elgato 4K X capture card’s 10-bit P010 video mode, which the project says Apple’s built-in webcam driver does not expose to apps. A root helper detaches that driver and runs the card’s USB Video Class streaming directly through libusb, feeding a Metal HDR viewer, an HDR10 recorder and an editor. Latency figures and device coverage remain author-reported.
- [LGwebOS-menubar: a native macOS remote for LG webOS TVs](https://awesomerea.org/resources/lgwebos-menubar-remote-case/index.md): Case study · A native macOS menu-bar app that pairs with an LG webOS TV over its local encrypted WebSocket interface to launch apps, switch inputs, adjust volume and picture settings, send pointer input and cast selected media. The project credits the public Connect SDK for webOS protocol behavior and reuses PyWebOSTV’s registration manifest. Testing covers one TV on webOS 5.0.
- [Galaxy Buds Client: an unofficial manager built on Samsung’s earbud protocol](https://awesomerea.org/resources/galaxy-buds-client-protocol-case/index.md): Case study · Reimplements control of Samsung Galaxy Buds over their proprietary RFCOMM serial protocol in a cross-platform desktop and Android manager. The author reports recovering the message format by analyzing the earbuds’ binary stream and disassembling Samsung’s official Android apps, and publishes partial packet notes for the 2019 Buds and the Buds+. Beyond the official app’s settings, it exposes battery statistics, diagnostics, factory self-tests, hidden debug information and firmware flashing for supported models.
- [Wino Mail: recreating Windows Mail and Calendar](https://awesomerea.org/resources/wino-mail-case/index.md): Case study · Native Windows client that aims to preserve the familiar Windows Mail and Calendar experience while rebuilding its functionality. The upstream README documents a WinUI 3 interface, mail and calendar providers, contacts, tasks and offline workflows.
- [ScooterLink: reconstructing Honda RoadSync’s handlebar-button protocol](https://awesomerea.org/resources/scooterlink-honda-roadsync-case/index.md): Case study · Replaces Honda RoadSync’s Apple Music-only media control with an iOS app that pairs with a Honda PCX 2025 TFT dash over Bluetooth Low Energy and turns handlebar presses into system-wide commands for any player. The author documents the dash’s BLE services, key exchange, button registration and event bytes, reportedly worked out from the official Android app and logged traffic. Results are author-reported on one PCX125, and the protocol notes separate confirmed from unverified parts.
- [iX500 Scan: a macOS client for the reverse-engineered ScanSnap Wi-Fi protocol](https://awesomerea.org/resources/ix500-scan-scansnap-wifi-case/index.md): Case study · Replaces ScanSnap Home for a Fujitsu/PFU ScanSnap iX500 on macOS with a SwiftUI app and Python service that scan over Wi-Fi through the community-reverse-engineered VENS protocol, or over USB through SANE, and produce searchable PDFs. It vendors bramheerink’s GPL-2.0 driver, extends it for macOS, and documents further handshake and hardware-status fields, including the scan-button bit. Results are author-reported; the repository publishes no tests or captures.
- [WristBeam: reconstructing Garmin’s watch protocol for a Mac companion](https://awesomerea.org/resources/wristbeam-garmin-watch-protocol-case/index.md): Case study · Implements a Garmin watch companion as a native macOS menu-bar app that pairs over Bluetooth, receives live health notifications and original FIT files, and can upload them to Garmin Connect. Source comments attribute its GFDI framing, handshake, file-transfer and status fields to analysis of a supplied Garmin Android package, cross-checked against community implementations such as Gadgetbridge. Device verification covers one watch model, and the opt-in MCP and HTTP interfaces expose only locally cached data.
- [usque: an open reimplementation of Cloudflare WARP’s MASQUE mode](https://awesomerea.org/resources/usque-warp-masque-client-case/index.md): Case study · Reimplements the MASQUE mode of Cloudflare’s WARP client in Go, tunnelling IP traffic over QUIC/HTTP/3 with Connect-IP (RFC 9484) and exposing it as a native TUN device, SOCKS5 or HTTP proxies, TCP-only L4 proxies or port forwarding. RESEARCH.md describes how the author worked out device enrollment, TLS client authentication and Cloudflare’s non-standard cf-connect-ip variant by analyzing the official Android client with Frida, mitmproxy, JADX, IDA Free and Wireshark. It registers with and connects to Cloudflare’s service outside the official client.
- [Webamp: a browser reimplementation of Winamp 2](https://awesomerea.org/resources/webamp-winamp-reimplementation-case/index.md): Case study · Reimplements Winamp 2's main, equalizer and playlist windows in HTML5 and JavaScript, with Web Audio playback, volume, balance and equalizer, and renders original classic .wsz skins, which its documentation says match Winamp 2.9 pixel for pixel; Milkdrop presets run through the Butterchurn WebGL port. It ships as the webamp npm module for embedding in web pages, and the same monorepo runs webamp.org and the skins.webamp.org skin museum. Its webamp-modern prototype targets Winamp 3/5 modern skins with an interpreter for MAKI skin scripts, whose undocumented bytecode format the author reverse engineered and documents in the repository.
- [NOOP: an offline WHOOP strap client built from Bluetooth protocol research](https://awesomerea.org/resources/noop-whoop-ble-client-case/index.md): Case study · Replaces the WHOOP companion app with offline macOS, Android and iOS clients that pair with WHOOP 4.0 and 5.0/MG straps over Bluetooth, decode their vendor GATT frames, offload the strap’s history into local SQLite and compute recovery, strain, HRV and sleep on the device. A versioned protocol reference documents framing, checksums, commands and sensor records per strap family, building on the community my-whoop and goose projects. WHOOP 4.0 is the supported path; deeper WHOOP 5.0/MG metrics and Oura ring support remain experimental.
- [NiimBlue: an independent web client for NIIMBOT label printers](https://awesomerea.org/resources/niimblue-niimbot-printer-client-case/index.md): Case study · Replaces NIIMBOT's own label app with a browser client that designs labels and prints them over Web Bluetooth or Web Serial, with Android (Capacitor) and Windows (Tauri) builds of the same interface. Printer communication comes from the same author's NiimBlueLib, which the README calls the most complete implementation of the NIIMBOT protocol; the protocol is documented on the NIIMBOT Community Wiki, and owners of models that do not print are asked for a packet capture of a print made with the official app. The README says the client runs entirely in the browser and keeps label data there.
- [open_oura: a cloud-free Oura Ring client built on its reverse-engineered BLE protocol](https://awesomerea.org/resources/open-oura-ring-protocol-case/index.md): Case study · Reimplements the Bluetooth Low Energy protocol of the Oura Ring Gen 3/4/5 in Rust crates and an oura command-line client that pairs with, authenticates to and syncs a ring directly, with no Oura account or cloud service. The author reports recovering the GATT layout, packet framing and AES app-auth flow from the decompiled Android app, and porting history-event decoders and several on-device metrics, such as HRV, sleep debt and nightly temperature baselines, from Ghidra decompilations of the app's native libraries. Event bodies are stored raw in SQLite so they can be re-decoded as decoders improve.
- [Sony Headphones Client: a desktop client for Sony’s headset control protocol](https://awesomerea.org/resources/sony-headphones-client-case/index.md): Case study · Recreates part of Sony’s mobile-only Headphones app as a Windows, Linux and macOS desktop client that changes noise-cancelling, ambient-sound and virtual-sound settings over a Bluetooth RFCOMM connection to a paired headset. The author reports reverse engineering the phone app to define its control protocol, and the code rebuilds its message framing, with start and end markers, byte escaping, sequence numbers, a sum checksum and acknowledgements, together with the two set-parameter commands the client sends. Full support is reported for few models, mainly the WH-1000XM3, and the project is archived.
- [cbyge: reconstructing the C by GE smart-bulb cloud protocol](https://awesomerea.org/resources/cbyge-c-by-ge-protocol-case/index.md): Case study · Reimplements the cloud control path of the C by GE (now Cync) smart-bulb app as a Go library and a small self-hosted web app. The author reports decompiling the Android app with Apktool, finding its JSON HTTP API for login and device lists and a separate raw TCP protocol to the vendor's server, then working out that protocol's type-and-length message framing and packet encodings from proxied traffic and the Smali code. The resulting API lists devices, reads their status and sets power, brightness, color tone and RGB color.
- [Clickwill: reconstructing iPod library database editing](https://awesomerea.org/resources/clickwill-case/index.md): Case study · Clickwill reconstructs direct editing of iPod classic and iPod nano music libraries in a Swift Mac app. It reads and writes iTunesDB and ArtworkDB on the device, preserves unknown record bytes, handles hash58 signatures and publishes a byte map that distinguishes measured fields from uncertain ones.
- [Spark Mail: rehosting the Windows desktop app on Linux with Wine shims](https://awesomerea.org/resources/spark-mail-linux-case/index.md): Case study · spark-mail-linux rehosts the Windows Spark Mail desktop app on Linux with Wine, two compatibility DLL shims and launcher scripts. The project documents application startup, browser authentication, notifications, clipboard and file-opening behavior, then patches specific DLL imports and bridges those functions to the Linux desktop.
- [OpenTracks: a UWP port of OpenTracks7 BETA1](https://awesomerea.org/resources/opentracks-uwp-case/index.md): Case study · OpenTracks is an early UWP port of the OpenTracks7 BETA1 Windows Phone music app informed by the author's reverse engineering. Its C# and XAML implementation updates page control access and replaces WP7 MediaPlayerLauncher with UWP media playback APIs.
- [RTO eChalan: investigating a BankBot Android APK](https://awesomerea.org/resources/rto-echalan-android-analysis-case/index.md): Case study · The RTO eChalan report investigates an Android APK impersonating an Indian government eChallan service through manifest review, JADX decompilation and sandbox analysis. The author reports identifying a BankBot variant, a REQUEST_INSTALL_PACKAGES permission, a BIND_VPN_SERVICE entry and extensive obfuscation that limited decompilation.
- [AOL 7.0 Retro Server: reconstructing the P3 server session](https://awesomerea.org/resources/aol7-retro-server-case/index.md): Case study · AOL 7.0 Retro Server implements local Python servers for the 2001 AOL 7.0 client. It reconstructs the proprietary P3 login and security exchange, the handoff between login and BOS servers, and post-login data used to display the welcome screen and buddy list.
- [SteelSeries Overlay Hook: mapping and hooking the GameOverlay swapchain](https://awesomerea.org/resources/steelseries-overlay-hook-case/index.md): Case study · SteelSeries Overlay Hook documents IDA analysis of SteelSeriesGameOverlay.dll’s window, object layout and Direct3D 11 swapchain, then uses recovered offsets in a C++ DLL hook. Its injector and hook render Dear ImGui content through the existing GameOverlay window by intercepting Present and ResizeBuffers.
- [WeChat: recovering SQLCipher keys through CommonCrypto hooks](https://awesomerea.org/resources/wechat-4-1-10-macos-key-case/index.md): Case study · An investigation of WeChat 4.1.10 for macOS reports recovering per-database SQLCipher keys by breaking on CommonCrypto encryption calls in LLDB. It compares that approach with memory scanning and sqlite3_key breakpoints, and describes an offline check against a decrypted SQLite page.
- [Siriously: recovering macOS Writing Tools entry points](https://awesomerea.org/resources/siriously-writing-tools-case/index.md): Case study · Siriously investigates how macOS 27 changed access to Writing Tools and restores its popover through a Services client. The author used Objective-C runtime introspection and behavioral tracing to identify private WritingToolsUI classes, then passes selected text to the popover and writes accepted results back through Accessibility APIs. The findings concern one macOS build.
- [tuya-mobile: a Python reconstruction of Tuya app signing and API calls](https://awesomerea.org/resources/tuya-mobile-security-layer-case/index.md): Case study · tuya-mobile reconstructs Tuya mobile-app request signing, encrypted API calls and MQTT signaling credential derivation in Python. It replaces the app's native libthing_security.so signing step with HMAC-SHA256, SHA256 and MD5 calculations and includes versioned Smart Life and Tuya Smart profiles.
- [ddg-tenor-bridge: replacing Gboard's Tenor search endpoint](https://awesomerea.org/resources/ddg-tenor-bridge-case/index.md): Case study · ddg-tenor-bridge redirects Gboard's Tenor GIF searches to a service that returns DuckDuckGo animated-image results in Tenor v2 response form. Its documented workflow changes Gboard's persisted search URL flag while leaving other Tenor features on their original endpoint.
- [MSP CSV Export Format: reconstructing My Stocks Portfolio exports](https://awesomerea.org/resources/msp-csv-format-case/index.md): Case study · MSP CSV Export Format reconstructs the undocumented CSV export of the My Stocks Portfolio & Market app. The author compared eleven iOS exports, app displays and public translation strings to describe columns, blocks and transaction replay. A dependency-free Python parser and synthetic export exercise the documented rules and flag malformed input.
- [Benro Polaris Firmware Patcher: rebuilding camera control and mapping the app protocol](https://awesomerea.org/resources/benro-polaris-firmware-patcher-case/index.md): Case study · Benro Polaris Firmware Patcher investigates the Polaris camera controller and repacks a user-supplied firmware image with a newer libgphoto2 stack and targeted pgphoto changes. Its documentation maps Benro Connect app behavior and the TCP messages used to control the device. The author reports end-to-end testing with a Canon EOS R5 Mark II.
- [Malware Analysis: a trojanized FL Studio installer and Go stealer](https://awesomerea.org/resources/fl-studio-stealer-analysis-case/index.md): Case study · This malware-analysis report investigates a trojanized FL Studio installer that bundles an Electron/NSIS wrapper and a Go information stealer. The author traces the wrapper statically and studies the payload in an isolated Windows environment with process, registry and network observations, recovering its reported command-and-control mechanism.
- [grsimwrite-mac: reconstructing GRSIMWrite for macOS](https://awesomerea.org/resources/grsimwrite-mac-case/index.md): Case study · grsimwrite-mac reconstructs the Windows GRSIMWrite 4.4.10 SIM-writing workflow in Python for macOS. Its research records card-family profiles and APDU write behavior, while the implementation identifies cards, reads elementary files, writes selected fields, and builds formatting sequences.

## Native binaries (7)

- [DownUnderCTF: masked-squares flag checker](https://awesomerea.org/resources/rea-ctf-case/index.md): Case study · An official educational challenge investigation connects binary checks to equations and records an original-program validation.
- [Show Your Work: a measured dissection of REA's evidence architecture](https://awesomerea.org/resources/noflag-rea-evidence-architecture-study/index.md): Case study · An unofficial field study that reads REA's source and then drives the running server through 1,012 recorded calls across 27 artifact classes, measuring its content-addressed Evidence records, revision-chained unknown ledger, typed refusals, cold starts and response limits. The author maps those mechanisms onto vulnerability-research agents as an argument for not overclaiming. It evaluates REA's tool surface; it is not a reconstruction or a vulnerability finding.
- [Windows loader: static malware analysis with REA and Codex](https://awesomerea.org/resources/windows-loader-static-analysis-case/index.md): Case study · Fedele Mantuano reports using Codex with REA in an offline Docker lab to statically analyze a public Windows malware sample without executing it. The article separates behavior supported by the extracted JavaScript bundle from claims that would depend on remote components that were never obtained, and reclassifies a suspected infostealer as a loader. It is a defensive analysis case built on an author-reviewed agent report, not a reconstruction or a dynamic detonation.
- [OpenBSD netcat: static REA and Ghidra investigation](https://awesomerea.org/resources/netcat-openbsd-rea-static-case/index.md): Case study · A REA/Ghidra report studies the Ubuntu netcat-openbsd 1.234-1 ELF binary and publishes evidence envelopes, decompiled functions and a function inventory. Its output is a static investigation, rather than a rebuilt netcat application.
- [m0rph: tracing an obfuscated ELF flag checker](https://awesomerea.org/resources/m0rph-ctf-analysis-case/index.md): Case study · The m0rph investigation examines an obfuscated x86-64 ELF CTF flag checker with readelf, strings, Cutter and Radare2. Its write-up traces indirect CALL RAX execution into allocated memory and describes recovering expected characters by breaking at the call and inspecting RDI during each loop iteration.
- [CPQ IO Scheduler: reconstructing Xiaomi's block scheduler](https://awesomerea.org/resources/cpq-iosched-case/index.md): Case study · CPQ IO Scheduler reconstructs Xiaomi's proprietary cpq.ko Linux block scheduler from a stripped ARM64 kernel module. Its out-of-tree C implementation combines priority classes, thread-group queues, deadline handling, and blk-mq elevator integration, with a whitepaper and author-reported benchmarks.
- [Malware Analysis: njRAT and Casdet behavior investigation](https://awesomerea.org/resources/malware-analysis-njrat-casdet-case/index.md): Case study · A malware investigation examines njRAT and a UPX-packed Casdet executable with PEStudio static triage and ANY.RUN sandbox telemetry, alongside a malicious PDF and benign comparison files. The author reports process, registry and network behavior, extracted indicators and MITRE ATT&CK mappings in a report and screenshots.

## Firmware and hardware (19)

- [ThinkPad IMX471: recovering camera tuning for Linux](https://awesomerea.org/resources/thinkpad-imx471-camera-case/index.md): Case study · Recovers selected camera-tuning structures from an Intel Windows driver package and uses them to repair Linux image capture on one ThinkPad model. Public CPFF/AIQB parsers, kernel patches and libcamera changes accompany the author’s Claude-assisted investigation and bounded before/after measurements.
- [MXQ PRO RK3229: an Android firmware investigation and Linux repurposing](https://awesomerea.org/resources/mxqpro-rk3229-rea-repurposing-case/index.md): Case study · An owner documents identifying an RK3229 TV box, investigating its stock Android ROM and repurposing it with a userspace gamepad driver and Armbian. REA assisted ADB inventory and Android-provider routing; APK analysis and device changes are reported as a mixed workflow, not firmware reconstruction.
- [iCSee LocalMod: a stock-firmware camera control extension](https://awesomerea.org/resources/icsee-localmod-rea-camera-case/index.md): Case study · An owner-authorized XM530V200 camera case uses REA/Ghidra to investigate native Sofia command handlers, then adds local control and Home Assistant integration while preserving stock drivers and recording. The source-only extension documents separate static, emulated-protocol and physical-device evidence.
- [flipper-telink: replacement firmware for Tuya Zigbee remotes](https://awesomerea.org/resources/flipper-telink-tuya-remote-firmware-case/index.md): Case study · A Flipper Zero app that bit-bangs Telink’s SWire debug interface to dump and reflash TLSR825x Zigbee devices, with static-analysis notes on the dumps and freshly written firmware for two of them. For Tuya TS0044/TS0046 scene remotes, the notes trace the stock ~500 ms single-click delay to a double-click window; the replacement firmware drops that window while presenting the stock model IDs to Zigbee2MQTT. The latest Zigbee build is marked unverified for pairing, actions and battery reporting.
- [Supermodel: initial Real3D Pro-1000 image-generator emulation](https://awesomerea.org/resources/supermodel-real3d-pro1000-emulation-case/index.md): Case study · Adds emulation of Real3D’s Pro-1000, the SCSI-attached image generator from which Sega’s Model 3 graphics hardware derives, to the Supermodel arcade emulator. It boots user-supplied Pro-1000 firmware from the SDK disc, emulates the board’s interrupt, JTAG and UART hardware, and exposes the firmware’s built-in monitor on the console. Nothing renders yet, and SCSI host communication is unimplemented.
- [OpenDMCUFirm: a reimplemented Wii U DMCU display firmware](https://awesomerea.org/resources/opendmcufirm-wii-u-dmcu-firmware-case/index.md): Case study · Reimplements in C the firmware of the Wii U’s DMCU, the M68HC11-compatible display microcontroller in its AMD graphics controller, which in Wii mode reads the Video Interface state and configures display output, deinterlacing, scaling and overscan. The README says the work is based on reverse engineering of the original firmware but is not a byte-for-byte matching decompilation, and calls it a work in progress. The built image replaces the stock firmware in Wii mode when loaded through the evWii plugin.
- [reflecticon-224: running Lexicon 224 reverb firmware on emulated hardware](https://awesomerea.org/resources/reflecticon-224-lexicon-emulation-case/index.md): Case study · Emulates the Lexicon 224, 224X and 224XL digital reverbs so that their own firmware runs in a browser page or a JUCE plugin. The repository layers KiCad schematics, gate-level and board-level Verilog models, an 8080-hosted C++ emulator and analog input/output models, and checks faster layers against slower ones using user-supplied ROMs. It is a work-in-progress hardware-and-firmware emulation whose documentation is still pending, not recovered algorithm source.
- [TeddyCloud: a self-hosted replacement for the Toniebox cloud](https://awesomerea.org/resources/teddycloud-toniebox-server-case/index.md): Case study · Reimplements the Boxine cloud services a Toniebox talks to as a self-hosted C server, so the box can fetch audio, settings and over-the-air content locally while the owner controls what reaches the manufacturer. It serves and caches tonie audio, converts other audio into the box’s TAF format, can pass requests through to the original cloud, and adds a web interface, MQTT and Home Assistant integration. Protobuf definitions in the repository describe the box’s freshness-check, RTNL log and TAF header messages.
- [Valetudo: local replacement for robot-vacuum vendor clouds](https://awesomerea.org/resources/valetudo-robot-cloud-replacement-case/index.md): Case study · Replaces the vendor cloud of supported robot vacuums with a local service that runs on the rooted robot beside the vendor firmware and emulates the cloud endpoints that firmware expects, including a miio dummycloud and a counterpart for Midea's MSmart protocol. Its FAQ says each new vendor backend meant reverse engineering data formats, authentication and communication without vendor documentation; Valetudo converts the proprietary map formats into one ValetudoMap format and keeps Kaitai Struct descriptions of Dreame, Roborock and Viomi map files and a Midea protobuf schema as references. It adds a web interface, a REST API with Swagger UI and MQTT/Home Assistant integration, while feature parity with the vendor apps is an explicit non-goal.
- [EchoMuse: replacement software that turns the Echo Dot 2nd gen into a Home Assistant voice satellite](https://awesomerea.org/resources/echomuse-echo-dot-voice-satellite-case/index.md): Case study · Replaces the software on an unlocked second-generation Amazon Echo Dot (2016, codename biscuit) so it works as a local Home Assistant voice satellite over the ESPHome API: EchoMuse's own Go firmware drives the microphones, speaker, LED ring and buttons, and a controller on the LAN handles wake words, devices and a dashboard. Its default emOS mode swaps Amazon's Android userspace for the project's own init and busybox while keeping the Dot's kernel from the owner's boot image. An engineering journal records how codec routes, the mute key and other hardware behavior were worked out by measuring the device and diffing the mixer and DAPM state while stock FireOS plays a sound.
- [OSIRIS: replacing Onkyo receiver firmware through MCU protocol research](https://awesomerea.org/resources/osiris-onkyo-receiver-case/index.md): Case study · OSIRIS replaces the DSP-board software of Onkyo TX-NR515 and TX-NR717 receivers with its own boot loader, Linux services and DSP code. The project documents the SPI exchange between the main MCU and DSP board, including 1032-byte transfers, frame structure and command meanings recovered from stock firmware and logs.
- [Virtual MPC Sample: rehosting Akai MPC Sample firmware in QEMU](https://awesomerea.org/resources/virtual-mpc-sample-case/index.md): Case study · Virtual MPC Sample rehosts Akai MPC Sample 1.3.0.12 firmware in QEMU using a custom lab kernel and a browser panel for the device controls. The repository documents firmware and device architecture, emulates the panel's UART communication and provides a shell, tracing and mod testing against the user's own firmware files.
- [OpenJooki: replacing the Jooki 2 software and recovery path](https://awesomerea.org/resources/openjooki-jooki2-case/index.md): Case study · OpenJooki replaces the Jooki 2 music speaker's embedded Linux core and provides phone-based control, updates and SD-card recovery. Its technical notes map the device's Ingenic Linux and ESP32 split, storage partitions, Mender update slots and recovery behavior, while the repository contains the replacement Lua services and installer tooling.
- [Stickwalker: porting Pokéwalker firmware to the Stick S3](https://awesomerea.org/resources/stickwalker-case/index.md): Case study · Stickwalker ports a matching reconstruction of Pokéwalker firmware to the M5Stack Stick S3. The repository includes firmware source, build tooling and placeholder artwork; users can build with artwork extracted from their own ROM, and a BPV10NF photodiode supplies infrared reception.
- [sony-bravia-linux: pre-Android BRAVIA platform and media behavior](https://awesomerea.org/resources/sony-bravia-linux-case/index.md): Case study · sony-bravia-linux investigates the Linux-based, pre-Android Sony BRAVIA platform and reconstructs selected media and portal behavior for owner-run services. Its documentation records observations from 2011–2012 AZ1, AZ2 and AZ3 sets, including remote input, browser media handling and 3D signalling. The repository also contains tools for H.264 3D SEI and related media workflows.
- [VanMoof BLE: a client for S5, A5 and S6 bicycle protocols](https://awesomerea.org/resources/vanmoof-ble-protocol-case/index.md): Case study · VanMoof BLE implements a Python client for the S5, A5 and S6 bicycle BLE protocols. It authenticates with an Ed25519 certificate, reads and writes documented topics, decodes captured messages, and exposes controls and telemetry according to each model's message format.
- [open-picpak: reconstructing the PicPak frame's BLE protocol and device behavior](https://awesomerea.org/resources/open-picpak-case/index.md): Case study · open-picpak documents the PicPak 4.2-inch e-ink frame's stock firmware behavior, BLE GATT protocol, and image conversion pipeline. The author reports deriving byte-level findings from the stock ESP-IDF image and a device client, then using those findings in custom ESP-IDF firmware, host tools, and a self-hosted backend.
- [Hisense AEH-W41H1: local A/C control over a reconstructed RS-485 bus](https://awesomerea.org/resources/hisense-aeh-w41h1-local-control-case/index.md): Case study · Hisense AEH-W41H1 local control replaces the air conditioner's cloud-connected Wi-Fi module with ESPHome firmware for an ESP32 board or the stock RTL8710C module. The implementation speaks the A/C's RS-485 bus and exposes climate controls and diagnostics to Home Assistant. Protocol notes describe the frame envelope, checksum, bus roles, and command/status behavior derived from device observation.
- [nRF52 e-paper tag: reconstructing an undocumented display interface](https://awesomerea.org/resources/nrf52-eink-price-tag-case/index.md): Case study · nRF52 e-paper tag reconstructs control of an undocumented electronic shelf label with an nRF52832 board and SSD1675A-class panel. The repository records the pinout, 9-bit SPI connection, waveform-table layout and refresh behavior, and provides replacement Zephyr firmware plus a portable C99 display driver.

## Protocols (91)

- [open-appleremote: Siri Remote protocol reconstruction](https://awesomerea.org/resources/open-appleremote-case/index.md): Case study · Reconstructs first-generation Siri Remote Bluetooth reports for Linux, decoding buttons, touch and tvOS-style gestures. The Python implementation and protocol notes distinguish measured behavior, historical reports and inferred meanings.
- [GAMEKB-K17: reconstructing a macropad configuration protocol](https://awesomerea.org/resources/gamekb-k17-case/index.md): Case study · Implements the vendor HID configuration protocol for the GAMEKB-K17/HCY-K017 macropad. It writes key mappings, firmware macros and RGB settings, then reads them back; protocol notes separate tested commands from unconfirmed observations and other-device findings.
- [cooler-lcd: a Thermalright display protocol implementation](https://awesomerea.org/resources/cooler-lcd-case/index.md): Case study · Implements a USB picture-transfer driver for Thermalright Vision cooler displays, with a Rust dashboard replacing the vendor display application. The documented protocol sends a header and JPEG frames, with periodic resends to prevent the device reverting to its logo.
- [NJFE: a Soulear camera protocol bridge for desktop inspection](https://awesomerea.org/resources/njfe-ear-camera-bridge-case/index.md): Case study · Reuses otoscope's reverse-engineered i4season/Soulear protocol in an ESP32-C3 bridge and Python desktop viewer. The author credits Claude Code for implementation and reports streaming one Hopefox Find T to a Windows PC, with recording, orientation and LED controls.
- [hw-harness: scanner USB protocol investigation](https://awesomerea.org/resources/hw-harness-reference-case/index.md): Case study · Documents an author-reported scanner investigation comparing vendor-driver USB control transfers with Linux-driver traces to infer initialization, timing and resolution parameters. The released harness organizes reference capture and comparison; it does not automatically recover a complete protocol specification.
- [Roborock Local Server: a self-hosted stand-in for Roborock’s vacuum cloud](https://awesomerea.org/resources/roborock-local-server-cloud-case/index.md): Case study · Runs a local HTTPS and MQTT stack in place of Roborock’s cloud, so supported vacuums keep live maps and controls on an isolated network without rooting or hardware changes. The maintainer’s technical write-up recounts earlier app and traffic analysis and a later investigation in which Claude Code and Codex worked against an emulated firmware environment. Compatibility is reported per model by the project and its users.
- [pypush: a Python client for Apple’s push protocol](https://awesomerea.org/resources/pypush-apns-protocol-case/index.md): Case study · Reimplements the client side of Apple’s private Apple Push Notification service (APNs) protocol in platform-independent Python: it activates as an Apple device, connects to the APNs courier, mints app-scoped tokens and receives push notifications. The project began as the author’s proof of concept for iMessage reverse engineering, but the current rewrite has removed IDS and iMessage support for now. It uses Apple’s services outside Apple’s official clients.
- [PixMob IR reverse engineering: controlling event wristbands at home](https://awesomerea.org/resources/pixmob-ir-protocol-case/index.md): Case study · Recovers enough of the infrared protocol used by PixMob event wristbands to light them at home, starting from Flipper Zero recordings made at concerts and games and replaying them to bracelets. Pulse-timing analysis found 38 kHz signals with bit intervals of roughly 700 µs, and targeted brute forcing from an ESP32 discovered hundreds of colour, fade, random and motion-mode commands, now sent through Arduino, Python and web tools. The README calls the result far from exhaustive and points to a later repository that decoded most of the full IR protocol through MCU dumping.
- [OpenDrop: an open reimplementation of Apple AirDrop](https://awesomerea.org/resources/opendrop-airdrop-reimplementation-case/index.md): Case study · Python command-line reimplementation of Apple's AirDrop protocol from SEEMOO Lab's reverse-engineering research. It finds receivers via _airdrop._tcp DNS-SD, sends binary-plist /Discover and /Ask requests over HTTPS and uploads gzip-compressed CPIO archives to exchange files with iOS and macOS. It is not affiliated with Apple.
- [bluefluff: reverse engineering Furby Connect's Bluetooth LE protocol](https://awesomerea.org/resources/bluefluff-furby-connect-ble-case/index.md): Case study · Documents the Bluetooth Low Energy interface of Hasbro's Furby Connect toy, worked out, according to its notes, from the companion app's native library, sniffed BLE traffic and trial and error. It maps the GATT services and the command and response bytes of the toy's Nordic radio and GeneralPlus controller, covering action sequences, antenna colour, mood values, sensor reports and a hidden debug screen. fluffd, a Node.js daemon built on the noble BLE library, exposes these commands through an HTTP API and a browser control page.
- [pyatv: a reverse-engineered client for Apple TV and AirPlay protocols](https://awesomerea.org/resources/pyatv-apple-tv-airplay-protocols-case/index.md): Case study · Asyncio Python library and command-line tools that act as an independent client for Apple TV and AirPlay devices by reimplementing the DMAP/DACP, Media Remote Protocol, Companion Link, AirPlay and RAOP protocols, which its protocol documentation describes as reverse engineered. That page records the recovered binary formats, Zeroconf properties, the OPACK encoding, pair-setup and pair-verify exchanges and Companion commands, with some request headers taken from Wireshark captures of the iPhone Remote app, and the bundled atvproxy relays MRP, Companion and AirPlay sessions to print decrypted messages for further analysis. On this basis pyatv provides remote control, metadata with push updates, app and account switching, audio-output management and AirPlay streaming to Apple TVs, HomePods and third-party receivers.
- [BudsPro-Headtracking: streaming Galaxy Buds Pro head tracking over Samsung’s serial protocol](https://awesomerea.org/resources/budspro-headtracking-case/index.md): Case study · Reimplements the Samsung Galaxy Buds Pro’s proprietary spatial-audio messages in a small Python script so that a PC can stream the earbuds’ head-tracking data in real time. It connects to the earbuds’ GEARMANAGER (or FACTORY) RFCOMM serial service, frames packets with start and end markers and a CRC16-CCITT checksum, enables the sensor stream with attach and two-second keep-alive messages, and decodes the rotation quaternion from the data events. A contributed script converts the quaternion to Euler angles and forwards it over local UDP to a Unity receiver; results are shown only as author-provided sample output.
- [Even G2 protocol: reverse-engineering Even Realities G2 smart-glasses BLE traffic](https://awesomerea.org/resources/even-g2-ble-protocol-case/index.md): Case study · Documents the Bluetooth Low Energy protocol between the Even app and Even Realities G2 smart glasses, worked out from captured traffic: GATT characteristic UUIDs, an 8-byte transport header with sequence, multi-packet and two-byte service-ID fields, a CRC-16/CCITT over the payload, and protobuf payloads with draft .proto definitions. A Python example built on bleak sends the seven-packet session handshake and drives the teleprompter service to show custom text. The README’s status table marks connection, handshake, teleprompter and calendar widget as working, notifications as partial, and Even AI and navigation as still under research.
- [fuji-cam-wifi-tool: reconstructing Fujifilm X-series Wi-Fi remote control](https://awesomerea.org/resources/fuji-cam-wifi-tool-protocol-case/index.md): Case study · Reimplements the Wi-Fi remote-control protocol of Fujifilm X-series cameras as a C++ library and an interactive command-line client that joins the camera's access point. Its headers name the control, event and JPEG live-view ports, message types and camera property codes, and source comments keep hex traces of exchanges along with what "the app" sends; the client connects, fires the shutter, records video, adjusts exposure settings and focus point, and streams live view, optionally into a Linux webcam device. README calls the tool very limited and mostly undocumented, so the protocol knowledge lives in code and comments rather than a specification.
- [Gymnasticon: bridging proprietary exercise-bike data to standard cycling sensors](https://awesomerea.org/resources/gymnasticon-exercise-bike-bridge-case/index.md): Case study · Node.js bridge that reads power and cadence from exercise bikes whose own apps or services are gone or closed, and re-broadcasts them as standard Bluetooth LE Cycling Power and Cycling Speed and Cadence sensors and as an ANT+ bike power profile, so that Zwift, TrainerRoad, bike computers and watches can use the bike. The author's development notes describe working out the Flywheel Home Bike's stats packets on its Bluetooth UART service after the vendor shut its home service down; Peloton support reads the bike's data cable through a USB serial adapter, while the Schwinn IC4 and Keiser M clients parse the standard Fitness Machine Service and Keiser's documented broadcasts. Bike and app compatibility is project-reported.
- [garmin-ble: a Python client for Garmin's GFDI watch protocol](https://awesomerea.org/resources/garmin-ble-gfdi-protocol-case/index.md): Case study · Python library that talks to Garmin watches over their proprietary GFDI V2 Bluetooth LE protocol, with no Garmin Connect, phone or cloud service. It implements the handshake, multi-link routing, COBS framing, CRC16 checks and protobuf service messages, streams typed readings such as heart rate, HRV, SpO2, stress, Body Battery and accelerometer data, and adds a simulator and recorded-session replay for work without hardware. Its acknowledgements credit Gadgetbridge for the protocol logic and schemas, while a published journal shows how the author decoded the accelerometer payload, which Gadgetbridge only logged, from labelled recordings.
- [bosectl: reconstructing Bose’s BMAP headphone protocol](https://awesomerea.org/resources/bosectl-bose-bmap-protocol-case/index.md): Case study · Controls Bose headphones from Linux and macOS without the Bose app, account or cloud, through Python, Rust and C++ libraries and command-line tools that implement Bose’s BMAP protocol over Bluetooth RFCOMM. The author documents BMAP’s function blocks, operators, payload layouts and error codes in NOTES.md, reportedly worked out by probing RFCOMM channels, capturing Bluetooth traffic while changing settings in the Bose app and testing each operator, and the libraries cover noise cancellation, EQ, spatial audio, button remapping, profiles and device settings. Support is reported per model by the author and contributors.
- [lib-osmo-ble: DJI Osmo Pocket 3 Bluetooth LE protocol library](https://awesomerea.org/resources/osmo-pocket-3-ble-protocol-case/index.md): Case study · Reconstructs the DUML-over-BLE protocol that DJI's Mimo app uses with the Osmo Pocket 3 camera as a Node.js library and CLI for scanning, pairing, gimbal commands and roughly 20 Hz position telemetry without the vendor app. The author reports working from a third party's Wireshark captures and dissector of Mimo traffic, a Go client and trial-and-error debugging; PROTOCOL.md documents the frame layout, CRC parameters, BLE characteristic roles and command IDs. A write-up and bundled patch trace seven bugs that kept the earlier node-osmo library from working with the camera, and the author reports that the patched library completed pairing, Wi-Fi setup and RTMP streaming.
- [DJI MIMO BLE artifacts: reconstructing the DJI Osmo control protocol](https://awesomerea.org/resources/dji-mimo-ble-reveng-case/index.md): Case study · Documents the Bluetooth Low Energy message format that DJI's proprietary MIMO app uses to control DJI Osmo devices, as artifacts produced while building the independent djictl CLI. The author derives the framing — a magic byte, length, protocol version, header CRC8, subsystem and message-id fields, a payload and a message CRC16 — from the author's own Android BLE logs, and ships a Wireshark dissector plus an annotated catalog of message types. Many message types are labelled as guesses or unknown; the author reports reaching working livestreaming on a DJI Osmo Pocket 3 and pausing further analysis.
- [Cat Printer BLE: reconstructing the MXW01 thermal printer protocol](https://awesomerea.org/resources/catprinterble-mxw01-printer-case/index.md): Case study · Replaces the vendor phone app for the MXW01 “cat printer”, a small Bluetooth Low Energy thermal printer, with a Windows command-line client. The author reports starting from the iOS-only Moblin implementation and then reverse-engineering the vendor's phone app further, and the client sends CRC8-checked commands to one GATT service while streaming 384-pixel image lines in 1-bit or 4-bit grayscale. Several command IDs remain marked as unknown, and the author tested only this one printer model.
- [a0rfid: an open driver for A0-protocol UHF RFID readers](https://awesomerea.org/resources/a0rfid-uhf-reader-protocol-case/index.md): Case study · Reconstructs the A0 serial protocol of R2000-family 915 MHz UHF RFID desktop readers, which ship with only Windows software and an Android app, from the vendor app's native command encoder rather than its misleading Java SDK. A userspace CH340 driver, a Python CLI and GUI, and a small Android app then talk to the reader directly for inventory and tag-memory reads. docs/PROTOCOL.md records the frame layout, checksum, command table, response formats and the different field orders of READ and WRITE.
- [Xiaomi Kettle BLE protocol: reconstructing a smart kettle's control interface](https://awesomerea.org/resources/xiaomi-kettle-ble-protocol-case/index.md): Case study · Documents the closed Bluetooth Low Energy GATT protocol of the Xiaomi Kettle, which the author reconstructed by decompiling the Mi Home Android app and disassembling its native encryption library. The write-up covers the connection and authentication handshake, the layout of status notifications and the writable settings characteristics, with a small Go reimplementation of the cipher helpers. The author built a kettle-to-MQTT bridge for Home Assistant from it but did not publish that code, and gives no guarantee that the notes work for others.
- [Ford Fiesta MK5 MS-CAN: decoding the dashboard and radio bus](https://awesomerea.org/resources/ford-fiesta-mk5-ms-can-case/index.md): Case study · Documents the medium-speed CAN bus that links the 6000CD radio and the dashboard of a restyled (post-2006) Ford Fiesta MK5, worked out by tapping the bus at the radio's QuadLock connector with a Seeed CAN-BUS Shield on an Arduino Uno. The README describes 18 partly or fully decoded message IDs on the 125 kbit/s bus, with byte layouts and scaling formulas: radio text sent to the dashboard LCD over ISO-TP, station names, volume, CD track and steering-column mode and seek buttons, as well as broadcast clock, door, lock, reverse-gear, indicator, light, handbrake, airbag-lamp, pedal, RPM, speed, coolant, key-position, battery and partial VIN data. An incomplete Kayak .kcd definition encodes only the clock and gas-pedal/RPM/speed messages.
- [uniden-r8-ble: reconstructing the Uniden R8 radar detector's BLE telemetry](https://awesomerea.org/resources/uniden-r8-ble-telemetry-case/index.md): Case study · Decodes the undocumented Bluetooth Low Energy output of a Uniden R8 radar detector into a receive-only collector for a Raspberry Pi, with live telemetry, alert start/update/end events, SQLite history and optional MQTT and Home Assistant publishing. The author worked the protocol out from the wire on a real detector, building on earlier R8w findings from AegisX86/UnidenR8wlink, and grades every claim in PROTOCOL.md by its evidence: measured on this R8, seen on another model, decompiled from an app but untested, or inference. Unknown fields are carried through raw rather than given invented meanings.
- [opendash: reconstructing the Scanmatik SM3 J2534 adapter protocol](https://awesomerea.org/resources/opendash-scanmatik-sm3-protocol-case/index.md): Case study · Speaks the undocumented protocol of the Scanmatik SM3, a J2534 vehicle interface that otherwise talks only to its own Windows software, and exposes it to an Android phone as an ELM327 bridge with a diagnostics app on top. The author recovered the framing — a 16-byte header with sequence, CRC-based and sum-based check words, opcode and length — by capturing the device's bundled driver and measuring the replies, and docs/protocol.md separates what was established from what is still open. Reported results come from one Opel Astra J over five sessions with the car present.
- [OWL: an open Apple Wireless Direct Link implementation](https://awesomerea.org/resources/owl-awdl-open-implementation-case/index.md): Case study · Reimplements Apple Wireless Direct Link (AWDL), the proprietary Wi-Fi ad hoc protocol Apple devices use for peer-to-peer links such as AirDrop, as a user-space C daemon for Linux and macOS; the README calls it the result of reverse engineering by the Open Wireless Link project at TU Darmstadt's SEEMOO lab. OWL runs the master election, synchronises availability windows and the channel sequence, parses and crafts AWDL action and data frames, and provides an awdl0 virtual interface with a link-local IPv6 address, so unmodified IPv6 programs such as SEEMOO's OpenDrop AirDrop client can reach Apple devices. The authors describe the recovered protocol in a MobiCom 2018 paper.
- [QuestPad: a USB gamepad from the Quest Touch radio protocol](https://awesomerea.org/resources/questpad-case/index.md): Case study · QuestPad implements the Quest Touch controllers' private 2.4 GHz radio protocol on nRF52840 firmware so a computer can use them as a USB gamepad. Its protocol reference documents pairing, AES-CCM encrypted controller packets, 2 ms link frames and input data; the firmware exposes generic gamepad, DS4 and XInput modes.
- [Stadiacast: reconstructing the Stadia Controller's Wi-Fi service](https://awesomerea.org/resources/stadiacast-case/index.md): Case study · Stadiacast recreates the network service used by the Stadia Controller's Wi-Fi firmware so the controller can connect to a local computer. The receiver answers boot and discovery requests, completes WebRTC and DTLS sessions, decodes input and sends rumble commands. Protocol notes record findings from firmware reading and live controller runs, with protobuf schemas and receiver code in the repository.
- [os-xgs-npu: reconstructing Sophos XGS coprocessor interfaces](https://awesomerea.org/resources/os-xgs-npu-case/index.md): Case study · os-xgs-npu reconstructs interfaces to Sophos XGS appliance coprocessors through FreeBSD kernel modules and an OPNsense plugin. The work documents undocumented registers, PCIe device families and measured coprocessor behavior to expose front ports and offload firewall flows and IPsec associations.
- [LibreMP: an Epson EasyMP screen caster from packet-capture research](https://awesomerea.org/resources/libremp-easymp-case/index.md): Case study · LibreMP casts desktop screens to Epson EasyMP projectors using a protocol reconstructed from Windows client packet captures. Its Rust core handles registration and login messages, projector QR decoding, JPEG tile streaming and changed-region updates; a CLI and Tauri interface use the same core. The project documents control on TCP 3620 and video on TCP 3621.
- [Sony CDX-A250: reconstructing the LCD panel interface](https://awesomerea.org/resources/lc75826-sony-cdx-a250-case/index.md): Case study · Sony CDX-A250 LCD Panel reconstructs the serial control needed to drive the radio's detachable display independently through its LC75826W driver. Wiring notes, CCB transfer documentation, and an Arduino sketch cover display-data groups, control bits, test patterns, and experimental segment mapping.
- [MacroPad: reconstructing a USB macropad configuration protocol](https://awesomerea.org/resources/macropad-usb-protocol-case/index.md): Case study · MacroPad reconstructs the USB HID configuration exchange of a 12-key, two-knob macropad identified as 1189:8840 and implements it in a Linux GUI. The author documents capturing MINI_KEYBOARD.exe traffic with usbmon, decoding configuration and commit reports, and replaying captured packets in tests.
- [Monix: reconstructing Audient iD USB mixer control on Linux](https://awesomerea.org/resources/monix-audient-id-case/index.md): Case study · Monix implements Linux mixer control for Audient iD USB audio interfaces through a companion kernel module, protocol library and GUI. Its protocol documentation maps USB control requests from official-app captures and macOS binary analysis, covering routing, faders, metering and device profiles.
- [Scooter Link: a Xiaomi scooter client built from BLE protocol research](https://awesomerea.org/resources/scooter-link-case/index.md): Case study · Scooter Link implements an Android client for Xiaomi Electric Scooter 5 Pro and 5 Max using a reconstructed BLE authentication protocol. Its research log covers GATT characteristics and investigation of the ECDH P-256, HKDF-SHA256, and AES-CCM exchange; the app reads ride and battery data and controls supported settings.
- [Sound Blaster AE-9: reconstructing Linux control from Windows driver analysis](https://awesomerea.org/resources/sb-ae9-case/index.md): Case study · Sound Blaster AE-9 Linux support reconstructs card and Audio Control Module behavior using static analysis of Creative's Windows drivers and hardware observations. The included investigations document CtxHda.sys, CtxHdb.sys, and the ACM's SysEx-framed UART protocol; the driver implements selected playback and controls.
- [thermalmaster: a Go client for ThermalMaster camera USB commands](https://awesomerea.org/resources/thermalmaster-case/index.md): Case study · thermalmaster implements a Go USB client for ThermalMaster P3 and P1 thermal cameras using documented VDCMD control transfers. It captures PNG frames, streams thermal and IR video to Linux v4l2loopback, and records USB command framing and model identifiers for interoperability.
- [open-rknpu: Rockchip NPU task-program reconstruction](https://awesomerea.org/resources/open-rknpu-case/index.md): Case study · open-rknpu reconstructs a task-program interface for the Rockchip RV1103/RV1106 NPU from board experiments and black-box comparisons. Its Python compiler emits register commands, weight and quantization blocks, and a container for bounded static ONNX convolution graphs; a C runtime submits them through /dev/rknpu. Research files document register and numerical findings.
- [hardsid4u: reconstructing the HardSID 4U USB protocol](https://awesomerea.org/resources/hardsid4u-case/index.md): Case study · hardsid4u reconstructs the HardSID 4U USB protocol and implements a libusb Python driver for its SID-chip sockets. The investigation combines vendor-binary analysis, USB captures, and hardware probes to document command framing, initialization, register writes, timing, and flow control; a MIDI instrument uses the driver.
- [PyEilik: a client for the Eilik robot's USB protocol](https://awesomerea.org/resources/pyeilik-case/index.md): Case study · PyEilik implements control of an Eilik desk robot over a recovered USB serial protocol. Its C library and Python wrapper move four servos, read and update the 128×64 display, and play video with synchronized movement. The protocol reference documents 125000-baud framing, command IDs, checksums and acknowledgements.
- [libfprint-goodixtls: a reconstructed Goodix GXFP5187 fingerprint driver](https://awesomerea.org/resources/libfprint-goodixtls-case/index.md): Case study · libfprint-goodixtls reconstructs communication with the Goodix GXFP5187 SPI fingerprint sensor in the Huawei MateBook X Pro as a libfprint TOD driver. It reads a PSK from sensor RAM, establishes the sensor's TLS-PSK channel, decodes captured images, and uses local descriptors for host-side matching. The author reports enrolment and verification through fprintd and GNOME Settings; detailed reverse-engineering notes are kept outside the repository.
- [RazerStream: reconstructing Stream Controller device control](https://awesomerea.org/resources/razerstream-case/index.md): Case study · RazerStream replaces the retired control software for the Razer Stream Controller with a macOS app, Swift protocol library and CLI. Its documented device protocol runs over a USB serial port, performs a WebSocket upgrade, then exchanges framed commands and input events. The app configures touchscreen tiles, knobs, buttons and LEDs.
- [DABplay+: reconstructing USB DAB+ dongle control](https://awesomerea.org/resources/dabplayplus-case/index.md): Case study · DABplay+ implements an Android DAB radio using a reverse-engineered USB dongle protocol. It drives the DTR-100 family directly, decodes broadcast data and audio, and documents additional dongle protocols alongside hardware findings and tests.
- [PocketPrinter5890: reconstructing the Lidl 5890 printer protocol](https://awesomerea.org/resources/pocketprinter5890-case/index.md): Case study · PocketPrinter5890 reconstructs the BLE printing protocol of Lidl's Tronic, SILVERCREST, and Parkside model 5890 pocket printers. Its specification documents activation writes, flow-control credits, and raster bands; Swift, Kotlin, and TypeScript libraries implement printing for Apple devices, Android, and browsers.
- [Parking sensor kit: reconstructing its display protocol](https://awesomerea.org/resources/parking-sensor-protocol-case/index.md): Case study · This parking-sensor investigation reconstructs the signal sent from a kit's controller to its display. Oscilloscope observations and tests with different sensor states identify fields in roughly 48-bit frames for sensor address, connection and proximity. A PlatformIO example for ATmega328P reads and reports the parsed frames.
- [pyhaseiq: reconstructing the older Hase iQ stove's WebSocket protocol](https://awesomerea.org/resources/pyhaseiq-case/index.md): Case study · pyhaseiq reconstructs the local WebSocket protocol of Hase iQ wood stoves used with the flamemonitor app and implements an asynchronous read-only Python client. The specification records base64-encoded request and response frames, serial dialogue and observation status for each finding; the client reads combustion phase, temperature and performance.
- [LED Controller: a BanlanX BLE client with audio-feed protocol findings](https://awesomerea.org/resources/led-controller-banlanx-case/index.md): Case study · LED Controller uses BanlanX BLE commands to control SP611E-family LED strips from a desktop app. Its documentation maps GATT commands and state notifications, and reports probing an audio-feed message used by the controller’s music effects; included tools inspect advertisements, GATT state and Bluetooth captures.
- [Zemismart Blind Controller Protocol: RF command reconstruction](https://awesomerea.org/resources/zemismart-blind-protocol-case/index.md): Case study · Zemismart Blind Controller Protocol documents the 433.92 MHz OOK PWM messages used by Zemismart motorized blind remotes. It records pulse timing, payload fields and formulas for channel and button commands, with Python scripts to capture IQ samples and encode or decode transmissions.
- [vanmoof-certificates: decoding VanMoof bike certificates](https://awesomerea.org/resources/vanmoof-certificates-case/index.md): Case study · vanmoof-certificates decodes the access certificates used with VanMoof SA5 and Series 6 bikes. It documents an Ed25519 signature followed by a CBOR payload containing bike serials, user identity, access role and expiry, and provides Go code to request, parse and check certificates. The source says the SA5 verification key was recovered from a bike BLE certificate.
- [Cosmic Byte Firestorm Controller: a USB protocol client for mouse settings](https://awesomerea.org/resources/cosmic-byte-firestorm-controller-case/index.md): Case study · Cosmic Byte Firestorm Controller implements a Linux client for the mouse's recovered USB settings protocol. Its Python CLI sends control and interrupt transfers to configure lighting effects, per-DPI indicator colours and sensitivity levels, while PROTOCOL.md records packet structures and command sequences.
- [Centerpiece Projects: decoding Finalmouse Centerpiece USB control](https://awesomerea.org/resources/finalmouse-centerpiece-protocol-case/index.md): Case study · Centerpiece Projects documents observed USB control messages for the Finalmouse Centerpiece keyboard and implements scripts around them. Its notes describe HID framing and message types for uploads, status, slot switching and preview chunks; PowerShell and Python helpers expose device operations.
- [FAAC E145 Gate Connect: reconstructing EasyBoard gate commands](https://awesomerea.org/resources/faac-e145-gate-connect-case/index.md): Case study · FAAC E145 Gate Connect implements local control of an FAAC E145 gate through serial commands reconstructed from EasyBoard software traffic. The documentation lists POLL, OPEN, CLOSE and STOP byte sequences and describes their framing and checksum. The Python gateway adds position monitoring plus web, REST and MQTT interfaces.
- [stagg-net: investigating the Fellow Stagg EKG kettle UART](https://awesomerea.org/resources/stagg-net-case/index.md): Case study · stagg-net investigates the Fellow Stagg EKG kettle's internal UART interface and documents its connector, serial settings, observed heartbeat packet, and startup message. The repository includes a logic capture, decoder source, probing scripts, and ESPHome configuration for an ESP32-C6 connection.
- [TOZO Control: a Linux earbuds client built from the TOZO BLE protocol](https://awesomerea.org/resources/tozo-control-case/index.md): Case study · TOZO Control provides a Linux GTK4 client for TOZO earbuds using a BLE GATT protocol recovered from the vendor's Android app. It sends commands to characteristic B611, receives notifications on B612, and documents GET and SET packet layouts and parameter IDs. The author reports testing the T10 model for battery, game mode, equalizer and balance controls.
- [BMS RS485 Service Suite: reconstructing a battery-service bus protocol](https://awesomerea.org/resources/bms-rs485-service-suite-case/index.md): Case study · BMS RS485 Service Suite documents an observed ASCII RS485 protocol for battery-management services and implements frame building and decoding in Node-RED. The specification covers framing, length and checksum fields, request and response rules and decoded service IDs; the wider suite connects JK and DALY BLE data to MQTT and dashboards.
- [Petkit Local: reconstructing feeder cloud and fountain BLE controls](https://awesomerea.org/resources/petkit-local-case/index.md): Case study · Petkit Local replaces selected Petkit D4 feeder cloud exchanges with a local Home Assistant server and relays Eversweet Max 2 CTW3 fountain messages over BLE. The integration implements device registration, heartbeats, schedules, events and commands based on observed device communication.
- [IPI STAY FLY Driver: reconstructing mouse configuration over HID](https://awesomerea.org/resources/ipi-stay-fly-driver-case/index.md): Case study · IPI STAY FLY Driver reconstructs mouse configuration in a Windows app using reverse-engineered 16-byte HID frames. It exposes DPI, polling, button and sensor settings, documents a frame checksum, and includes a WebHID capture extension plus protocol notes for ATK FIERCE X.
- [Soundcore D3200: reconstructing BLE recording transfer and decryption](https://awesomerea.org/resources/soundcore-d3200-ble-case/index.md): Case study · A Soundcore D3200 investigation reconstructs the BLE exchange used to list and transfer encrypted recordings. Its Python client performs a P-256 ECDH handshake, derives session and file keys, decrypts AES-256-CTR Opus packets and writes an Ogg/Opus file.
- [K1 Pro OpenDeck Suite: a Linux driver for the Stream Dock K1 Pro](https://awesomerea.org/resources/k1-pro-opendeck-suite-case/index.md): Case study · K1 Pro OpenDeck Suite includes a Linux OpenDeck driver for the HOTSPOTEK/Mirabox Stream Dock K1 Pro based on its reverse-engineered USB/HID CRT protocol. The driver handles connection and keepalive messages, 64×64 JPEG key displays, RGB ring controls, and three knob inputs. Four accompanying plugins add generic OpenDeck functions.
- [iDotMatrix: Home Assistant control through a reconstructed BLE protocol](https://awesomerea.org/resources/idotmatrix-ha-case/index.md): Case study · iDotMatrix Home Assistant integration controls the HXS-002 / NL-XSD-32 LED panel over a BLE protocol derived from analysis of the vendor Android app. Its vendored protocol module and hardware-capture tests support power, brightness, clock controls and chunked 32×32 image uploads with CRC32.
- [Dell ControlVault 2 fingerprint on Linux: adapting a driver for BCM5880](https://awesomerea.org/resources/dell-controlvault2-fingerprint-linux-case/index.md): Case study · Dell ControlVault 2 fingerprint on Linux adapts a locally obtained Broadcom driver to the older BCM5880 fingerprint reader through five signature-matched byte patches. The accompanying investigation maps the device’s USB endpoints, command header and driver checks. The author reports working capture, while enrollment and matching remain unreliable or unconfirmed.
- [epson-l3110-driver: investigating the printer's USB and ESC/P-R exchanges](https://awesomerea.org/resources/epson-l3110-driver-case/index.md): Case study · epson-l3110-driver investigates the Epson L3110's USB printing exchanges while developing a Linux driver in C. Its notes use captured print-job traffic to identify the IEEE 1284 device ID, EJL session setup and ESC/P-R command framing. USB communication is still in progress, and the driver cannot yet print pages.
- [MS5 WiFi Microscope: reconstructing the camera's UDP video protocol](https://awesomerea.org/resources/ms5-wifi-microscope-case/index.md): Case study · MS5 WiFi Microscope reconstructs the MS5 camera's UDP command and video protocol and supplies a Python client that serves its reassembled JPEG stream as MJPEG. The documentation specifies command headers, the OpenVideo port handshake, chunk layout and resolution queries; the author reports 1280×720 streaming at roughly 25–30 fps on MS5 hardware.
- [lux-lat-long-log: reconstructing LUMIX S5 BLE GPS communication](https://awesomerea.org/resources/lux-lat-long-log-case/index.md): Case study · lux-lat-long-log reconstructs the Panasonic LUMIX S5 Bluetooth LE GPS exchange in an ESP32 camera client. The project documents GATT identifiers, session ordering and GPS/time packets from Android HCI captures, then uses a GNSS module to send positions without the phone app.
- [Magene L308: reconstructing a smart taillight's BLE control protocol](https://awesomerea.org/resources/magene-l308-taillight-case/index.md): Case study · Magene L308 interop tools reconstruct the smart taillight's BLE control protocol and light_mode.bin pattern format. A protocol specification records GATT characteristics, command frames and upload sequences; browser, Python and Garmin clients use those findings to control settings and patterns directly.
- [xbloom-ble: a client for the xBloom Studio BLE protocol](https://awesomerea.org/resources/xbloom-ble-case/index.md): Case study · xbloom-ble implements a Python client for the xBloom Studio coffee machine's recovered Bluetooth LE protocol. The author documents capturing app traffic and comparing GATT command frames; the CLI and terminal UI load recipes, program dial presets, optionally start brewing and display live scale telemetry.
- [ak820: reconstructing AJAZZ AK820 Pro HID control on macOS](https://awesomerea.org/resources/ajazz-ak820-pro-mac-case/index.md): Case study · ak820 implements macOS control of the AJAZZ AK820 Pro keyboard through its vendor HID feature-report protocol. The Python CLI sets the clock, RGB lighting, and sleep timer over USB; accompanying notes describe Windows-driver analysis, packet framing, transaction handshakes, and the unresolved key-remapping commands.
- [GameTrak Liberation: a client for the controller's HID protocol](https://awesomerea.org/resources/gametrak-liberation-case/index.md): Case study · GameTrak Liberation implements a client for the GameTrak controller's reverse-engineered USB HID behavior. It sends the initialization and rolling-key keepalive messages needed for sustained reports, then exposes six-axis data through stdout, OSC, MIDI or WebSockets. Protocol notes, report captures and Processing and p5.js examples accompany the Python tools.
- [Cooper Hunter AC: UART and infrared protocol investigation](https://awesomerea.org/resources/cooper-hunter-ac-protocol-case/index.md): Case study · Cooper Hunter AC documents the COM1 UART and infrared control messages of CH-IF140RK and CH-IF140RK2 units with a Gree GRZQ3-R V1 board. The author inferred UART status fields by comparing packets while operating the infrared remote. The resulting ESPHome design receives UART status and sends control through an infrared signal path.
- [aw5d-linux: driving an iBUYPOWER cooler LCD from USB-HID research](https://awesomerea.org/resources/aw5d-linux-case/index.md): Case study · aw5d-linux drives the round LCD on an iBUYPOWER AW5/AW5D cooler from Linux using a 64-byte USB-HID output report. Its research notes document report ID 0x10 and byte positions for CPU usage, clock, temperature and gauge styling. The author reports a working display on one 3402:0407 unit; other device variants remain unconfirmed.
- [MyJBxHeadsetControl: JBL Quantum 950 controls over USB HID](https://awesomerea.org/resources/myjbxheadsetcontrol-case/index.md): Case study · MyJBxHeadsetControl provides Stream Deck controls for the JBL Quantum 950 Wireless headset through its USB dongle's reverse-engineered HID exchange. It receives status packets for battery and sound modes, sends feature reports for settings, and uses the user's QuantumENGINE DLL to calculate EQ coefficients.
- [zlt: MTN ZLT T10D MAX router API reconstruction](https://awesomerea.org/resources/zltrouter-case/index.md): Case study · zlt reconstructs the LAN JSON API of the MTN ZLT T10D MAX router from its served JavaScript and observed responses. Its Python client handles reqproc requests, login and CSRF behavior, while a CLI and local dashboard expose signal, network mode, SMS and USSD operations. The protocol document identifies firmware-specific fields and porting limits.
- [claude-rc-api: reconstructing Claude Code Remote Control endpoints](https://awesomerea.org/resources/claude-rc-api-case/index.md): Case study · claude-rc-api reconstructs the private HTTP interface used to control local Claude Code sessions from claude.ai/code. Its reference derives session endpoints, OAuth authentication, event envelopes, and streaming behavior from the CLI binary; a Python library and CLI use that interface to observe and steer sessions.
- [MSI Mystic Light on Linux: reconstructing B860/X870 lighting control](https://awesomerea.org/resources/msi-mystic-light-b860-x870-linux-case/index.md): Case study · MSI Mystic Light on Linux implements lighting control for an MSI motherboard from USB traffic captured while MSI Center ran in a Windows VM. Its Python script sends a 290-byte HID Feature report to controller 0db0:0076, while the documentation maps modes, RGB palette bytes, brightness, direction and the flash-save flag.
- [LinkCam: controlling Insta360 Link 2 through UVC extension research](https://awesomerea.org/resources/linkcam-case/index.md): Case study · LinkCam implements macOS menu-bar and command-line controls for the Insta360 Link 2 webcam. It uses standard UVC controls for pan, tilt and zoom, while its extension-unit investigation identifies a feature-mask bit and selector for AI tracking.
- [shark-k86-mac: a client for the Attack Shark K86 HID protocol](https://awesomerea.org/resources/shark-k86-mac-case/index.md): Case study · shark-k86-mac reconstructs the Attack Shark K86 keyboard's vendor HID controls as a Python CLI and library for macOS and Linux. Its clean-room protocol notes describe 64-byte feature reports, checksums and opcodes; the client controls lighting and the TFT screen and reads device information.
- [fitdays: reconstructing a smart-scale cloud client](https://awesomerea.org/resources/fitdays-protocol-case/index.md): Case study · fitdays recreates read-only access to the Fitdays smart-scale cloud API from traffic observed in the vendor app. Its asynchronous Python client logs in with the service's password digest, follows regional redirects, renews sessions, and retrieves scale, profile, and body-composition measurement records.
- [trvision: implementing Thermalright Vision USB display control](https://awesomerea.org/resources/trvision-case/index.md): Case study · trvision implements direct USB control of Thermalright Vision display panels using previously documented protocol research. It captures desktop frames, encodes JPEG or RGB565 according to the handshake reply, and sends framed data over bulk USB; a companion parser reads USBPcap captures.
- [pocket-client: a BLE client for the Pocket voice recorder](https://awesomerea.org/resources/pocket-client-case/index.md): Case study · pocket-client implements the Pocket voice recorder's recovered BLE command protocol in a Swift library and CLI. It documents authentication, status and recording inventory exchanges, MP3 transfer and control commands, using findings from vendor-app HCI captures and live device probes.
- [KeyAxis: decoding a magnetic keyboard's analog HID stream](https://awesomerea.org/resources/keyaxis-keyboard-hid-case/index.md): Case study · KeyAxis documents the HID travel stream of keyboards using the 0416:7372 controller and turns key depth into virtual gamepad axes. Its protocol notes specify the vendor interface, ARM and DISARM commands, 64-byte host reports and row, column and depth fields recovered from captured traffic.
- [A.O. Smith water heater: local CTA-2045 control and protocol findings](https://awesomerea.org/resources/aosmith-water-heater-case/index.md): Case study · The A.O. Smith water-heater project implements local monitoring and demand-response control of an HPS10-50H45DV over its CTA-2045 RS-485 port, publishing readings to MQTT. Its documentation records frame structure, checksums, control responses and observed behavior of this specific tank.
- [j2208-band-tools: a direct client for the J2208 fitness-band protocol](https://awesomerea.org/resources/j2208-band-tools-case/index.md): Case study · j2208-band-tools implements a direct BLE client for J2208-family fitness bands using protocol findings recovered from the FitTrack Health companion app. Its Python tools read stored health history and live sensor values, probe GATT services and collect readings into SQLite. The author checked the documented 16-byte frame protocol against one Hume Band V2.
- [Eufy Local Light: reconstructing BLE control for E10 and E22 lights](https://awesomerea.org/resources/eufy-local-ha-case/index.md): Case study · Eufy Local Light implements a Home Assistant client for Eufy Outdoor String Lights E10 and Permanent Outdoor Lights E22 using BLE traffic analyzed from the Eufy app. Its protocol notes describe GATT endpoints, packet framing, AES-128-CBC session setup, and light-control commands.
- [OpenPeats: reconstructing SoundPEATS earbud controls](https://awesomerea.org/resources/openpeats-case/index.md): Case study · OpenPeats reconstructs the SoundPEATS earbud control protocol for desktop and Android clients. Its specification describes frames and opcodes derived from analysis of the official Android app and checked against SOUNDPEATS H3 hardware. Go and Kotlin implementations expose ANC, equalizer and multipoint controls, plus battery status.
- [hongtai-panel: reconstructing a cooler LCD's USB serial protocol](https://awesomerea.org/resources/hongtai-panel-case/index.md): Case study · hongtai-panel implements Linux control of a LovingCool AIO cooler LCD using a USB CDC-ACM serial protocol reconstructed from the vendor's Electron application. Its documentation describes control-frame layout, checksums, JSON replies, and opcodes; the client displays system statistics, media, or screen mirroring.
- [ESPHome ↔ L&S Emotion Control: reconstructing a smart-light radio client](https://awesomerea.org/resources/emotion-control-ha-case/index.md): Case study · An ESPHome component recreates L&S Emotion Control remote commands so an ESP32 with a CC2500 radio can control furniture lights and reflect physical remote presses in Home Assistant. Its documented radio configuration uses MSK at 2436.2 MHz, a sync word, and 14-byte payloads carrying the remote ID, command, and value.
- [akp02: reconstructing the Ajazz AKP02 display protocol](https://awesomerea.org/resources/akp02-display-protocol-case/index.md): Case study · akp02 reconstructs the Ajazz AKP02 secondary display's USB HID protocol as a Linux Python library. It documents command report framing and implements full or partial image updates, brightness and power controls, firmware queries, orientation and keepalive.
- [RK M75: reconstructing wired and wireless RGB control](https://awesomerea.org/resources/rk-m75-case/index.md): Case study · RK M75 reconstructs RGB control for the Royal Kludge RK M75 keyboard from wired USB HID captures and 2.4 GHz wireless experiments. A Python library sends per-key wired frames and grouped wireless frames; the repository also contains protocol notes, captures and a wired SignalRGB plugin.
- [ACiQ K18W: reconstructing a mini split's UART protocol](https://awesomerea.org/resources/aciq-minisplit-protocol-case/index.md): Case study · ACiQ K18W documents the UART protocol between a mini split's indoor board and TCL WBR1 Wi-Fi module. Captures and decoders map 115200 8N1 traffic, 0xA5 frames, CRC-16/XMODEM, acknowledgments, and appliance fields; ESPHome configurations provide passive monitoring or local control after replacing the module.
- [RND Companion: reconstructing the RND Synth SysEx protocol](https://awesomerea.org/resources/rnd-companion-case/index.md): Case study · RND Companion reconstructs the Cymaforma RND Synth's SysEx control vocabulary and implements a C++ codec and companion plugin for patch seeds. The protocol notes identify framing and seed or status commands from a web app and one hardware capture. The client can use a direct MIDI port or host MIDI routing and stores a curated seed library.
- [viture-v2: a reconstructed VITURE Gen2 glasses protocol and driver](https://awesomerea.org/resources/viture-v2-case/index.md): Case study · viture-v2 documents and implements the USB HID protocol used by VITURE Gen2 XR glasses. The author matched usbmon captures to SDK frame logs, then wrote a Rust driver with hidraw, usbfs and io_uring transports for queries and IMU streams. Measurements and compatibility claims cover the VITURE Pro 2 XR.
- [BikeStation: local Echelon Connect control over Bluetooth LE](https://awesomerea.org/resources/bikestation-case/index.md): Case study · BikeStation is a local Windows client for Echelon Connect exercise bikes built on community research into their proprietary Bluetooth LE protocol. It reads cadence and resistance telemetry, queries the bike's resistance range, writes motorized resistance commands and records rides without the vendor cloud.
